// title: Perlin Noise initialState = { x: 64, y: 64, size: 64, zoom: 0.1, base_x: 0, base_y: 0, t: 0 } update = (state, input) => { //if (state.t===0) state.t += 1 if (input.up) state.base_y -= 0.1 if (input.down) state.base_y += 0.1 if (input.left) state.base_x -= 0.1 if (input.right) state.base_x += 0.1 if (input.start) { state.zoom -= 0.01 state.base_x += 0.5 state.base_y += 0.5 } if (input.select) { state.zoom += 0.01 state.base_x -= 0.5 state.base_y -= 0.5 } if (input.a) state.size += 1 if (input.b) state.size -= 1 } draw = state => { clear() rectStroke(state.x - state.size/2 - 1, state.y - state.size/2 - 1, state.size + 2, state.size + 2, 1) for (let row of range(0, state.size)) { let line = state.y - state.size/2 + row for (let col of range(0, state.size)) { let pix = state.x - state.size/2 + col let n = Math.round(PerlinNoise.noise(pix * state.zoom + state.base_x, line * state.zoom + state.base_y, 1.2 * state.zoom) * 8 + state.t/30) % 8 let o = Math.round(PerlinNoise.noise((pix * state.zoom + state.base_x) * 4, (line * state.zoom + state.base_y) * 4, 1.2 * state.zoom) * 8 + state.t/30) % 8 if (n>3) n = 7 - n if (o>3) o = 7 - o let val = Math.round((4/5) * n) + ((1/15) * o) setPixel(pix, line, o+n) } } } // This is a port of Ken Perlin's Java code. The // original Java code is at http://cs.nyu.edu/%7Eperlin/noise/. // Note that in this version, a number from 0 to 1 is returned. // Taken from http://asserttrue.blogspot.com/2011/12/perlin-noise-in-javascript_31.html var PerlinNoise = new function() { this.noise = function(x, y, z) { var p = new Array(512) var permutation = [ 151,160,137,91,90,15, 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 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 ]; for (var i=0; i < 256 ; i++) p[256+i] = p[i] = permutation[i]; var X = Math.floor(x) & 255, // FIND UNIT CUBE THAT Y = Math.floor(y) & 255, // CONTAINS POINT. Z = Math.floor(z) & 255; x -= Math.floor(x); // FIND RELATIVE X,Y,Z y -= Math.floor(y); // OF POINT IN CUBE. z -= Math.floor(z); var u = fade(x), // COMPUTE FADE CURVES v = fade(y), // FOR EACH OF X,Y,Z. w = fade(z); var A = p[X ]+Y, AA = p[A]+Z, AB = p[A+1]+Z, // HASH COORDINATES OF B = p[X+1]+Y, BA = p[B]+Z, BB = p[B+1]+Z; // THE 8 CUBE CORNERS, return scale(lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), // AND ADD grad(p[BA ], x-1, y , z )), // BLENDED lerp(u, grad(p[AB ], x , y-1, z ), // RESULTS grad(p[BB ], x-1, y-1, z ))),// FROM 8 lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ), // CORNERS grad(p[BA+1], x-1, y , z-1 )), // OF CUBE lerp(u, grad(p[AB+1], x , y-1, z-1 ), grad(p[BB+1], x-1, y-1, z-1 ))))); } function fade(t) { return t * t * t * (t * (t * 6 - 15) + 10); } function lerp( t, a, b) { return a + t * (b - a); } function grad(hash, x, y, z) { var h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE var u = h<8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. v = h<4 ? y : h==12||h==14 ? x : z; return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v); } function scale(n) { return (1 + n)/2; } }