#include "prosperon.h"
#include "cell.h"
#include <math.h>
#include <stdlib.h>
#include <string.h>
#include <limits.h>

/*
  Simplex Noise Module
  
  Usage:
  var Simplex = use('simplex');
  var noise = new Simplex(seed); // seed is optional
  
  // Basic Noise (-1.0 to 1.0)
  var n2 = noise.noise2d(x, y);
  var n3 = noise.noise3d(x, y, z);
  var n4 = noise.noise4d(x, y, z, w);
  
  // Fractal Noise (FBM)
  // noise.fractal2d(x, y, [octaves=4, lacunarity=2.0, persistence=0.5])
  var f2 = noise.fractal2d(x, y, 4, 2.0, 0.5);
  
  // Turbulence (Sum of Abs(Noise))
  var t2 = noise.turbulence2d(x, y, 4, 2.0, 0.5);

  // Marble (Sin(x + Turbulence))
  var m2 = noise.marble2d(x, y, 4, 2.0, 0.5);

  // Gaussian Blur
  var g2 = noise.gblur2d(stdDev, x, y);
*/

struct simplex {
    int perm[512];
};

typedef struct simplex simplex;

static int p[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,
    37,135,130,116,188,159,86,164,100,109,198,173,186, 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 int gradients3d[12][3] = {
    {1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0},
    {1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
    {0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1}
};

static int gradients4d[32][4] = {
    {0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
    {0,-1,1,1}, {0,-1,1,-1}, {0,-1,-1,1}, {0,-1,-1,-1},
    {1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
    {-1,0,1,1}, {-1,0,1,-1}, {-1,0,-1,1}, {-1,0,-1,-1},
    {1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
    {-1,1,0,1}, {-1,1,0,-1}, {-1,-1,0,1}, {-1,-1,0,-1},
    {1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
    {-1,1,1,0}, {-1,1,-1,0}, {-1,-1,1,0}, {-1,-1,-1,0}
};

static int simplex_tbl[64][4] = {
    {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
    {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
    {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
    {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
    {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
    {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}
};

simplex *make_simplex(void) {
    return calloc(sizeof(simplex), 1);
}

void simplex_free(JSRuntime *rt, simplex *s) {
    free(s);
}

// Initialize the permutation table. If seed is 0, use default p[]
// If seed is non-zero, use it to shuffle
void simplex_init(simplex *s, int seed) {
    int source[256];
    
    if (seed == 0) {
        // Use default permutation
        for (int i = 0; i < 256; i++) source[i] = p[i];
    } else {
        // Shuffle
        // Initialize linear array
        for (int i = 0; i < 256; i++) source[i] = i;
        
        // Seed the RNG (local or using standard srand - we'll use a simple LCG here 
        // to avoid messing with global srand if possible, but standard is fine for now)
        // Since we want determinism per instance, we should probably not use global srand if we can avoid it.
        // But for simplicity matching the user request "constructor should take a seed",
        // we can just use a simple shuffle algorithm with the seed.
        
        unsigned int r = (unsigned int)seed;
        for (int i = 255; i > 0; i--) {
            // Simple LCG step
            r = r * 1103515245 + 12345;
            unsigned int j = (r / 65536) % (i + 1);
            
            int t = source[i];
            source[i] = source[j];
            source[j] = t;
        }
    }

    // Fill double buffer
    for (int i = 0; i < 256; i++) {
        s->perm[i] = source[i];
        s->perm[i+256] = source[i];
    }
}

QJSCLASS(simplex,)

static inline double Dot2D(int tbl[], double x, double y) {
    return tbl[0]*x + tbl[1]*y; 
}

static inline double Dot3D(int tbl[], double x, double y, double z) {
    return tbl[0]*x + tbl[1]*y + tbl[2]*z;
}

static inline double Dot4D(int tbl[], double x, double y, double z, double w) {
    return tbl[0]*x + tbl[1]*y + tbl[2]*z + tbl[3]*w;
}

