mirror of
https://github.com/GayPizzaSpecifications/voxelotl-engine.git
synced 2025-08-03 13:11:33 +00:00
move noise stuff
This commit is contained in:
@ -1,17 +0,0 @@
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public protocol CoherentNoise2D {
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associatedtype Scalar: FloatingPoint & SIMDScalar
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func get(_ point: SIMD2<Scalar>) -> Scalar
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}
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public protocol CoherentNoise3D {
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associatedtype Scalar: FloatingPoint & SIMDScalar
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func get(_ point: SIMD3<Scalar>) -> Scalar
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}
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public protocol CoherentNoise4D {
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associatedtype Scalar: FloatingPoint & SIMDScalar
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func get(_ point: SIMD4<Scalar>) -> Scalar
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}
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@ -1,88 +0,0 @@
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import Foundation
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public struct ImprovedPerlin<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise2D, CoherentNoise3D {
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private let p: [Int16]
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public init(permutation: [Int16]) {
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assert(permutation.count == 0x100)
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self.p = permutation
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}
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public init(random: inout any RandomProvider) {
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self.p = (0..<0x100).map { Int16($0) }.shuffled(using: &random)
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}
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public func get(_ point: SIMD2<T>) -> T {
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// Find unit square
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let idx = SIMD2(Int(floor(point.x)), Int(floor(point.y))) & 0xFF
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// Find relative point in square
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let inner = point - SIMD2(floor(point.x), floor(point.y))
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// Compute fade curves for each axis
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let u = inner.x.smootherStep()
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let v = inner.y.smootherStep()
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// Compute hash of the coordinates of the 4 square corners
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let a = idx.y + perm(idx.x), b = idx.y + perm(idx.x + 1)
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let aa = perm(a), ab = perm(a + 1)
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let ba = perm(b), bb = perm(b + 1)
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// Add blended results
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return v.mlerp(
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u.mlerp(
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grad(perm(aa), inner),
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grad(perm(ba), .init(inner.x - 1, inner.y))),
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u.mlerp(
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grad(perm(ab), .init(inner.x, inner.y - 1)),
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grad(perm(bb), inner - .init(repeating: 1))))
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}
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public func get(_ point: SIMD3<T>) -> T {
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// Find unit cube containg point
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let idx = SIMD3(Int(floor(point.x)), Int(floor(point.y)), Int(floor(point.z))) & 0xFF
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// Find relative point in cube
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let inner = point - SIMD3(floor(point.x), floor(point.y), floor(point.z))
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// Compute fade curves for each axis
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let u = inner.x.smootherStep()
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let v = inner.y.smootherStep()
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let w = inner.z.smootherStep()
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// Compute hash of the coordinates of the 8 cube corners
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let a = idx.y + perm(idx.x)
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let aa = idx.z + perm(a)
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let ab = idx.z + perm(a + 1)
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let b = idx.y + perm(idx.x + 1)
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let ba = idx.z + perm(b)
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let bb = idx.z + perm(b + 1)
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// Add blended results
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return w.mlerp(v.mlerp(
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u.mlerp(
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grad(perm(aa), inner),
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grad(perm(ba), .init(inner.x - 1, inner.y, inner.z))),
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u.mlerp(
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grad(perm(ab), .init(inner.x, inner.y - 1, inner.z)),
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grad(perm(bb), .init(inner.x - 1, inner.y - 1, inner.z)))),
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v.mlerp(u.mlerp(
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grad(perm(aa + 1), .init(inner.x, inner.y, inner.z - 1)),
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grad(perm(ba + 1), .init(inner.x - 1, inner.y, inner.z - 1))),
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u.mlerp(
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grad(perm(ab + 1), .init(inner.x, inner.y - 1, inner.z - 1)),
