Updating API and documentation.
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71edce1b4f
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25
main.lua
25
main.lua
@ -1,26 +1,21 @@
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lg = love.graphics
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local Histogram = require 'histogram'
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W,H = lg.getDimensions()
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Histogram = require 'histogram'
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local Noise = require "noise"
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local Noise = require "noise"
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local DRAW_RES = love.window.toPixels(4)
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local DRAW_RES = love.window.toPixels(4)
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local SCALE = 100
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local SCALE = 100
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local font = lg.newFont(love.window.toPixels(24))
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local decay = function(x) return .15^x end
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local decay = function(x) return .15^x end
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local function rng()
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local n1,g1 = Noise.make1d{resolution=5, distribution=decay, seed=1}
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local r = love.math.newRandomGenerator(1)
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local n2,g2 = Noise.make2d{resolution=7, distribution=decay, seed=1}
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return function() return r:random() end
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local n3,g3 = Noise.make3d{resolution=9, distribution=decay, seed=1}
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end
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local s1,s1g = Noise.make1dShader{resolution=10, distribution=decay, seed=1}
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local makeAmps = Noise.makeAmplitudes
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local s2,s2g = Noise.make2dShader{resolution=15, distribution=decay, seed=1}
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local n1,g1 = Noise.make1d(makeAmps(8, decay), rng())
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local s3,s3g = Noise.make3dShader{resolution=20, distribution=decay, seed=1}
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local n2,g2 = Noise.make2d(makeAmps(9, decay), rng())
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local n3,g3 = Noise.make3d(makeAmps(11, decay), rng())
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local s1,s1g = Noise.make1dShader(makeAmps(9, decay), rng())
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local s2,s2g = Noise.make2dShader(makeAmps(15, decay), rng())
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local s3,s3g = Noise.make3dShader(makeAmps(19, decay), rng())
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lg = love.graphics
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W,H = lg.getDimensions()
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local cw,ch = W/2,H/3
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local cw,ch = W/2,H/3
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local canv = lg.newCanvas(cw,ch)
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local canv = lg.newCanvas(cw,ch)
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local font = lg.newFont(love.window.toPixels(24))
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function love.load()
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function love.load()
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xOffset = 0
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xOffset = 0
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135
noise.lua
135
noise.lua
@ -1,3 +1,64 @@
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-- Hill Noise library
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-- Copyright 2017 Bruce Hill
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--
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-- This library provides functions for continuous pseudorandom 1D, 2D, and 3D noise functions
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-- with approximately uniform distribution on the interval (0,1) and customizable resolution,
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-- levels of detail, and shape characteristics.
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--
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-- Usage:
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-- local Noise = require 'hill_noise'
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-- local noise,noise_gradient = Noise.make3d{resolution=9}
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-- local x,y,z = 1,2,3
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-- local n = noise(x,y,z)
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-- local dndx,dndy,dndz = noise_gradient(x,y,z)
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--
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-- The noise construction functions all take the following options:
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-- * random: a random number function (default: math.random)
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-- * seed: if "random" is not provided, and the love.math module is loaded, a new
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-- pseudorandom number generator will be used with the specified seed
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-- * amplitudes: a list of sine wave amplitudes to use
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-- * resolution: if "amplitudes" is not provided, the number of sine waves to use
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-- (default: 5,7,9 for 1d,2d,3d functions, and 10,15,20 for 1d,2d,3d shaders)
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-- * distribution: if "amplitudes" is not provided, a function to evenly sample
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-- amplitudes from on the interval (0,1) (default: 0.1^x)
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--
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-- The noise and noise gradient functions all run in O(resolution), and more resolution
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-- may be needed for higher dimensional noise and additional detail.
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--
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-- For the LOVE game engine, there are versions that produce 1D, 2D, and 3D noise shaders
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-- as well, which are much faster and run on the GPU.
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-- local noise_shader, noise_gradient_shader = Noise.make3dShader{resolution=11}
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-- local canvas = love.graphics.newCanvas()
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-- -- At each location on the texture, the noise function is sampled at a linear
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-- -- interpolation between range_min and range_max, using the texture coordinates.
