mirror of https://github.com/bjornbytes/lovr.git
Use doubles for noise;
This commit is contained in:
parent
f347ac98d9
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@ -153,12 +153,12 @@ static int l_lovrMathNewRandomGenerator(lua_State* L) {
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static int l_lovrMathNoise(lua_State* L) {
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static int l_lovrMathNoise(lua_State* L) {
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switch (lua_gettop(L)) {
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switch (lua_gettop(L)) {
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case 0:
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case 0:
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case 1: lua_pushnumber(L, lovrMathNoise1(luax_checkfloat(L, 1))); return 1;
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case 1: lua_pushnumber(L, lovrMathNoise1(luaL_checknumber(L, 1))); return 1;
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case 2: lua_pushnumber(L, lovrMathNoise2(luax_checkfloat(L, 1), luax_checkfloat(L, 2))); return 1;
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case 2: lua_pushnumber(L, lovrMathNoise2(luaL_checknumber(L, 1), luaL_checknumber(L, 2))); return 1;
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case 3: lua_pushnumber(L, lovrMathNoise3(luax_checkfloat(L, 1), luax_checkfloat(L, 2), luax_checkfloat(L, 3))); return 1;
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case 3: lua_pushnumber(L, lovrMathNoise3(luaL_checknumber(L, 1), luaL_checknumber(L, 2), luaL_checknumber(L, 3))); return 1;
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case 4:
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case 4:
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default:
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default:
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lua_pushnumber(L, lovrMathNoise4(luax_checkfloat(L, 1), luax_checkfloat(L, 2), luax_checkfloat(L, 3), luax_checkfloat(L, 4)));
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lua_pushnumber(L, lovrMathNoise4(luaL_checknumber(L, 1), luaL_checknumber(L, 2), luaL_checknumber(L, 3), luaL_checknumber(L, 4)));
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return 1;
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return 1;
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}
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}
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}
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}
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@ -95,32 +95,32 @@ unsigned char perm[512] = {151,160,137,91,90,15,
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* float SLnoise = (noise(x,y,z) + 1.0) * 0.5;
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* float SLnoise = (noise(x,y,z) + 1.0) * 0.5;
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*/
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*/
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float grad1( int hash, float x ) {
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double grad1( int hash, double x ) {
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int h = hash & 15;
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int h = hash & 15;
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float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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double grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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if (h&8) grad = -grad; // Set a random sign for the gradient
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if (h&8) grad = -grad; // Set a random sign for the gradient
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return ( grad * x ); // Multiply the gradient with the distance
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return ( grad * x ); // Multiply the gradient with the distance
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}
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}
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float grad2( int hash, float x, float y ) {
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double grad2( int hash, double x, double y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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int h = hash & 7; // Convert low 3 bits of hash code
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float u = h<4 ? x : y; // into 8 simple gradient directions,
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double u = h<4 ? x : y; // into 8 simple gradient directions,
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float v = h<4 ? y : x; // and compute the dot product with (x,y).
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double v = h<4 ? y : x; // and compute the dot product with (x,y).
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return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
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return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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}
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}
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float grad3( int hash, float x, float y , float z ) {
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double grad3( int hash, double x, double y , double z ) {
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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float u = h<8 ? x : y; // gradient directions, and compute dot product.
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double u = h<8 ? x : y; // gradient directions, and compute dot product.
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float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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double v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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return ((h&1)? -u : u) + ((h&2)? -v : v);
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return ((h&1)? -u : u) + ((h&2)? -v : v);
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}
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}
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float grad4( int hash, float x, float y, float z, float t ) {
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double grad4( int hash, double x, double y, double z, double t ) {
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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float u = h<24 ? x : y; // gradient directions, and compute dot product.
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double u = h<24 ? x : y; // gradient directions, and compute dot product.