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grad(perm(bb + 1), inner - .init(repeating: 1)))))
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}
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@inline(__always) fileprivate func perm(_ x: Int) -> Int { Int(self.p[x & 0xFF]) }
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@inline(__always) fileprivate func grad(_ hash: Int, _ point: SIMD2<T>) -> T { grad(hash, SIMD3(point, 0)) }
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fileprivate func grad(_ hash: Int, _ point: SIMD3<T>) -> T {
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// Convert low 4 bits of hash code into 12 gradient directions
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let low4 = hash & 0xF
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var u = low4 < 8 ? point.x : point.y
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var v = low4 < 4 ? point.y : (low4 == 0b1100 || low4 == 0b1110 ? point.x : point.z)
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u = (low4 & 0x1) == 0 ? u : -u
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v = (low4 & 0x2) == 0 ? v : -v
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return u + v
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}
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}
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@ -1,214 +0,0 @@
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import Foundation
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public struct SimplexNoise<T: BinaryFloatingPoint & SIMDScalar>: CoherentNoise2D, CoherentNoise3D, CoherentNoise4D {
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private let p: [Int16], pMod12: [Int16]
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private let grad3: [SIMD3<T>] = [
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.init(1, 1, 0), .init(-1, 1, 0), .init(1, -1, 0), .init(-1, -1, 0),
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.init(1, 0, 1), .init(-1, 0, 1), .init(1, 0, -1), .init(-1, 0, -1),
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.init(0, 1, 1), .init( 0, -1, 1), .init(0, 1, -1), .init( 0, -1, -1)
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]
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private let grad4: [SIMD4<T>] = [
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.init( 0, 1, 1, 1), .init( 0, 1, 1, -1), .init( 0, 1, -1, 1), .init( 0, 1, -1, -1),
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.init( 0, -1, 1, 1), .init( 0, -1, 1, -1), .init( 0, -1, -1, 1), .init( 0, -1, -1, -1),
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.init( 1, 0, 1, 1), .init( 1, 0, 1, -1), .init( 1, 0, -1, 1), .init( 1, 0, -1, -1),
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.init(-1, 0, 1, 1), .init(-1, 0, 1, -1), .init(-1, 0, -1, 1), .init(-1, 0, -1, -1),
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.init( 1, 1, 0, 1), .init( 1, 1, 0, -1), .init( 1, -1, 0, 1), .init( 1, -1, 0, -1),
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.init(-1, 1, 0, 1), .init(-1, 1, 0, -1), .init(-1, -1, 0, 1), .init(-1, -1, 0, -1),
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.init( 1, 1, 1, 0), .init( 1, 1, -1, 0), .init( 1, -1, 1, 0), .init( 1, -1, -1, 0),
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.init(-1, 1, 1, 0), .init(-1, 1, -1, 0), .init(-1, -1, 1, 0), .init(-1, -1, -1, 0)
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]
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public init(permutation: [Int16]) {
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assert(permutation.count == 0x100)
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self.p = permutation
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self.pMod12 = self.p.map { $0 % 12 }
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}
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public init(random: inout any RandomProvider) {
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self.p = (0..<0x100).map { Int16($0) }.shuffled(using: &random)
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self.pMod12 = self.p.map { $0 % 12 }
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}
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public func get(_ point: SIMD2<T>) -> T {
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// Skew space into rhobuses to find which simplex cell we're in
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let f2 = 0.5 * (T(3).squareRoot() - 1)
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let g2 = (3 - T(3).squareRoot()) / 6
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let skewFactor = point.sum() * f2
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let cellID = SIMD2(floor(point.x + skewFactor), floor(point.y + skewFactor))
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let cellOrigin = cellID - (cellID.sum() * g2)
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let corner0 = point - cellOrigin
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// For the 2d case, the simplex shape is an equilateral triangle
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// Determine which side of the rhombus on to find the simplex
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let cornerOfs1: SIMD2<Int> = corner0.x > corner0.y ? .init(1, 0) : .init(0, 1)
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let corner1 = corner0 - SIMD2<T>(cornerOfs1) + g2
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let corner2 = corner0 - 1 + 2 * g2
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// Compute the hashed gradient indices of the three simplex corners
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let cellHash = SIMD2<Int>(cellID) & 0xFF
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let gradIndex0 = permMod12(cellHash.x + perm(cellHash.y))
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let gradIndex1 = permMod12(cellHash.x + cornerOfs1.x + perm(cellHash.y + cornerOfs1.y))
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let gradIndex2 = permMod12(cellHash.x + 1 + perm(cellHash.y + 1))
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// Calculate the contribution from the three corners
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@inline(__always) func cornerContribution(_ corner: SIMD2<T>, _ gradID: Int) -> T {
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var t = 0.5 - corner.x * corner.x - corner.y * corner.y