static double Noise2D(simplex *s, double xin, double yin) {
    double n0, n1, n2;
    double F2 = 0.5*(sqrt(3.0)-1.0);
    double skew = (xin+yin)*F2;
    int i = floor(xin+skew);
    int j = floor(yin+skew);
    double G2 = (3.0-sqrt(3.0))/6.0;
    double t = (i+j)*G2;
    double X0 = i-t;
    double Y0 = j-t;
    double x0 = xin-X0;
    double y0 = yin-Y0;
    int i1, j1;
    if(x0>y0) { i1=1; j1=0; } else { i1=0; j1=1; }
    double x1 = x0 - i1 + G2;
    double y1 = y0 - j1 + G2;
    double x2 = x0 - 1.0 + 2.0 * G2;
    double y2 = y0 - 1.0 + 2.0 * G2;
    int ii = i & 255;
    int jj = j & 255;
    
    int *perm = s->perm;
    int gi0 = perm[ii+perm[jj]] % 12;
    int gi1 = perm[ii+i1+perm[jj+j1]] % 12;
    int gi2 = perm[ii+1+perm[jj+1]] % 12;
    
    double t0 = 0.5 - x0*x0-y0*y0;
    if (t0<0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * Dot2D(gradients3d[gi0], x0, y0); }
    double t1 = 0.5 - x1*x1-y1*y1;
    if (t1<0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * Dot2D(gradients3d[gi1], x1, y1); }
    double t2 = 0.5 - x2*x2-y2*y2;
    if (t2<0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * Dot2D(gradients3d[gi2], x2, y2); }
    return 70.0 * (n0 + n1 + n2);
}

static double Noise3D(simplex *s, double xin, double yin, double zin) {
    double n0, n1, n2, n3;
    double F3 = 1.0/3.0;
    double skew = (xin+yin+zin)*F3;
    int i = floor(xin+skew);
    int j = floor(yin+skew);
    int k = floor(zin+skew);
    double G3 = 1.0/6.0;
    double t = (i+j+k)*G3;
    double X0 = i-t; double Y0 = j-t; double Z0 = k-t;
    double x0 = xin-X0; double y0 = yin-Y0; double z0 = zin-Z0;
    int i1, j1, k1;
    int i2, j2, k2;
    if (x0>=y0) {
        if (y0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; }
        else if (x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; }
        else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; }
    } else {
        if (y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; }
        else if (x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; }
        else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; }
    }
    double x1 = x0 - i1 + G3; double y1 = y0 - j1 + G3; double z1 = z0 - k1 + G3;
    double x2 = x0 - i2 + 2.0*G3; double y2 = y0 - j2 + 2.0*G3; double z2 = z0 - k2 + 2.0*G3;
    double x3 = x0 - 1.0 + 3.0*G3; double y3 = y0 - 1.0 + 3.0*G3; double z3 = z0 - 1.0 + 3.0*G3;
    int ii = i & 255; int jj = j & 255; int kk = k & 255;
    
    int *perm = s->perm;
    int gi0 = perm[ii+perm[jj+perm[kk]]] % 12;
    int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1]]] % 12;
    int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2]]] % 12;
    int gi3 = perm[ii+1+perm[jj+1+perm[kk+1]]] % 12;
    
    double t0 = 0.5 - x0*x0 - y0*y0 - z0*z0;
    if (t0<0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * Dot3D(gradients3d[gi0], x0, y0, z0); }
    double t1 = 0.5 - x1*x1 - y1*y1 - z1*z1;
    if (t1<0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * Dot3D(gradients3d[gi1], x1, y1, z1); }
    double t2 = 0.5 - x2*x2 - y2*y2 - z2*z2;
    if (t2<0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * Dot3D(gradients3d[gi2], x2, y2, z2); }
    double t3 = 0.5 - x3*x3 - y3*y3 - z3*z3;
    if (t3<0) n3 = 0.0; else { t3 *= t3; n3 = t3 * t3 * Dot3D(gradients3d[gi3], x3, y3, z3); }
    return 32.0*(n0 + n1 + n2 + n3);
}