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float v = h<16 ? y : z;
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double v = h<16 ? y : z;
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float w = h<8 ? z : t;
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double w = h<8 ? z : t;
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return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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}
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}
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@ -138,22 +138,22 @@ float grad4( int hash, float x, float y, float z, float t ) {
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{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
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{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};
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// 1D simplex noise
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// 1D simplex noise
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float snoise1(float x) {
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double snoise1(double x) {
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int i0 = FASTFLOOR(x);
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int i0 = FASTFLOOR(x);
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int i1 = i0 + 1;
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int i1 = i0 + 1;
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float x0 = x - i0;
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double x0 = x - i0;
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float x1 = x0 - 1.0f;
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double x1 = x0 - 1.0;
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float n0, n1;
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double n0, n1;
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float t0 = 1.0f - x0*x0;
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double t0 = 1.0 - x0*x0;
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// if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case
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// if(t0 < 0.0) t0 = 0.0; // this never happens for the 1D case
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t0 *= t0;
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t0 *= t0;
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n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
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n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);
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float t1 = 1.0f - x1*x1;
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double t1 = 1.0 - x1*x1;
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// if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case
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// if(t1 < 0.0) t1 = 0.0; // this never happens for the 1D case
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t1 *= t1;
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t1 *= t1;
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n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
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n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);
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// The maximum value of this noise is 8*(3/4)^4 = 2.53125
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// The maximum value of this noise is 8*(3/4)^4 = 2.53125
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@ -164,25 +164,25 @@ float snoise1(float x) {
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}
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}
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// 2D simplex noise
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// 2D simplex noise
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float snoise2(float x, float y) {
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double snoise2(double x, double y) {
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#define F2 0.366025403 // F2 = 0.5*(sqrt(3.0)-1.0)
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#define F2 0.366025403 // F2 = 0.5*(sqrt(3.0)-1.0)
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#define G2 0.211324865 // G2 = (3.0-Math.sqrt(3.0))/6.0
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#define G2 0.211324865 // G2 = (3.0-Math.sqrt(3.0))/6.0
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float n0, n1, n2; // Noise contributions from the three corners
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double n0, n1, n2; // Noise contributions from the three corners
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// Skew the input space to determine which simplex cell we're in
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// Skew the input space to determine which simplex cell we're in
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float s = (x+y)*F2; // Hairy factor for 2D
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double s = (x+y)*F2; // Hairy factor for 2D
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float xs = x + s;
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double xs = x + s;
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float ys = y + s;
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double ys = y + s;
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int i = FASTFLOOR(xs);
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int i = FASTFLOOR(xs);
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int j = FASTFLOOR(ys);
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int j = FASTFLOOR(ys);
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float t = (float)(i+j)*G2;
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double t = (double)(i+j)*G2;
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float X0 = i-t; // Unskew the cell origin back to (x,y) space
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double X0 = i-t; // Unskew the cell origin back to (x,y) space
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float Y0 = j-t;
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double Y0 = j-t;
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float x0 = x-X0; // The x,y distances from the cell origin
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double x0 = x-X0; // The x,y distances from the cell origin
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float y0 = y-Y0;
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double y0 = y-Y0;
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// For the 2D case, the simplex shape is an equilateral triangle.
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// For the 2D case, the simplex shape is an equilateral triangle.
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// Determine which simplex we are in.
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// Determine which simplex we are in.
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@ -194,32 +194,32 @@ float snoise2(float x, float y) {
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
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// c = (3-sqrt(3))/6
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// c = (3-sqrt(3))/6
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float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
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float y1 = y0 - j1 + G2;
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double y1 = y0 - j1 + G2;
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float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
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double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
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float y2 = y0 - 1.0f + 2.0f * G2;
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double y2 = y0 - 1.0 + 2.0 * G2;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int ii = i & 0xff;
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int jj = j & 0xff;
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int jj = j & 0xff;
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// Calculate the contribution from the three corners
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// Calculate the contribution from the three corners
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float t0 = 0.5f - x0*x0-y0*y0;
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double t0 = 0.5f - x0*x0-y0*y0;
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if(t0 < 0.0f) n0 = 0.0f;
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if(t0 < 0.0) n0 = 0.0;
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else {
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else {
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t0 *= t0;
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t0 *= t0;
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n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);
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n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);
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}
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}
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float t1 = 0.5f - x1*x1-y1*y1;
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double t1 = 0.5f - x1*x1-y1*y1;
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if(t1 < 0.0f) n1 = 0.0f;
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if(t1 < 0.0) n1 = 0.0;
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else {
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else {
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t1 *= t1;
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t1 *= t1;
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n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);
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n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);
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}
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}
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float t2 = 0.5f - x2*x2-y2*y2;
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double t2 = 0.5f - x2*x2-y2*y2;
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if(t2 < 0.0f) n2 = 0.0f;
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if(t2 < 0.0) n2 = 0.0;
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else {
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else {
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t2 *= t2;
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t2 *= t2;
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n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2);
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n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2);
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@ -227,34 +227,34 @@ float snoise2(float x, float y) {
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// Add contributions from each corner to get the final noise value.
