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Revisions

  1. Flafla2 revised this gist Aug 9, 2014. 1 changed file with 4 additions and 4 deletions.
    8 changes: 4 additions & 4 deletions Perlin_Tiled.cs
    Original file line number Diff line number Diff line change
    @@ -103,16 +103,16 @@ public int inc(int num) {

    public static double grad(int hash, double x, double y, double z) {
    int h = hash & 15; // Take the hashed value and take the first 4 bits of it (15 == 0b1111)
    double u = h < 8 /* 0b1000 */ ? x : y; // If the most signifigant bit (MSB) of the hash is 0 then set u = x. Otherwise y.
    double u = h < 8 /* 0b1000 */ ? x : y; // If the most significant bit (MSB) of the hash is 0 then set u = x. Otherwise y.

    double v; // In Ken Perlin's original implementation this was another conditional operator (?:). I
    // expanded it for readability.

    if(h < 4 /* 0b0100 */) // If the first and second signifigant bits are 0 set v = y
    if(h < 4 /* 0b0100 */) // If the first and second significant bits are 0 set v = y
    v = y;
    else if(h == 12 /* 0b1100 */ || h == 14 /* 0b1110*/)// If the first and second signifigant bits are 1 set v = x
    else if(h == 12 /* 0b1100 */ || h == 14 /* 0b1110*/)// If the first and second significant bits are 1 set v = x
    v = x;
    else // If the first and second signifigant bits are not equal (0/1, 1/0) set v = z
    else // If the first and second significant bits are not equal (0/1, 1/0) set v = z
    v = z;

    return ((h&1) == 0 ? u : -u)+((h&2) == 0 ? v : -v); // Use the last 2 bits to decide if u and v are positive or negative. Then return their addition.
  2. Flafla2 created this gist Aug 9, 2014.
    131 changes: 131 additions & 0 deletions Perlin_Tiled.cs
    Original file line number Diff line number Diff line change
    @@ -0,0 +1,131 @@
    public class Perlin {

    public int repeat;

    public Perlin(int repeat = -1) {
    this.repeat = repeat;
    }

    public double OctavePerlin(double x, double y, double z, int octaves, double persistence) {
    double total = 0;
    double frequency = 1;
    double amplitude = 1;
    double maxValue = 0; // Used for normalizing result to 0.0 - 1.0
    for(int i=0;i<octaves;i++) {
    total += perlin(x * frequency, y * frequency, z * frequency) * amplitude;

    maxValue += amplitude;

    amplitude *= persistence;
    frequency *= 2;
    }

    return total/maxValue;
    }

    private static readonly int[] permutation = { 151,160,137,91,90,15, // Hash lookup table as defined by Ken Perlin. This is a randomly
    131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, // arranged array of all numbers from 0-255 inclusive.
    190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
    88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
    77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
    102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
    135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
    5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
    223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
    129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
    251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
    49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
    138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
    };

    private static readonly int[] p; // Doubled permutation to avoid overflow

    static Perlin() {
    p = new int[512];
    for(int x=0;x<512;x++) {
    p[x] = permutation[x%256];
    }
    }

    public double perlin(double x, double y, double z) {
    if(repeat > 0) { // If we have any repeat on, change the coordinates to their "local" repetitions
    x = x%repeat;
    y = y%repeat;
    z = z%repeat;
    }

    int xi = (int)x & 255; // Calculate the "unit cube" that the point asked will be located in
    int yi = (int)y & 255; // The left bound is ( |_x_|,|_y_|,|_z_| ) and the right bound is that
    int zi = (int)z & 255; // plus 1. Next we calculate the location (from 0.0 to 1.0) in that cube.
    double xf = x-(int)x; // We also fade the location to smooth the result.
    double yf = y-(int)y;i
    double zf = z-(int)z;
    double u = fade(xf);
    double v = fade(yf);
    double w = fade(zf);

    int aaa, aba, aab, abb, baa, bba, bab, bbb;
    aaa = p[p[p[ xi ]+ yi ]+ zi ];
    aba = p[p[p[ xi ]+inc(yi)]+ zi ];
    aab = p[p[p[ xi ]+ yi ]+inc(zi)];
    abb = p[p[p[ xi ]+inc(yi)]+inc(zi)];
    baa = p[p[p[inc(xi)]+ yi ]+ zi ];
    bba = p[p[p[inc(xi)]+inc(yi)]+ zi ];
    bab = p[p[p[inc(xi)]+ yi ]+inc(zi)];
    bbb = p[p[p[inc(xi)]+inc(yi)]+inc(zi)];

    double x1, x2, y1, y2;
    x1 = lerp( grad (aaa, xf , yf , zf), // The gradient function calculates the dot product between a pseudorandom
    grad (baa, xf-1, yf , zf), // gradient vector and the vector from the input coordinate to the 8
    u); // surrounding points in its unit cube.
    x2 = lerp( grad (aba, xf , yf-1, zf), // This is all then lerped together as a sort of weighted average based on the faded (u,v,w)
    grad (bba, xf-1, yf-1, zf), // values we made earlier.
    u);
    y1 = lerp(x1, x2, v);

    x1 = lerp( grad (aab, xf , yf , zf-1),
    grad (bab, xf-1, yf , zf-1),
    u);
    x2 = lerp( grad (abb, xf , yf-1, zf-1),
    grad (bbb, xf-1, yf-1, zf-1),
    u);
    y2 = lerp (x1, x2, v);

    return (lerp (y1, y2, w)+1)/2; // For convenience we bound it to 0 - 1 (theoretical min/max before is -1 - 1)
    }

    public int inc(int num) {
    num++;
    if (repeat > 0) num %= repeat;

    return num;
    }

    public static double grad(int hash, double x, double y, double z) {
    int h = hash & 15; // Take the hashed value and take the first 4 bits of it (15 == 0b1111)
    double u = h < 8 /* 0b1000 */ ? x : y; // If the most signifigant bit (MSB) of the hash is 0 then set u = x. Otherwise y.

    double v; // In Ken Perlin's original implementation this was another conditional operator (?:). I
    // expanded it for readability.

    if(h < 4 /* 0b0100 */) // If the first and second signifigant bits are 0 set v = y
    v = y;
    else if(h == 12 /* 0b1100 */ || h == 14 /* 0b1110*/)// If the first and second signifigant bits are 1 set v = x
    v = x;
    else // If the first and second signifigant bits are not equal (0/1, 1/0) set v = z
    v = z;

    return ((h&1) == 0 ? u : -u)+((h&2) == 0 ? v : -v); // Use the last 2 bits to decide if u and v are positive or negative. Then return their addition.
    }

    public static double fade(double t) {
    // Fade function as defined by Ken Perlin. This eases coordinate values
    // so that they will "ease" towards integral values. This ends up smoothing
    // the final output.
    return t * t * t * (t * (t * 6 - 15) + 10); // 6t^5 - 15t^4 + 10t^3
    }

    public static double lerp(double a, double b, double x) {
    return a + x * (b - a);
    }
    }