static double Noise4D(simplex *s, double x, double y, double z, double w) {
    double F4 = (sqrt(5.0)-1.0)/4.0;
    double G4 = (5.0-sqrt(5.0))/20.0;
    double n0, n1, n2, n3, n4;
    double skew = (x + y + z + w) * F4;
    int i = floor(x + skew); int j = floor(y + skew); int k = floor(z + skew); int l = floor(w + skew);
    double t = (i + j + k + l) * G4;
    double X0 = i - t; double Y0 = j - t; double Z0 = k - t; double W0 = l - t;
    double x0 = x - X0; double y0 = y - Y0; double z0 = z - Z0; double w0 = w - W0;
    int c1 = (x0 > y0) ? 32 : 1; int c2 = (x0 > z0) ? 16 : 1; int c3 = (y0 > z0) ? 8 : 1;
    int c4 = (x0 > w0) ? 4 : 1; int c5 = (y0 > w0) ? 2 : 1; int c6 = (z0 > w0) ? 1 : 1;
    int c = c1 + c2 + c3 + c4 + c5 + c6;
    int i1, j1, k1, l1; int i2, j2, k2, l2; int i3, j3, k3, l3;
    i1 = simplex_tbl[c][0]>=3 ? 1 : 0; j1 = simplex_tbl[c][1]>=3 ? 1 : 0; k1 = simplex_tbl[c][2]>=3 ? 1 : 0; l1 = simplex_tbl[c][3]>=3 ? 1 : 0;
    i2 = simplex_tbl[c][0]>=2 ? 1 : 0; j2 = simplex_tbl[c][1]>=2 ? 1 : 0; k2 = simplex_tbl[c][2]>=2 ? 1 : 0; l2 = simplex_tbl[c][3]>=2 ? 1 : 0;
    i3 = simplex_tbl[c][0]>=1 ? 1 : 0; j3 = simplex_tbl[c][1]>=1 ? 1 : 0; k3 = simplex_tbl[c][2]>=1 ? 1 : 0; l3 = simplex_tbl[c][3]>=1 ? 1 : 0;
    double x1 = x0 - i1 + G4; double y1 = y0 - j1 + G4; double z1 = z0 - k1 + G4; double w1 = w0 - l1 + G4;
    double x2 = x0 - i2 + 2.0*G4; double y2 = y0 - j2 + 2.0*G4; double z2 = z0 - k2 + 2.0*G4; double w2 = w0 - l2 + 2.0*G4;
    double x3 = x0 - i3 + 3.0*G4; double y3 = y0 - j3 + 3.0*G4; double z3 = z0 - k3 + 3.0*G4; double w3 = w0 - l3 + 3.0*G4;
    double x4 = x0 - 1.0 + 4.0*G4; double y4 = y0 - 1.0 + 4.0*G4; double z4 = z0 - 1.0 + 4.0*G4; double w4 = w0 - 1.0 + 4.0*G4;
    int ii = i & 255; int jj = j & 255; int kk = k & 255; int ll = l & 255;
    
    int *perm = s->perm;
    int gi0 = perm[ii+perm[jj+perm[kk+perm[ll]]]] % 32;
    int gi1 = perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]] % 32;
    int gi2 = perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]] % 32;
    int gi3 = perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]] % 32;
    int gi4 = perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]] % 32;
    
    double t0 = 0.5 - x0*x0 - y0*y0 - z0*z0 - w0*w0;
    if (t0<0) n0 = 0.0; else { t0 *= t0; n0 = t0 * t0 * Dot4D(gradients4d[gi0], x0, y0, z0, w0); }
    double t1 = 0.5 - x1*x1 - y1*y1 - z1*z1 - w1*w1;
    if (t1<0) n1 = 0.0; else { t1 *= t1; n1 = t1 * t1 * Dot4D(gradients4d[gi1], x1, y1, z1, w1); }
    double t2 = 0.5 - x2*x2 - y2*y2 - z2*z2 - w2*w2;
    if (t2<0) n2 = 0.0; else { t2 *= t2; n2 = t2 * t2 * Dot4D(gradients4d[gi2], x2, y2, z2, w2); }
    double t3 = 0.5 - x3*x3 - y3*y3 - z3*z3 - w3*w3;
    if (t3<0) n3 = 0.0; else { t3 *= t3; n3 = t3 * t3 * Dot4D(gradients4d[gi3], x3, y3, z3, w3); }
    double t4 = 0.5 - x4*x4 - y4*y4 - z4*z4 - w4*w4;
    if (t4<0) n4 = 0.0; else { t4 *= t4; n4 = t4 * t4 * Dot4D(gradients4d[gi4], x4, y4, z4, w4); }
    
    return 27.0 * (n0 + n1 + n2 + n3 + n4);
}

static double GBlur1D(double stdDev, double x) {
    if (fabs(stdDev)<=0.0) { return 0; }
    const double PI = 3.14159265358979323846;
    const double e = 2.71828182845904523536;
    double pwr = (pow(x,2)/(2*pow(stdDev,2)))*-1;
    double ret = (1/(sqrt(2*PI)*stdDev))*pow(e, pwr);
    return ret;
}

static double GBlur2D(double stdDev, double x, double y) {
    if (fabs(stdDev)<=0.0) { return 0; }
    const double PI = 3.14159265358979323846;
    const double e = 2.71828182845904523536;
    double pwr = ((pow(x,2)+pow(y,2))/(2*pow(stdDev,2)))*-1;
    double ret = (1/(2*PI*pow(stdDev,2)))*pow(e, pwr);
    return ret;
}