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to return values in the interval [-1,1].
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// The result is scaled to return values in the interval [-1,1].
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return 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
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return 40.0 * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
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}
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}
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// 3D simplex noise
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// 3D simplex noise
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float snoise3(float x, float y, float z) {
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double snoise3(double x, double y, double z) {
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// Simple skewing factors for the 3D case
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// Simple skewing factors for the 3D case
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#define F3 0.333333333
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#define F3 0.333333333
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#define G3 0.166666667
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#define G3 0.166666667
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float n0, n1, n2, n3; // Noise contributions from the four corners
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double n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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// Skew the input space to determine which simplex cell we're in
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float s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
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double s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
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float xs = x+s;
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double xs = x+s;
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float ys = y+s;
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double ys = y+s;
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float zs = z+s;
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double zs = z+s;
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int i = FASTFLOOR(xs);
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int i = FASTFLOOR(xs);
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int j = FASTFLOOR(ys);
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int j = FASTFLOOR(ys);
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int k = FASTFLOOR(zs);
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int k = FASTFLOOR(zs);
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float t = (float)(i+j+k)*G3;
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double t = (double)(i+j+k)*G3;
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float X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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float Y0 = j-t;
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double Y0 = j-t;
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float Z0 = k-t;
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double Z0 = k-t;
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float x0 = x-X0; // The x,y,z distances from the cell origin
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double x0 = x-X0; // The x,y,z distances from the cell origin
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float y0 = y-Y0;
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double y0 = y-Y0;
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float z0 = z-Z0;
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double z0 = z-Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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// Determine which simplex we are in.
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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// c = 1/6.
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float x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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float y1 = y0 - j1 + G3;
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double y1 = y0 - j1 + G3;
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float z1 = z0 - k1 + G3;
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double z1 = z0 - k1 + G3;
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float x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
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double x2 = x0 - i2 + 2.0*G3; // Offsets for third corner in (x,y,z) coords
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float y2 = y0 - j2 + 2.0f*G3;
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double y2 = y0 - j2 + 2.0*G3;
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float z2 = z0 - k2 + 2.0f*G3;
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double z2 = z0 - k2 + 2.0*G3;
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float x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
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double x3 = x0 - 1.0 + 3.0*G3; // Offsets for last corner in (x,y,z) coords
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float y3 = y0 - 1.0f + 3.0f*G3;
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double y3 = y0 - 1.0 + 3.0*G3;
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float z3 = z0 - 1.0f + 3.0f*G3;
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double z3 = z0 - 1.0 + 3.0*G3;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int ii = i & 0xff;
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@ -295,29 +295,29 @@ float snoise3(float x, float y, float z) {
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int kk = k & 0xff;
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int kk = k & 0xff;
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// Calculate the contribution from the four corners
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// Calculate the contribution from the four corners
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float t0 = 0.5f - x0*x0 - y0*y0 - z0*z0;
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double t0 = 0.5f - x0*x0 - y0*y0 - z0*z0;
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if(t0 < 0.0f) n0 = 0.0f;
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if(t0 < 0.0) n0 = 0.0;
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else {
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else {
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t0 *= t0;
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t0 *= t0;
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n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
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n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
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}
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}
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float t1 = 0.5f - x1*x1 - y1*y1 - z1*z1;
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double t1 = 0.5f - x1*x1 - y1*y1 - z1*z1;
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if(t1 < 0.0f) n1 = 0.0f;
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if(t1 < 0.0) n1 = 0.0;
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else {
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else {
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t1 *= t1;
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t1 *= t1;
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n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
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n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
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}
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}
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float t2 = 0.5f - x2*x2 - y2*y2 - z2*z2;
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double t2 = 0.5f - x2*x2 - y2*y2 - z2*z2;
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if(t2 < 0.0f) n2 = 0.0f;
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if(t2 < 0.0) n2 = 0.0;
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else {
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else {
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t2 *= t2;
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t2 *= t2;
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n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
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n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
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}
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}
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float t3 = 0.5f - x3*x3 - y3*y3 - z3*z3;
|
double t3 = 0.5f - x3*x3 - y3*y3 - z3*z3;
|
||||||
if(t3<0.0f) n3 = 0.0f;
|
if(t3<0.0) n3 = 0.0;
|
||||||
else {
|
else {
|
||||||
t3 *= t3;
|
t3 *= t3;
|
||||||
n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
|
n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
|
||||||
|
@ -325,40 +325,40 @@ float snoise3(float x, float y, float z) {
|
||||||
|
|
||||||
// Add contributions from each corner to get the final noise value.
