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perlin.c
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#include <cglm/cglm.h>
#include <math.h>
#include "perlin.h"
static const unsigned char permutations[] = {
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
};
// get gradient from integer coordinates
static inline unsigned char gradient(const int x, const int y)
{
// determine the permutations index based on the y coordinate
unsigned char index_y = (y + seed) % 256;
if (index_y < 0) {
index_y += 256;
}
// determine the permutations index based on the x coordinate
unsigned char index_x = (permutations[index_y] + x) % 256;
if (index_x < 0) {
index_x += 256;
}
// get gradient
return permutations[index_x];
}
// compute 2-dimensional perlin noise at coordinates x, y
static float perlin_noise(const float x, const float y)
{
// determine point cell coordinates
const int x_int = floor(x);
const int y_int = floor(y);
// get gradients from grid cell coordinates
const unsigned char top_left = gradient(x_int , y_int); // (0, 0)
const unsigned char top_right = gradient(x_int + 1, y_int); // (1, 0)
const unsigned char bottom_left = gradient(x_int , y_int + 1); // (0 ,1)
const unsigned char bottom_right = gradient(x_int + 1, y_int + 1); // (1, 1)
// determine interpolation weights
const float x_dec = x - x_int;
const float y_dec = y - y_int;
// interpolate between grid point gradients
const float top = glm_smoothinterp(top_left, top_right, x_dec);
const float bottom = glm_smoothinterp(bottom_left, bottom_right, x_dec);
return glm_smoothinterp(top, bottom, y_dec);
}
// compute a fractal pattern as a sum of noise layers
float fractal_noise(const float x, const float y, float freq, const int octaves)
{
const float lacunarity = 2.0;
const float gain = 0.5;
float fractal = 0.0;
float amp = gain;
// sum noise layers
for (int i = 0; i < octaves; ++i) {
fractal += perlin_noise(x * freq, y * freq) * amp;
// increase the frequency for more details
freq *= lacunarity;
// diminish the influence of new details in the overall result
amp *= gain;
}
return fractal / 256;
}