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// perlin noise, derived from the Java reference implementation at 
// http://mrl.nyu.edu/~perlin/noise/

#include <math.h>
#include <stdio.h>

static int p[512];

static int permutation[256] = { 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
   };

static double fade(double t) { return t * t * t * (t * (t * 6 - 15) + 10); }

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

static double grad(int hash, double x, double y, double z) {
  int h = hash & 15;                      // CONVERT LO 4 BITS OF HASH CODE
  double 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);
}

static double noise(double x, double y, double z) {
  int X = (int)floor(x) & 255,                  // FIND UNIT CUBE THAT
      Y = (int)floor(y) & 255,                  // CONTAINS POINT.
      Z = (int)floor(z) & 255;
  x -= floor(x);                                // FIND RELATIVE X,Y,Z
  y -= floor(y);                                // OF POINT IN CUBE.
  z -= floor(z);
  double u = fade(x),                                // COMPUTE FADE CURVES
         v = fade(y),                                // FOR EACH OF X,Y,Z.
        w = fade(z);
  int 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 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 ))));
}

static void init(void) { 
  int i = 0;
  for (i=0; i < 256 ; i++)
    p[256+i] = p[i] = permutation[i];
}

int main(int argc, char ** argv) {
  init();
  
  double x, y, z, sum = 0.0;
  for (x = -11352.57; x < 23561.57; x += .1235)
    for (y = -346.1235; y < 124.124; y += 1.4325)
      for (z = -156.235; y < 23.2345; y += 2.45)
        sum += noise(x, y, z);
  
  printf("%.4e\n", sum);
  return 0;
}