|
// Add contributions from each corner to get the final noise value.
|
||||||
// The result is scaled to stay just inside [-1,1]
|
// The result is scaled to stay just inside [-1,1]
|
||||||
return 72.0f * (n0 + n1 + n2 + n3);
|
return 72.0 * (n0 + n1 + n2 + n3);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// 4D simplex noise
|
// 4D simplex noise
|
||||||
float snoise4(float x, float y, float z, float w) {
|
double snoise4(double x, double y, double z, double w) {
|
||||||
|
|
||||||
// The skewing and unskewing factors are hairy again for the 4D case
|
// The skewing and unskewing factors are hairy again for the 4D case
|
||||||
#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
|
#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
|
||||||
#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
|
#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
|
||||||
|
|
||||||
float n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
double n0, n1, n2, n3, n4; // Noise contributions from the five corners
|
||||||
|
|
||||||
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
|
||||||
float s = (x + y + z + w) * F4; // Factor for 4D skewing
|
double s = (x + y + z + w) * F4; // Factor for 4D skewing
|
||||||
float xs = x + s;
|
double xs = x + s;
|
||||||
float ys = y + s;
|
double ys = y + s;
|
||||||
float zs = z + s;
|
double zs = z + s;
|
||||||
float ws = w + s;
|
double ws = w + s;
|
||||||
int i = FASTFLOOR(xs);
|
int i = FASTFLOOR(xs);
|
||||||
int j = FASTFLOOR(ys);
|
int j = FASTFLOOR(ys);
|
||||||
int k = FASTFLOOR(zs);
|
int k = FASTFLOOR(zs);
|
||||||
int l = FASTFLOOR(ws);
|
int l = FASTFLOOR(ws);
|
||||||
|
|
||||||
float t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
double t = (i + j + k + l) * G4; // Factor for 4D unskewing
|
||||||
float X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
|
||||||
float Y0 = j - t;
|
double Y0 = j - t;
|
||||||
float Z0 = k - t;
|
double Z0 = k - t;
|
||||||
float W0 = l - t;
|
double W0 = l - t;
|
||||||
|
|
||||||
float x0 = x - X0; // The x,y,z,w distances from the cell origin
|
double x0 = x - X0; // The x,y,z,w distances from the cell origin
|
||||||
float y0 = y - Y0;
|
double y0 = y - Y0;
|
||||||
float z0 = z - Z0;
|
double z0 = z - Z0;
|
||||||
float w0 = w - W0;
|
double w0 = w - W0;
|
||||||
|
|
||||||
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
|
||||||
// To find out which of the 24 possible simplices we're in, we need to
|
// To find out which of the 24 possible simplices we're in, we need to
|
||||||
|
@ -401,22 +401,22 @@ float snoise4(float x, float y, float z, float w) {
|
||||||
l3 = simplex[c][3]>=1 ? 1 : 0;
|
l3 = simplex[c][3]>=1 ? 1 : 0;
|
||||||
// The fifth corner has all coordinate offsets = 1, so no need to look that up.
