104 lines
3.0 KiB
C#

// Source from http://mrl.nyu.edu/~perlin/noise/
// Optimised form as we can always treat Z as being = 0.
// Octave and combined noise based on:
// https://github.com/UnknownShadow200/ClassicalSharp/wiki/Minecraft-Classic-map-generation-algorithm
using System;
namespace ClassicalSharp.Generator {
public abstract class Noise {
public abstract double Compute( double x, double y );
}
public sealed class ImprovedNoise : Noise {
public ImprovedNoise( Random rnd ) {
// make a random initial permutation based on seed,
// instead of using fixed permutation table in original code.
for( int i = 0; i < 256; i++ )
p[i + 256] = p[i] = rnd.Next( 256 );
}
// TODO: need to half this maybe?
public override double Compute( double x, double y ) {
int xFloor = Utils.Floor( x ), yFloor = Utils.Floor( y );
// Find unit rectangle that contains point
int X = xFloor & 0xFF, Y = yFloor & 0xFF;
// Find relative x, y of each point in rectangle.
x -= Math.Floor( x ); y -= Math.Floor( y );
// Compute fade curves for each of x, y.
double u = Fade( x ), v = Fade( y );
// Hash coordinates of the 4 rectangle corners.
int A = p[X] + Y, AA = p[A], AB = p[A + 1],
B = p[X + 1] + Y, BA = p[B], BB = p[B + 1];
// and add blended results from 4 corners of rectangle.
return Lerp(
v,
Lerp( u, Grad( p[AA], x, y ),
Grad( p[BA], x - 1, y ) ),
Lerp( u, Grad( p[AB], x, y - 1 ),
Grad( p[BB], x - 1, y - 1 ) )
);
}
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 ) {
// convert low 4 bits of hash code into 12 gradient directions.
int h = hash & 15;
double u = h < 8 ? x : y;
double v = h < 4 ? y : h == 12 || h == 14 ? x : 0;
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
int[] p = new int[512];
}
public sealed class OctaveNoise : Noise {
readonly int octaves;
readonly ImprovedNoise[] baseNoise;
public OctaveNoise( int octaves, Random rnd ) {
this.octaves = octaves;
baseNoise = new ImprovedNoise[octaves];
for( int i = 0; i < octaves; i++ )
baseNoise[i] = new ImprovedNoise( rnd );
}
public override double Compute( double x, double y ) {
double amplitude = 1, frequency = 1;
double sum = 0;
for( int i = 0; i < baseNoise.Length; i++ ) {
sum += baseNoise[i].Compute( x * frequency, y * frequency ) * amplitude;
amplitude *= 2;
frequency /= 2;
}
return sum;
}
}
public sealed class CombinedNoise : Noise {
readonly Noise noise1, noise2;
public CombinedNoise( Noise noise1, Noise noise2 ) {
this.noise1 = noise1;
this.noise2 = noise2;
}
public override double Compute( double x, double y ) {
double offset = noise2.Compute( x, y );
return noise1.Compute( x + offset, y );
}
}
}