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-- -- For 3D noise, the "z" value is passed as a parameter.
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-- noise_shader:send("range_min", {0,20})
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-- noise_shader:send("range_max", {0,20})
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-- noise_shader:send('z', love.timer.getTime())
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-- love.graphics.setShader(noise_shader)
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-- love.graphics.draw(canvas)
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-- love.graphics.setShader()
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-- The noise gradient shaders populate the RGB channels with dn/dx, dn/dy, dn/dz partial
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-- derivatives, where [-1,0,1] is remapped to [0,0.5,1].
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--
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-- Permission is hereby granted, free of charge, to any person obtaining a copy of
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-- this software and associated documentation files (the "Software"), to deal in
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-- the Software without restriction, including without limitation the rights to
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-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
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-- of the Software, and to permit persons to whom the Software is furnished to do
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-- so, subject to the following conditions:
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--
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-- The above copyright notice and this permission notice shall be included in all
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-- copies or substantial portions of the Software.
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--
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-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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-- SOFTWARE.
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local noise = {}
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local noise = {}
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local exp,sin,cos,floor,log,acos,sqrt,abs = math.exp,math.sin,math.cos,math.floor,math.log,math.acos,math.sqrt,math.abs
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local exp,sin,cos,floor,log,acos,sqrt,abs = math.exp,math.sin,math.cos,math.floor,math.log,math.acos,math.sqrt,math.abs
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local GR, PI, TAU, SQRT5, LOG_GR = (sqrt(5)+1)/2, math.pi, 2*math.pi, sqrt(5), log((sqrt(5)+1)/2)
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local GR, PI, TAU, SQRT5, LOG_GR = (sqrt(5)+1)/2, math.pi, 2*math.pi, sqrt(5), log((sqrt(5)+1)/2)
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@ -10,12 +71,28 @@ local function cdf_prime(x, dx)
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return (0.31831 * exp(-2/PI * x*x) * abs(x)*dx)/sqrt(1-exp(-2/PI*x*x))
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return (0.31831 * exp(-2/PI * x*x) * abs(x)*dx)/sqrt(1-exp(-2/PI*x*x))
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end
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end
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local function _defaultArgs(amplitudes,random)
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local default_resolutions = {["1d"]=5, ["2d"]=7, ["3d"]=9, ["1dShader"]=10, ["2dShader"]=15, ["3dShader"]=20}
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if amplitudes == nil then amplitudes = 5 end
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local function _defaultArgs(opts, kind)
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if type(amplitudes) == 'number' then
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opts = opts or {}
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amplitudes = noise.makeAmplitudes(amplitudes, function(x) return .1^x end)
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local amplitudes, random = opts.amplitudes, opts.random
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if random then
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assert(type(random) == 'function', "Random number function must be a function.")
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elseif not random then
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if opts.seed and love and love.math then
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local rng = love.math.newRandomGenerator(opts.seed)
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random = function(...) return rng:random(...) end
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else
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random = math.random
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end
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end
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if not amplitudes then
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local resolution = opts.resolution or default_resolutions[kind]
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local distribution = opts.distribution or (function(x) return .1^x end)
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amplitudes = {}
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for i=1,resolution do
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amplitudes[i] = distribution((i-.5)/resolution)
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end
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end
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end
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if not random then random = math.random end
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return amplitudes, random
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return amplitudes, random
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end
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end
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@ -35,17 +112,8 @@ local function makeOffsets(count, random)
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return offsets
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return offsets
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end
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end
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noise.makeAmplitudes = function(count, fn)
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noise.make1d = function(opts)
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local amplitudes = {}
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local amplitudes, random = _defaultArgs(opts, "1d")
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for i=1,count do
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amplitudes[i] = fn((i-.5)/count)
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end
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return amplitudes
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end
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noise.make1d = function(amplitudes,random)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(#amplitudes, random)
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local offsets = makeOffsets(#amplitudes, random)
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local function noise(x)
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local function noise(x)
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@ -70,9 +138,8 @@ noise.make1d = function(amplitudes,random)
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return noise, gradient
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return noise, gradient
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end
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end
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noise.make2d = function(amplitudes, random)
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noise.make2d = function(opts)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local amplitudes, random = _defaultArgs(opts, "2d")
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(2*#amplitudes, random)
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local offsets = makeOffsets(2*#amplitudes, random)
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sigma = sigma/sqrt(2)
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sigma = sigma/sqrt(2)
