#include "prosperon.h" #include "cell.h" #include #include #include #include /* 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 (y0perm; 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 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 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 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 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_generic, 0); return ctor; )