Perlin noise with dot product.
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@ -3,6 +3,7 @@ use rand::Rng;
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//use rand::SeedableRng;
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//use rand::XorShiftRng;
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use vec3::dot;
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use vec3::Vec3;
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lazy_static! {
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@ -11,16 +12,23 @@ lazy_static! {
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//const SEED: [u8; 16] = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15];
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pub struct Perlin {
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ranfloat: Vec<f32>,
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ran_vec: Vec<Vec3>,
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perm_x: Vec<usize>,
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perm_y: Vec<usize>,
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perm_z: Vec<usize>,
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}
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fn perlin_generate() -> Vec<f32> {
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fn perlin_generate() -> Vec<Vec3> {
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//let mut rng: XorShiftRng = SeedableRng::from_seed(SEED);
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let mut rng = rand::thread_rng();
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(0..256).map(|_| rng.gen_range::<f32>(0., 1.)).collect()
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(0..256)
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.map(|_| {
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Vec3::new(
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rng.gen_range::<f32>(-1., 1.),
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rng.gen_range::<f32>(-1., 1.),
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rng.gen_range::<f32>(-1., 1.),
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).unit_vector()
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}).collect()
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}
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fn permute(p: &mut Vec<usize>, n: usize) {
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@ -41,18 +49,25 @@ fn perlin_generate_perm() -> Vec<usize> {
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p
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}
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fn trilinear_interp(c: [[[f32; 2]; 2]; 2], u: f32, v: f32, w: f32) -> f32 {
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fn perlin_interp(c: [[[Vec3; 2]; 2]; 2], u: f32, v: f32, w: f32) -> f32 {
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// Hermite cubic to round off interpolation and attempt to address 'mach bands'.
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let uu = u * u * (3. - 2. * u);
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let vv = v * v * (3. - 2. * v);
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let ww = w * w * (3. - 2. * w);
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let mut accum = 0.;
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for i in 0..2 {
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for j in 0..2 {
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for k in 0..2 {
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let fi = i as f32;
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let fj = j as f32;
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let fk = k as f32;
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accum += (fi * u + (1. - fi) * (1. - u))
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* (fj * v + (1. - fj) * (1. - v))
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* (fk * w + (1. - fk) * (1. - w))
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* c[i][j][k];
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let weight_v = Vec3::new(u - i as f32, v - j as f32, w - k as f32);
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let i = i as f32;
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let j = j as f32;
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let k = k as f32;
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accum += (i * uu + (1. - i) * (1. - uu))
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* (j * vv + (1. - j) * (1. - vv))
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* (k * ww + (1. - k) * (1. - ww))
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* dot(c[i as usize][j as usize][k as usize], weight_v);
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}
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}
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}
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@ -62,7 +77,7 @@ fn trilinear_interp(c: [[[f32; 2]; 2]; 2], u: f32, v: f32, w: f32) -> f32 {
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impl Perlin {
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fn new() -> Perlin {
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Perlin {
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ranfloat: perlin_generate(),
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ran_vec: perlin_generate(),
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perm_x: perlin_generate_perm(),
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perm_y: perlin_generate_perm(),
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perm_z: perlin_generate_perm(),
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@ -70,29 +85,24 @@ impl Perlin {
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}
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pub fn noise(&self, p: Vec3) -> f32 {
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let mut u = p.x - p.x.floor();
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let mut v = p.y - p.y.floor();
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let mut w = p.z - p.z.floor();
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// Hermite cubic to round off interpolation and attempt to address 'mach bands'.
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u = u * u * (3. - 2. * u);
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v = v * v * (3. - 2. * v);
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w = w * w * (3. - 2. * w);
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let u = p.x - p.x.floor();
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let v = p.y - p.y.floor();
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let w = p.z - p.z.floor();
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let i = p.x.floor() as usize;
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let j = p.y.floor() as usize;
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let k = p.z.floor() as usize;
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let mut c: [[[f32; 2]; 2]; 2] = Default::default();
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let mut c: [[[Vec3; 2]; 2]; 2] = Default::default();
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for di in 0..2 {
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for dj in 0..2 {
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for dk in 0..2 {
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c[di][dj][dk] = self.ranfloat[self.perm_x[(i + di) & 255]
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^ self.perm_y[(j + dj) & 255]
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^ self.perm_z[(k + dk) & 255]]
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c[di][dj][dk] = self.ran_vec[self.perm_x[(i + di) & 255]
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^ self.perm_y[(j + dj) & 255]
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^ self.perm_z[(k + dk) & 255]]
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}
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}
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}
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trilinear_interp(c, u, v, w)
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perlin_interp(c, u, v, w)
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}
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}
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@ -58,6 +58,6 @@ impl NoiseTexture {
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impl Texture for NoiseTexture {
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fn value(&self, _u: f32, _v: f32, p: Vec3) -> Vec3 {
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Vec3::new(1., 1., 1.) * GENERATOR.noise(self.scale * p)
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Vec3::new(1., 1., 1.) * 0.5 * (1. + GENERATOR.noise(self.scale * p))
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}
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}
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