/* implements a classical perlin noise function */ /* https://en.wikipedia.org/wiki/Perlin_noise */ #include #include "din.h" #include "v3f.h" typedef struct din_t { int width, height, depth; v3f_t grid[]; } din_t; /* return random number between -1 and +1 */ static inline float randf(void) { return 2.f / RAND_MAX * rand() - 1.f; } void din_randomize(din_t *din) { int x, y, z; for (z = 0; z < din->depth; z++) { for (y = 0; y < din->height; y++) { for (x = 0; x < din->width; x++) { v3f_t r; r.x = randf(); r.y = randf(); r.z = randf(); din->grid[z * din->width * din->height + y * din->width + x] = v3f_normalize(&r); } } } } din_t * din_new(int width, int height, int depth) { din_t *din; din = calloc(1, sizeof(din_t) + (sizeof(v3f_t) * (width * height * depth))); if (!din) return NULL; din->width = width; din->height = height; din->depth = depth; din_randomize(din); return din; } void din_free(din_t *din) { free(din); } static inline float dotgradient(const din_t *din, int x, int y, int z, const v3f_t *coordinate) { v3f_t distance = v3f_sub(coordinate, &(v3f_t){.x = x, .y = y, .z = z}); return v3f_dot(&din->grid[z * din->width * din->height + y * din->width + x], &distance); } static inline float lerp(float a, float b, float t) { return (1.0f - t) * a + t * b; } static inline float clamp(float x, float lowerlimit, float upperlimit) { if (x < lowerlimit) x = lowerlimit; if (x > upperlimit) x = upperlimit; return x; } static inline float smootherstep(float edge0, float edge1, float x) { x = clamp((x - edge0) / (edge1 - edge0), 0.f, 1.f); return x * x * x * (x * (x * 6.f - 15.f) + 10.f); } /* coordinate is in a unit cube of -1...+1 */ float din(din_t *din, v3f_t *coordinate) { int x0, y0, z0, x1, y1, z1; float i1, i2, ii1, ii2; float tx, ty, tz; float n0, n1; coordinate->x = 1.f + (coordinate->x * .5f + .5f) * (float)(din->width - 2); coordinate->y = 1.f + (coordinate->y * .5f + .5f) * (float)(din->height - 2); coordinate->z = 1.f + (coordinate->z * .5f + .5f) * (float)(din->depth - 2); x0 = floorf(coordinate->x); y0 = floorf(coordinate->y); z0 = floorf(coordinate->z); x1 = x0 + 1.f; y1 = y0 + 1.f; z1 = z0 + 1.f; tx = coordinate->x - (float)x0; ty = coordinate->y - (float)y0; tz = coordinate->z - (float)z0; n0 = dotgradient(din, x0, y0, z0, coordinate); n1 = dotgradient(din, x1, y0, z0, coordinate); tx = smootherstep(0.f, 1.f, tx); i1 = lerp(n0, n1, tx); n0 = dotgradient(din, x0, y1, z0, coordinate); n1 = dotgradient(din, x1, y1, z0, coordinate); i2 = lerp(n0, n1, tx); ty = smootherstep(0.f, 1.f, ty); ii1 = lerp(i1, i2, ty); n0 = dotgradient(din, x0, y0, z1, coordinate); n1 = dotgradient(din, x1, y0, z1, coordinate); i1 = lerp(n0, n1, tx); n0 = dotgradient(din, x0, y1, z1, coordinate); n1 = dotgradient(din, x1, y1, z1, coordinate); i2 = lerp(n0, n1, tx); ii2 = lerp(i1, i2, ty); tz = smootherstep(0.f, 1.f, tz); return lerp(ii1, ii2, tz); }