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if t < 0 {
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return 0
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} else {
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t *= t
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return t * t * self.grad3[gradID].xy.dot(corner)
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}
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}
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let noise0 = cornerContribution(corner0, gradIndex0)
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let noise1 = cornerContribution(corner1, gradIndex1)
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let noise2 = cornerContribution(corner2, gradIndex2)
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return 70 * (noise0 + noise1 + noise2)
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}
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public func get(_ point: SIMD3<T>) -> T {
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// Skew space into rhombohedrons to find which simplex cell we're in
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let g3 = 1 / T(6), f3 = 1 / T(3)
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let skewFactor = point.sum() * f3
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let cellID = SIMD3(floor(point.x + skewFactor), floor(point.y + skewFactor), floor(point.z + skewFactor))
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let cellOrigin = cellID - (cellID.sum() * g3)
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let corner0 = point - cellOrigin
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron
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// Compute the offsets for the second & third corners of the simplex
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let (corner1ID, corner2ID): (SIMD3<Int>, SIMD3<Int>) = if corner0.x >= corner0.y {
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if corner0.y >= corner0.z {
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(.init(1, 0, 0), .init(1, 1, 0)) // X Y Z
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} else if corner0.x >= corner0.z {
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(.init(1, 0, 0), .init(1, 0, 1)) // X Z Y
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} else {
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(.init(0, 0, 1), .init(1, 0 ,1)) // Z X Y
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}
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} else {
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if corner0.y < corner0.z {
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(.init(0, 0, 1), .init(0, 1, 1)) // Z Y X
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} else if corner0.x < corner0.z {
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(.init(0, 1, 0), .init(0, 1, 1)) // Y Z X
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} else {
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(.init(0, 1, 0), .init(1, 1, 0)) // Y X Z
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}
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}
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let corner1 = corner0 - SIMD3<T>(corner1ID) + g3
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let corner2 = corner0 - SIMD3<T>(corner2ID) + 2 * g3
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let corner3 = corner0 - 1 + 3 * g3
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// Compute the hashed gradient indices of the four simplex corners
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let cellHash = SIMD3<Int>(cellID) & 0xFF
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let gradCorner0 = permMod12(
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cellHash.x + perm(
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cellHash.y + perm(
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cellHash.z)))
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let gradCorner1 = permMod12(
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cellHash.x + corner1ID.x + perm(
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cellHash.y + corner1ID.y + perm(
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cellHash.z + corner1ID.z)))
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let gradCorner2 = permMod12(
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cellHash.x + corner2ID.x + perm(
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cellHash.y + corner2ID.y + perm(
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cellHash.z + corner2ID.z)))
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let gradCorner3 = permMod12(
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cellHash.x + 1 + perm(
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cellHash.y + 1 + perm(
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cellHash.z + 1)))
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// Calculate the contribution from the four corners
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@inline(__always) func cornerContribution(_ corner: SIMD3<T>, _ gradID: Int) -> T {
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var t = 0.6 - corner.x * corner.x - corner.y * corner.y - corner.z * corner.z
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if t < 0 {
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return 0
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} else {
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t *= t
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return t * t * self.grad3[gradID].dot(corner)
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}
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}
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let noise0 = cornerContribution(corner0, gradCorner0)
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let noise1 = cornerContribution(corner1, gradCorner1)
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let noise2 = cornerContribution(corner2, gradCorner2)
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let noise3 = cornerContribution(corner3, gradCorner3)
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return 32 * (noise0 + noise1 + noise2 + noise3)
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}
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public func get(_ point: SIMD4<T>) -> T {