// --- JS Bindings ---

static JSValue js_simplex_noise2d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y;
    if (argc < 2) return JS_ThrowTypeError(js, "noise2d expects x, y");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    return JS_NewFloat64(js, Noise2D(s, x, y));
}

static JSValue js_simplex_noise3d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y, z;
    if (argc < 3) return JS_ThrowTypeError(js, "noise3d expects x, y, z");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &z, argv[2])) return JS_EXCEPTION;
    return JS_NewFloat64(js, Noise3D(s, x, y, z));
}

static JSValue js_simplex_noise4d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y, z, w;
    if (argc < 4) return JS_ThrowTypeError(js, "noise4d expects x, y, z, w");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &z, argv[2])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &w, argv[3])) return JS_EXCEPTION;
    return JS_NewFloat64(js, Noise4D(s, x, y, z, w));
}

// Fractal Sum (FBM)
static JSValue js_simplex_fractal2d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y;
    int octaves = 4;
    double lacunarity = 2.0;
    double persistence = 0.5;
    
    if (argc < 2) return JS_ThrowTypeError(js, "fractal2d expects x, y");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    
    if (argc > 2 && !JS_IsNull(argv[2])) JS_ToInt32(js, &octaves, argv[2]);
    if (argc > 3 && !JS_IsNull(argv[3])) JS_ToFloat64(js, &lacunarity, argv[3]);
    if (argc > 4 && !JS_IsNull(argv[4])) JS_ToFloat64(js, &persistence, argv[4]);

    double total = 0;
    double frequency = 1.0;
    double amplitude = 1.0;
    double max_value = 0;

    for(int i=0;i<octaves;i++) {
        total += Noise2D(s, x * frequency, y * frequency) * amplitude;
        max_value += amplitude;
        amplitude *= persistence;
        frequency *= lacunarity;
    }

    return JS_NewFloat64(js, total / max_value);
}

static JSValue js_simplex_fractal3d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y, z;
    int octaves = 4;
    double lacunarity = 2.0;
    double persistence = 0.5;
    
    if (argc < 3) return JS_ThrowTypeError(js, "fractal3d expects x, y, z");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &z, argv[2])) return JS_EXCEPTION;
    
    if (argc > 3 && !JS_IsNull(argv[3])) JS_ToInt32(js, &octaves, argv[3]);
    if (argc > 4 && !JS_IsNull(argv[4])) JS_ToFloat64(js, &lacunarity, argv[4]);
    if (argc > 5 && !JS_IsNull(argv[5])) JS_ToFloat64(js, &persistence, argv[5]);

    double total = 0;
    double frequency = 1.0;
    double amplitude = 1.0;
    double max_value = 0;

    for(int i=0;i<octaves;i++) {
        total += Noise3D(s, x * frequency, y * frequency, z * frequency) * amplitude;
        max_value += amplitude;
        amplitude *= persistence;
        frequency *= lacunarity;
    }

    return JS_NewFloat64(js, total / max_value);
}

// Turbulence (Sum of Abs)
static JSValue js_simplex_turbulence2d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y;
    int octaves = 4;
    double lacunarity = 2.0;
    double persistence = 0.5;
    
    if (argc < 2) return JS_ThrowTypeError(js, "turbulence2d expects x, y");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    
    if (argc > 2 && !JS_IsNull(argv[2])) JS_ToInt32(js, &octaves, argv[2]);
    if (argc > 3 && !JS_IsNull(argv[3])) JS_ToFloat64(js, &lacunarity, argv[3]);
    if (argc > 4 && !JS_IsNull(argv[4])) JS_ToFloat64(js, &persistence, argv[4]);

    double total = 0;
    double frequency = 1.0;
    double amplitude = 1.0;
    double max_value = 0;

