forked from OpenPrograms/Sangar-Programs
-
Notifications
You must be signed in to change notification settings - Fork 0
/
noise.lua
89 lines (79 loc) · 2.97 KB
/
noise.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
-- Perlin noise and more in pure Lua.
-- Found this on stackoverflow but can't find the URL anymore.
local noise = {}
local p = {}
local 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 i = 0, 255 do
p[i] = permutation[i + 1]
p[256 + i] = permutation[i + 1]
end
local function fade(t)
return t * t * t * (t * (t * 6 - 15) + 10)
end
local function lerp(t, a, b)
return a + t * (b - a)
end
local function grad(hash, x, y, z)
local h, u, v = hash % 16
if h < 8 then u = x else u = y end
if h < 4 then v = y elseif h == 12 or h == 14 then v = x else v = z end
local r
if h % 2 == 0 then r = u else r = -u end
if h % 4 == 0 then r = r + v else r = r - v end
return r
end
function noise.perlin(x, y, z)
y = y or 0
z = z or 0
local X = math.floor(x % 255)
local Y = math.floor(y % 255)
local Z = math.floor(z % 255)
x = x - math.floor(x)
y = y - math.floor(y)
z = z - math.floor(z)
local u = fade(x)
local v = fade(y)
local w = fade(z)
A = p[X ] + Y
AA = p[A ] + Z
AB = p[A + 1] + Z
B = p[X + 1] + Y
BA = p[B ] + Z
BB = p[B + 1] + Z
return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ),
grad(p[BA ], x - 1, y , z )),
lerp(u, grad(p[AB ], x , y - 1, z ),
grad(p[BB ], x - 1, y - 1, z ))),
lerp(v, lerp(u, grad(p[AA + 1], x , y , z - 1),
grad(p[BA + 1], x - 1, y , z - 1)),
lerp(u, grad(p[AB + 1], x , y - 1, z - 1),
grad(p[BB + 1], x - 1, y - 1, z - 1))))
end
function noise.fbm(x, y, z, octaves, lacunarity, gain)
octaves = octaves or 8
lacunarity = lacunarity or 2
gain = gain or 0.5
local amplitude = 1.0
local frequency = 1.0
local sum = 0.0
for i = 0, octaves do
sum = sum + amplitude * noise.perlin(x * frequency, y * frequency, z * frequency)
amplitude = amplitude * gain
frequency = frequency * lacunarity
end
return sum
end
return noise