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let g4 = (5 - T(5).squareRoot()) / 20, f4 = (T(5).squareRoot() - 1) / 4
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let skewFactor = point.sum() * f4
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let cellID = SIMD4(floor(point.x + skewFactor), floor(point.y + skewFactor), floor(point.z + skewFactor), floor(point.w + skewFactor))
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let cellOrigin = cellID - (cellID.sum() * g4)
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let corner0 = point - cellOrigin
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// Determine which of the 24 simplices we're in
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// Find the magnitude ordering
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var rank = SIMD4<Int>.zero
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if corner0.x > corner0.y { rank.x += 1 } else { rank.y += 1 }
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if corner0.x > corner0.z { rank.x += 1 } else { rank.z += 1 }
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if corner0.x > corner0.w { rank.x += 1 } else { rank.w += 1 }
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if corner0.y > corner0.z { rank.y += 1 } else { rank.z += 1 }
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if corner0.y > corner0.w { rank.y += 1 } else { rank.w += 1 }
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if corner0.z > corner0.w { rank.z += 1 } else { rank.w += 1 }
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// Compute 4D corners
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let cornerOfs1 = SIMD4<Int>.zero.replacing(with: .one, where: rank .>= 3)
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let cornerOfs2 = SIMD4<Int>.zero.replacing(with: .one, where: rank .>= 2)
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let cornerOfs3 = SIMD4<Int>.zero.replacing(with: .one, where: rank .>= 1)
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let corner1 = corner0 - SIMD4<T>(cornerOfs1) + g4
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let corner2 = corner0 - SIMD4<T>(cornerOfs2) + 2 * g4
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let corner3 = corner0 - SIMD4<T>(cornerOfs3) + 3 * g4
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let corner4 = corner0 - 1 + 4 * g4
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// Compute the hashed gradient indices of the five simplex corners
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let cellHash = SIMD4<Int>(cellID) & 0xFF
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let gradIndex0 = Int(perm(
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cellHash.x + perm(
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cellHash.y + perm(
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cellHash.z + perm(
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cellHash.w))))) & 0x1F
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let gradIndex1 = Int(perm(
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cellHash.x + cornerOfs1.x + perm(
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cellHash.y + cornerOfs1.y + perm(
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cellHash.z + cornerOfs1.z + perm(
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cellHash.w + cornerOfs1.w))))) & 0x1F
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let gradIndex2 = Int(perm(
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cellHash.x + cornerOfs2.x + perm(
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cellHash.y + cornerOfs2.y + perm(
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cellHash.z + cornerOfs2.z + perm(
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cellHash.w + cornerOfs2.w))))) & 0x1F
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let gradIndex3 = Int(perm(
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cellHash.x + cornerOfs3.x + perm(
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cellHash.y + cornerOfs3.y + perm(
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cellHash.z + cornerOfs3.z + perm(
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cellHash.w + cornerOfs3.w))))) & 0x1F
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let gradIndex4 = Int(perm(
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cellHash.x + 1 + perm(
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cellHash.y + 1 + perm(
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cellHash.z + 1 + perm(
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cellHash.w + 1))))) & 0x1F
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// Calculate the contribution from the five corners
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@inline(__always) func cornerContribution(_ corner: SIMD4<T>, _ gradID: Int) -> T {
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var t = corner.indices.reduce(0.6) { accum, i in accum - corner[i] * corner[i] }
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if t < 0 {
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return 0
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} else {
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t *= t
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return t * t * self.grad4[gradID].dot(corner)
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}
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}
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let noise0 = cornerContribution(corner0, gradIndex0)
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let noise1 = cornerContribution(corner1, gradIndex1)
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let noise2 = cornerContribution(corner2, gradIndex2)
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let noise3 = cornerContribution(corner3, gradIndex3)
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let noise4 = cornerContribution(corner4, gradIndex4)
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return 27 * (noise0 + noise1 + noise2 + noise3 + noise4)
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}
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@inline(__always) fileprivate func perm(_ idx: Int) -> Int { Int(self.p[idx & 0xFF]) }
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@inline(__always) fileprivate func permMod12(_ idx: Int) -> Int { Int(self.pMod12[idx & 0xFF]) }
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}
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