#ifndef NOISE_H #define NOISE_H #include <random> #include <array> namespace noise { class Perlin { public: Perlin(uint32_t seed=0); double noise(double x) const { return noise(x, 0, 0); } double noise(double x, double y) const { return noise(x, y, 0); } double noise(double x, double y, double z) const; private: std::array<int, 512> p; }; class PerlinOctave { public: PerlinOctave(int octaves, uint32_t seed=0); double noise(double x) const { return noise(x, 0, 0); } double noise(double x, double y) const { return noise(x, y, 0); } double noise(double x, double y, double z) const; private: Perlin perlin_; int octaves_; }; } #endif // NOISE_HAnd the source file...

#include <algorithm> #include "noise.h" namespace noise { double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); } double lerp(double t, double a, double b) { return a + t * (b - a); } double grad(int hash, double x, double y, double z) { int h = hash & 15; double u = h < 8 ? x : y; double v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } Perlin::Perlin(uint32_t seed) { if(!seed) { seed = time(0); } auto mid_range = p.begin() + 256; std::mt19937 engine(seed); std::iota(p.begin(), mid_range, 0); //Generate sequential numbers in the lower half std::shuffle(p.begin(), mid_range, engine); //Shuffle the lower half std::copy(p.begin(), mid_range, mid_range); //Copy the lower half to the upper half //p now has the numbers 0-255, shuffled, and duplicated } double Perlin::noise(double x, double y, double z) const { //See here for algorithm: http://cs.nyu.edu/~perlin/noise/ const int32_t X = static_cast<int32_t>(std::floor(x)) & 255; const int32_t Y = static_cast<int32_t>(std::floor(y)) & 255; const int32_t Z = static_cast<int32_t>(std::floor(z)) & 255; x -= std::floor(x); y -= std::floor(y); z -= std::floor(z); const double u = fade(x); const double v = fade(y); const double w = fade(z); const auto A = p[X] + Y; const auto AA = p[A] + Z; const auto AB = p[A + 1] + Z; const auto B = p[X + 1] + Y; const auto BA = p[B] + Z; const auto BB = p[B + 1] + Z; const auto PAA = p[AA]; const auto PBA = p[BA]; const auto PAB = p[AB]; const auto PBB = p[BB]; const auto PAA1 = p[AA + 1]; const auto PBA1 = p[BA + 1]; const auto PAB1 = p[AB + 1]; const auto PBB1 = p[BB + 1]; const auto a = lerp(v, lerp(u, grad(PAA, x, y, z), grad(PBA, x-1, y, z)), lerp(u, grad(PAB, x, y-1, z), grad(PBB, x-1, y-1, z)) ); const auto b = lerp(v, lerp(u, grad(PAA1, x, y, z-1), grad(PBA1, x-1, y, z-1)), lerp(u, grad(PAB1, x, y-1, z-1), grad(PBB1, x-1, y-1, z-1)) ); return lerp(w, a, b); } PerlinOctave::PerlinOctave(int octaves, uint32_t seed): perlin_(seed), octaves_(octaves) { } double PerlinOctave::noise(double x, double y, double z) const { double result = 0.0; double amp = 1.0; int i = octaves_; while(i--) { result += perlin_.noise(x, y, z) * amp; x *= 2.0; y *= 2.0; z *= 2.0; amp *= 0.5; } return result; } }

It's pretty straightforward to use, just instantiate a Perlin, or PerlinOctave instance, and call noise(x, y, z); Simples.

To clarify,

**I'm unlicensing this code.**Use it however you want for whatever you want.

Thanks for this! For those stuck with older compilers that don't support C++11, you can just add #include to the header, and replace the Perlin constructor with the following:

ReplyDeletetemplate

void my_random_shuffle(RandomIt first, RandomIt last)

{

typename std::iterator_traits::difference_type i, n;

n = last - first;

for (i = n-1; i > 0; --i) {

int tmp = first[i];

int dst = std::rand() % (i+1);

first[i] = first[dst];

first[dst] = tmp;

}

}

template

void my_iota (ForwardIterator first, ForwardIterator last, T val)

{

while (first!=last) {

*first = val;

++first;

++val;

}

}

Perlin::Perlin(uint32_t seed) {

auto mid_range = p.begin() + 256;

my_iota(p.begin(), mid_range, 0); //Generate sequential numbers in the lower half

my_random_shuffle(p.begin(), mid_range); //Shuffle the lower half

std::copy(p.begin(), mid_range, mid_range); //Copy the lower half to the upper half

//p now has the numbers 0-255, shuffled, and duplicated

}

Thanks for this. I needed something simple I could integrate into my project without adding library dependencies or GPL code and this was really helpful.

ReplyDeleteThis is a great inspiring article.I am pretty much pleased with your good work.You put really very helpful information...

ReplyDelete2k18codes.com