|
// The fifth corner has all coordinate offsets = 1, so no need to look that up.
|
||||||
|
|
||||||
float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
|
||||||
float y1 = y0 - j1 + G4;
|
double y1 = y0 - j1 + G4;
|
||||||
float z1 = z0 - k1 + G4;
|
double z1 = z0 - k1 + G4;
|
||||||
float w1 = w0 - l1 + G4;
|
double w1 = w0 - l1 + G4;
|
||||||
float x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords
|
double x2 = x0 - i2 + 2.0*G4; // Offsets for third corner in (x,y,z,w) coords
|
||||||
float y2 = y0 - j2 + 2.0f*G4;
|
double y2 = y0 - j2 + 2.0*G4;
|
||||||
float z2 = z0 - k2 + 2.0f*G4;
|
double z2 = z0 - k2 + 2.0*G4;
|
||||||
float w2 = w0 - l2 + 2.0f*G4;
|
double w2 = w0 - l2 + 2.0*G4;
|
||||||
float x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
double x3 = x0 - i3 + 3.0*G4; // Offsets for fourth corner in (x,y,z,w) coords
|
||||||
float y3 = y0 - j3 + 3.0f*G4;
|
double y3 = y0 - j3 + 3.0*G4;
|
||||||
float z3 = z0 - k3 + 3.0f*G4;
|
double z3 = z0 - k3 + 3.0*G4;
|
||||||
float w3 = w0 - l3 + 3.0f*G4;
|
double w3 = w0 - l3 + 3.0*G4;
|
||||||
float x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords
|
double x4 = x0 - 1.0 + 4.0*G4; // Offsets for last corner in (x,y,z,w) coords
|
||||||
float y4 = y0 - 1.0f + 4.0f*G4;
|
double y4 = y0 - 1.0 + 4.0*G4;
|
||||||
float z4 = z0 - 1.0f + 4.0f*G4;
|
double z4 = z0 - 1.0 + 4.0*G4;
|
||||||
float w4 = w0 - 1.0f + 4.0f*G4;
|
double w4 = w0 - 1.0 + 4.0*G4;
|
||||||
|
|
||||||
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||||
int ii = i & 0xff;
|
int ii = i & 0xff;
|
||||||
|
@ -425,42 +425,42 @@ float snoise4(float x, float y, float z, float w) {
|
||||||
int ll = l & 0xff;
|
int ll = l & 0xff;
|
||||||
|
|
||||||
// Calculate the contribution from the five corners
|
// Calculate the contribution from the five corners
|
||||||
float t0 = 0.5f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
double t0 = 0.5f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
|
||||||
if(t0 < 0.0f) n0 = 0.0f;
|
if(t0 < 0.0) n0 = 0.0;
|
||||||
else {
|
else {
|
||||||
t0 *= t0;
|
t0 *= t0;
|
||||||
n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
|
n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
|
||||||
}
|
}
|
||||||
|
|
||||||
float t1 = 0.5f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
double t1 = 0.5f - x1*x1 - y1*y1 - z1*z1 - w1*w1;
|
||||||
if(t1 < 0.0f) n1 = 0.0f;
|
if(t1 < 0.0) n1 = 0.0;
|
||||||
else {
|
else {
|
||||||
t1 *= t1;
|
t1 *= t1;
|
||||||
n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
|
n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1);
|
||||||
}
|
}
|
||||||
|
|
||||||
float t2 = 0.5f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
double t2 = 0.5f - x2*x2 - y2*y2 - z2*z2 - w2*w2;
|
||||||
if(t2 < 0.0f) n2 = 0.0f;
|
if(t2 < 0.0) n2 = 0.0;
|
||||||
else {
|
else {
|
||||||
t2 *= t2;
|
t2 *= t2;
|
||||||
n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
|
n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2);
|
||||||
}
|
}
|
||||||
|
|
||||||
float t3 = 0.5f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
double t3 = 0.5f - x3*x3 - y3*y3 - z3*z3 - w3*w3;
|
||||||
if(t3 < 0.0f) n3 = 0.0f;
|
if(t3 < 0.0) n3 = 0.0;
|
||||||
else {
|
else {