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@ -109,8 +176,8 @@ noise.make2d = function(amplitudes, random)
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return noise, gradient
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return noise, gradient
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end
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end
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noise.make3d = function(amplitudes, random)
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noise.make3d = function(opts)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local amplitudes, random = _defaultArgs(opts, "3d")
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local resolution = #amplitudes
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(3*#amplitudes, random)
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local offsets = makeOffsets(3*#amplitudes, random)
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@ -203,6 +270,7 @@ noise.make3d = function(amplitudes, random)
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return noise, gradient
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return noise, gradient
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end
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end
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if love and love.graphics then
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local shader1d = [[
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local shader1d = [[
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#define TAU 6.283185307179586476925286766559005768394338798750211641949
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#define TAU 6.283185307179586476925286766559005768394338798750211641949
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#define MAX_RESOLUTION 64
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#define MAX_RESOLUTION 64
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@ -239,14 +307,14 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
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}
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}
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]]
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]]
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noise.make1dShader = function(amplitudes, random)
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noise.make1dShader = function(opts)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local amplitudes, random = _defaultArgs(opts, "1dShader")
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local resolution = #amplitudes
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(#amplitudes, random)
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local offsets = makeOffsets(#amplitudes, random)
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader1d
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader1d
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local noiseShader = lg.newShader(shaderCode)
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local noiseShader = love.graphics.newShader(shaderCode)
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local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
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local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
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do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
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do -- Dumb hack to work around a bug in Love 0.10.2 not sending the last value
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table.insert(amplitudes, 1.)
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table.insert(amplitudes, 1.)
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table.insert(offsets, 1.)
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table.insert(offsets, 1.)
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@ -309,14 +377,14 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
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}
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}
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]]
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]]
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noise.make2dShader = function(amplitudes, random)
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noise.make2dShader = function(opts)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local amplitudes, random = _defaultArgs(opts, "2dShader")
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local resolution = #amplitudes
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(2*#amplitudes, random)
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local offsets = makeOffsets(2*#amplitudes, random)
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader2d
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader2d
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local noiseShader = lg.newShader(shaderCode)
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local noiseShader = love.graphics.newShader(shaderCode)
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local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
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local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
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sigma = sigma/sqrt(2)
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sigma = sigma/sqrt(2)
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local offsets2 = {}
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local offsets2 = {}
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for i=1,#offsets-1,2 do
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for i=1,#offsets-1,2 do
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}
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}
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]]
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]]
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noise.make3dShader = function(amplitudes, random)
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noise.make3dShader = function(opts)
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amplitudes, random = _defaultArgs(amplitudes, random)
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local amplitudes, random = _defaultArgs(opts, "3dShader")
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local resolution = #amplitudes
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local resolution = #amplitudes
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local sigma = calculateSigma(amplitudes)
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local sigma = calculateSigma(amplitudes)
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local offsets = makeOffsets(3*#amplitudes, random)
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local offsets = makeOffsets(3*#amplitudes, random)
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader3d
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local shaderCode = "#define RESOLUTION "..tostring(resolution).."\n"..shader3d
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local noiseShader = lg.newShader(shaderCode)
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local noiseShader = love.graphics.newShader(shaderCode)
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local gradShader = lg.newShader("#define GRADIENT\n"..shaderCode)
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local gradShader = love.graphics.newShader("#define GRADIENT\n"..shaderCode)
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sigma = sigma/sqrt(3)
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sigma = sigma/sqrt(3)
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local offsets2 = {}
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local offsets2 = {}
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for i=1,#offsets-1,3 do
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for i=1,#offsets-1,3 do
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end
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end
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return noiseShader, gradShader
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return noiseShader, gradShader
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end
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end
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end
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return noise
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return noise
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