1
0
Fork 0
mirror of https://github.com/beefytech/Beef.git synced 2025-06-08 11:38:21 +02:00
Beef/MemProfiler/Perlin.bf

77 lines
1.7 KiB
Beef
Raw Normal View History

2019-08-23 11:56:54 -07:00
using Beefy.geom;
using System;
namespace Mercury
{
class Perlin
{
Vector2[,] mGradient ~ delete _;
public this(int w, int h, int seed = -1)
{
Random rand;
if (seed == -1)
{
rand = stack Random();
}
else
{
rand = stack Random(seed);
}
mGradient = new Vector2[h, w];
for (int y < h)
{
for (int x < w)
{
float ang = (float)(rand.NextDouble() * Math.PI * 2);
mGradient[y, x] = Vector2((float)Math.Cos(ang), (float)Math.Sin(ang));
}
}
}
float DotGridGradient(int ix, int iy, float x, float y)
{
// Precomputed (or otherwise) gradient vectors at each grid node
// Compute the distance vector
float dx = x - (float)ix;
float dy = y - (float)iy;
// Compute the dot-product
return (dx * mGradient[iy, ix].mX + dy * mGradient[iy, ix].mY);
}
// Compute Perlin noise at coordinates x, y
public float Get(float x, float y)
{
// Determine grid cell coordinates
int x0 = ((x > 0.0) ? (int)x : (int)x - 1);
int x1 = x0 + 1;
int y0 = ((y > 0.0) ? (int)y : (int)y - 1);
int y1 = y0 + 1;
// Determine interpolation weights
// Could also use higher order polynomial/s-curve here
float sx = x - (float)x0;
float sy = y - (float)y0;
// Interpolate between grid point gradients
float n0, n1, ix0, ix1, value;
n0 = DotGridGradient(x0, y0, x, y);
n1 = DotGridGradient(x1, y0, x, y);
ix0 = Math.Lerp(n0, n1, sx);
n0 = DotGridGradient(x0, y1, x, y);
n1 = DotGridGradient(x1, y1, x, y);
ix1 = Math.Lerp(n0, n1, sx);
value = Math.Lerp(ix0, ix1, sy);
return value;
}
public float GetF(float pctX, float pctY)
{
return Get(pctX * mGradient.GetLength(1), pctY * mGradient.GetLength(0));
}
}
}