    for(int i=0;i<octaves;i++) {
        total += fabs(Noise2D(s, x * frequency, y * frequency)) * amplitude;
        max_value += amplitude;
        amplitude *= persistence;
        frequency *= lacunarity;
    }

    return JS_NewFloat64(js, total / max_value);
}

// Marble (Sin(x + Turbulence))
static JSValue js_simplex_marble2d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    simplex *s = js2simplex(js, self);
    if (!s) return JS_EXCEPTION;
    double x, y;
    int octaves = 4;
    double lacunarity = 2.0;
    double persistence = 0.5;
    
    if (argc < 2) return JS_ThrowTypeError(js, "marble2d expects x, y");
    if (JS_ToFloat64(js, &x, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[1])) return JS_EXCEPTION;
    
    if (argc > 2 && !JS_IsNull(argv[2])) JS_ToInt32(js, &octaves, argv[2]);
    if (argc > 3 && !JS_IsNull(argv[3])) JS_ToFloat64(js, &lacunarity, argv[3]);
    if (argc > 4 && !JS_IsNull(argv[4])) JS_ToFloat64(js, &persistence, argv[4]);

    double total = 0;
    double frequency = 1.0;
    double amplitude = 1.0;
    double max_value = 0;

    for(int i=0;i<octaves;i++) {
        total += fabs(Noise2D(s, x * frequency, y * frequency)) * amplitude;
        max_value += amplitude;
        amplitude *= persistence;
        frequency *= lacunarity;
    }
    
    double ret = total / max_value;
    return JS_NewFloat64(js, sin(x + ret * 10.0)); // Standard marble formula uses a scalar for the turbulence contribution to the phase
}

static JSValue js_simplex_gblur1d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    double stdDev, x;
    if (argc < 2) return JS_ThrowTypeError(js, "gblur1d expects stdDev, x");
    if (JS_ToFloat64(js, &stdDev, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &x, argv[1])) return JS_EXCEPTION;
    return JS_NewFloat64(js, GBlur1D(stdDev, x));
}

static JSValue js_simplex_gblur2d(JSContext *js, JSValue self, int argc, JSValue *argv) {
    double stdDev, x, y;
    if (argc < 3) return JS_ThrowTypeError(js, "gblur2d expects stdDev, x, y");
    if (JS_ToFloat64(js, &stdDev, argv[0])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &x, argv[1])) return JS_EXCEPTION;
    if (JS_ToFloat64(js, &y, argv[2])) return JS_EXCEPTION;
    return JS_NewFloat64(js, GBlur2D(stdDev, x, y));
}

static const JSCFunctionListEntry js_simplex_funcs[] = {
    JS_CFUNC_DEF("noise2d", 2, js_simplex_noise2d),
    JS_CFUNC_DEF("noise3d", 3, js_simplex_noise3d),
    JS_CFUNC_DEF("noise4d", 4, js_simplex_noise4d),
    JS_CFUNC_DEF("fractal2d", 2, js_simplex_fractal2d),
    JS_CFUNC_DEF("fractal3d", 3, js_simplex_fractal3d),
    JS_CFUNC_DEF("turbulence2d", 2, js_simplex_turbulence2d),
    JS_CFUNC_DEF("marble2d", 2, js_simplex_marble2d),
    JS_CFUNC_DEF("gblur1d", 2, js_simplex_gblur1d),
    JS_CFUNC_DEF("gblur2d", 3, js_simplex_gblur2d),
};

static JSValue js_simplex_constructor(JSContext *js, JSValueConst new_target, int argc, JSValueConst *argv) {
    simplex *s = make_simplex();
    if (!s) return JS_ThrowOutOfMemory(js);
    
    int seed = -1;
    if (argc > 0 && JS_IsNumber(argv[0]))
        JS_ToInt32(js, &seed, argv[0]);
    
    if (seed < 0)
        seed = (int)(cell_random() * INT_MAX);
    
    simplex_init(s, seed);
    return simplex2js(js, s);
}

CELL_USE_INIT(
    QJSCLASSPREP_FUNCS(simplex);
    JSValue ctor = JS_NewCFunction2(js, js_simplex_constructor, "simplex", 1, JS_CFUNC_constructor, 0);
    JSValue proto = JS_GetClassProto(js, js_simplex_id);
    JS_SetConstructor(js, ctor, proto);
    JS_FreeValue(js, proto);
    return ctor;
)