|
||||||
t3 *= t3;
|
t3 *= t3;
|
||||||
n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
|
n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3);
|
||||||
}
|
}
|
||||||
|
|
||||||
float t4 = 0.5f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
double t4 = 0.5f - x4*x4 - y4*y4 - z4*z4 - w4*w4;
|
||||||
if(t4 < 0.0f) n4 = 0.0f;
|
if(t4 < 0.0) n4 = 0.0;
|
||||||
else {
|
else {
|
||||||
t4 *= t4;
|
t4 *= t4;
|
||||||
n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
|
n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Sum up and scale the result to cover the range [-1,1]
|
// Sum up and scale the result to cover the range [-1,1]
|
||||||
return 62.0f * (n0 + n1 + n2 + n3 + n4);
|
return 62.0 * (n0 + n1 + n2 + n3 + n4);
|
||||||
}
|
}
|
||||||
//---------------------------------------------------------------------
|
//---------------------------------------------------------------------
|
||||||
|
|
|
@ -25,7 +25,7 @@
|
||||||
|
|
||||||
/** 1D, 2D, 3D and 4D float Perlin simplex noise
|
/** 1D, 2D, 3D and 4D float Perlin simplex noise
|
||||||
*/
|
*/
|
||||||
float snoise1( float x );
|
double snoise1( double x );
|
||||||
float snoise2( float x, float y );
|
double snoise2( double x, double y );
|
||||||
float snoise3( float x, float y, float z );
|
double snoise3( double x, double y, double z );
|
||||||
float snoise4( float x, float y, float z, float w );
|
double snoise4( double x, double y, double z, double w );
|
||||||
|
|
|
@ -45,18 +45,18 @@ float lovrMathLinearToGamma(float x) {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
float lovrMathNoise1(float x) {
|
double lovrMathNoise1(double x) {
|
||||||
return snoise1(x) * .5f + .5f;
|
return snoise1(x) * .5 + .5;
|
||||||
}
|
}
|
||||||
|
|
||||||
float lovrMathNoise2(float x, float y) {
|
double lovrMathNoise2(double x, double y) {
|
||||||
return snoise2(x, y) * .5f + .5f;
|
return snoise2(x, y) * .5 + .5;
|
||||||
}
|
}
|
||||||
|
|
||||||
float lovrMathNoise3(float x, float y, float z) {
|
double lovrMathNoise3(double x, double y, double z) {
|
||||||
return snoise3(x, y, z) * .5f + .5f;
|
return snoise3(x, y, z) * .5 + .5;
|
||||||
}
|
}
|
||||||
|
|
||||||
float lovrMathNoise4(float x, float y, float z, float w) {
|
double lovrMathNoise4(double x, double y, double z, double w) {
|
||||||
return snoise4(x, y, z, w) * .5f + .5f;
|
return snoise4(x, y, z, w) * .5 + .5;
|
||||||
}
|
}
|
||||||
|
|
|
@ -9,7 +9,7 @@ void lovrMathDestroy(void);
|
||||||
struct RandomGenerator* lovrMathGetRandomGenerator(void);
|
struct RandomGenerator* lovrMathGetRandomGenerator(void);
|
||||||
float lovrMathGammaToLinear(float x);
|
float lovrMathGammaToLinear(float x);
|
||||||
float lovrMathLinearToGamma(float x);
|
float lovrMathLinearToGamma(float x);
|
||||||
float lovrMathNoise1(float x);
|
double lovrMathNoise1(double x);
|
||||||
float lovrMathNoise2(float x, float y);
|
double lovrMathNoise2(double x, double y);
|
||||||
float lovrMathNoise3(float x, float y, float z);
|
double lovrMathNoise3(double x, double y, double z);
|
||||||
float lovrMathNoise4(float x, float y, float z, float w);
|
double lovrMathNoise4(double x, double y, double z, double w);
|
||||||
|
|
Loading…
Reference in New Issue