60 151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
61 8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
62 35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
63 134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
64 55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
65 18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
66 250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
67 189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
68 43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
69 97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
70 107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
71 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
74 auto oldsize =
p.size();
75 p.resize( 2 *
p.size() );
76 std::copy_n(
p.begin(), oldsize,
p.begin() + oldsize );
85 std::iota(
p.begin(),
p.end(), 0 );
88 std::default_random_engine engine( seed );
91 std::shuffle(
p.begin(),
p.end(), engine );
94 auto oldsize =
p.size();
95 p.resize( 2 *
p.size() );
96 std::copy_n(
p.begin(), oldsize,
p.begin() + oldsize );
103 int X = static_cast<int>( std::floor( x ) ) & 255;
104 int Y = static_cast<int>( std::floor( y ) ) & 255;
105 int Z = static_cast<int>( std::floor( z ) ) & 255;
108 x -= std::floor( x );
109 y -= std::floor( y );
110 z -= std::floor( z );
113 const float u =
fade( x );
114 const float v =
fade( y );
115 const float w =
fade( z );
118 const int A =
p[X] + Y;
119 const int AA =
p[
A] + Z;
120 const int AB =
p[
A + 1] + Z;
121 const int B =
p[X + 1] + Y;
122 const int BA =
p[
B] + Z;
123 const int BB =
p[
B + 1] + Z;
126 const float res =
lerp(
128 lerp( v,
lerp( u,
grad(
p[AA], x, y, z ),
grad(
p[BA], x - 1, y, z ) ),
129 lerp( u,
grad(
p[AB], x, y - 1, z ),
grad(
p[BB], x - 1, y - 1, z ) ) ),
130 lerp( v,
lerp( u,
grad(
p[AA + 1], x, y, z - 1 ),
grad(
p[BA + 1], x - 1, y, z - 1 ) ),
131 lerp( u,
grad(
p[AB + 1], x, y - 1, z - 1 ),
132 grad(
p[BB + 1], x - 1, y - 1, z - 1 ) ) ) );
134 return (res + 1.0f) / 2.0f;
141 int X = static_cast<int>( std::floor( x ) ) & 255;
142 int Y = static_cast<int>( std::floor( y ) ) & 255;
145 x -= std::floor( x );
146 y -= std::floor( y );
149 const float u =
fade( x );
150 const float v =
fade( y );
153 const int A =
p[X] + Y;
154 const int AA =
p[
A] + 0;
155 const int AB =
p[
A + 1] + 0;
156 const int B =
p[X + 1] + Y;
157 const int BA =
p[
B] + 0;
158 const int BB =
p[
B + 1] + 0;
162 lerp( u,
grad(
p[AB], x, y - 1 ),
grad(
p[BB], x - 1, y - 1 ) ) );
164 return ( res + 1.0f ) / 2.0f;
170 return t * t * t * ( t * ( t * 6.0f - 15.0f ) + 10.0f );
176 return a + t * ( b - a );
182 const int h = hash & 15;
185 const float u = h < 8 ? x : y;
186 const float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
188 return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
194 const int h = hash & 15;
197 const float u = h < 8 ? x : y;
198 const float v = h < 4 ? y : h == 12 || h == 14 ? x : 0.0f;
200 return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
PerlinNoise()
Initialize with the reference values for the permutation vector.
This source code comes from the project: https://github.com/sol-prog/Perlin_Noise.
float grad(int hash, float x, float y, float z) const
float fade(float t) const
float lerp(float t, float a, float b) const
float noise(float x, float y, float z) const