Hi,
here is my Perlin Noise implementation. Feel free to use in your projects!
//****************************************
//** Perlin Noise Implementatio
//** Date: 14.12.2013
//****************************************
TYPE TPerlin
d%
f#
result#
fracX#
fracY#
total#
octaves
pnum%
per_Prim_1%[]
per_Prim_2%[]
FUNCTION InitNoise:num%
self.d% = 0
self.f# = 0
self.result = 0
self.fracX = 0
self.fracY = 0
self.total = 0
self.octaves = 0
self.pnum% = num%
DIMDATA self.per_Prim_1%[],15731,15733,15737,15739,15749,15761,15767,15773,15787,15791,15797,15803,15809,15817,15823
DIMDATA self.per_Prim_2%[],789221,789227,789251,789311,789323,789331,789343,789367,789377,789389,789391,789407,789419,789443,789473
ENDFUNCTION
FUNCTION Noise#:n%,octave
self.d = bXOR(ASL(n,13),n)
RETURN (1.0 - (bAND((self.d * (self.d * self.d * self.per_Prim_1%[self.pnum] + self.per_Prim_2%[self.pnum]) + 1376312627),2147483647)) / 1073741824.0)
ENDFUNCTION
FUNCTION Cos_Interpolate#:a#,b#,x#
self.f# = COS(PI * x#)
self.f# = (1-self.f#) * 0.5;
RETURN a# *(1-self.f#)+b# *self.f#;
ENDFUNCTION
FUNCTION Noise2D#:x%,y%
RETURN self.Noise(x * 46349 + y * 46351, 1)
ENDFUNCTION
FUNCTION Smooth_Noise2D#:x%,y%
self.result = (self.Noise2D(x-1,y-1) + self.Noise2D(x+1,y-1) + self.Noise2D(x-1,y+1) + self.Noise2D(x+1,y+1)) / 16
self.result = self.result +( (self.Noise2D(x-1,y) + self.Noise2D(x+1,y) + self.Noise2D(x,y-1) + self.Noise2D(x,y+1)) / 8)
self.result = self.result +( self.Noise2D(x,y) / 4 )
RETURN self.result;
ENDFUNCTION
FUNCTION InterpolatedNoise2D#:x%,y%
self.fracX# = x - INTEGER(x)
self.fracY# = y - INTEGER(y)
RETURN self.Cos_Interpolate(self.Cos_Interpolate(self.Smooth_Noise2D(INTEGER(x#), INTEGER(y#)), self.Smooth_Noise2D(INTEGER(x#) + 1, INTEGER(y#)), self.fracX#),self.Cos_Interpolate(self.Smooth_Noise2D(INTEGER(x#), INTEGER(y#)), self.Smooth_Noise2D(INTEGER(x#) + 1, INTEGER(y#)), self.fracX#), self.fracY#)
ENDFUNCTION
FUNCTION GetPerlinNoise2D#:x#,y#,pers#,freq#,amp#,oct
self.total# = 0
FOR self.octaves = 0 TO oct
freq# = freq*2
amp# = amp*pers
self.total# = self.total# + (self.InterpolatedNoise2D(x#*freq#,y#*freq#)*amp#)
NEXT
RETURN self.total
ENDFUNCTION
ENDTYPE
edit:
and the test program :
// --------------------------------- //
// Project: Perlin
// Start: Tuesday, September 10, 2013
// IDE Version: 11.171
GLOBAL map[]
GLOBAL x,y
GLOBAL p AS TPerlin
DIM map[10001]
CONSTANT PI = 3.141593
p.InitNoise(4)
FOR x= 0 TO 99
FOR y = 0 TO 99
map[x+y*100] = (p.GetPerlinNoise2D(x,y,0.8,0.1,1,5)+1)/255 * 255
DEBUG "map: "+map[x+y*100]+"\n"
NEXT
NEXT
FOR x= 0 TO 99
FOR y = 0 TO 99
DRAWRECT x*4,y*4,4,4,RGB(map[x+y*100]*200,0,0)
NEXT
NEXT
SHOWSCREEN
MOUSEWAIT
Edit : Strange PI Bug :D
Thanks for posting this Dr. Fist, I will have a good play with this later :booze:
Lee
Great, always wanted to play with perlin noise! Is there any seed somewhere to get different results?
Ahhh my fault!
for seeding, there are two arrays in the Perlin Type, with
perlin.InitNoise( seed )
you can access them!
thats cool!
Now the 3D and we good to go! :D
I've made 2 changes as the colours where off. 1st change just does the raw perlin & keeps its -1 to +1 range & 2nd is the draw part where it selects the colour based on whats in the array.
//from
map[x+y*100] = (p.GetPerlinNoise2D(x,y,0.8,0.1,1,5)+1)/255 * 255
//to
map[x+y*100] = p.GetPerlinNoise2D(x,y,0.8,0.1,1,5)
//and drawing from
DRAWRECT x*4,y*4,4,4,RGB(map[x+y*100]*200,0,0)
//to
DRAWRECT x*4,y*4,4,4,RGB(((map[x+y*100])+1)*128,0,0)
You can see the difference in the below 2 pics. Fun routine to play with :D
Lee
Really it's intersting In VRay or another Render Engines sometime I show and Pick Perlin Noise, I think always it's in refelections or Specular colors... BUt it's really cool like this Basic can do, very very complex things in Basic...
Another cuestion Fuzzy, sorry for the question , this it's something from Mathematics, ins't?¿ then the utility of the perlin Noise, for what can be usefull, in graphical stages can be inetersting for Bumps, or change a bit the surfaces of objects, but numerically or in another kind of application...
I'm not sure if I expressed well... :-[ :-[
A bit of Explanation (WIKIPEDIA)
Seems Perlin Noise was for the Film Tron.. it's similar to White Noise (I think this it's used in Audio like Pink Noise),
Ken Perlín Who invented the Perlin Noise won an Academy Award for this the Perlin Noise, coriouslly TRON don't won the Awards for the Visual FX... (Really the film it's a bit bored :D )
@Mentalthink, Yes Perlin noise is a mathematical way of creating noise that while looking random it isn't random at all so the same noise can be created again easily. Here's a good description about the history of it & how it came about from the creator himself (also discovered he created the 1st ever shading language) http://www.noisemachine.com/talk1/ (http://www.noisemachine.com/talk1/)
Lee
Thanks Fuzzy for the info...
***Sorry in my post I want delete the little text, because I put this little info under the post...
Thanks for the link I take a look :good:
Awesome. Looking great!
(except perhaps your Pi value: (not sure what difference it makes, just caught my eye!)
CONSTANT PI = 3.141562 <- your code
CONSTANT PI = 3.141593 <- should be)
I attempted a Perlin Noise function / type while working on the Minecraft style voxels here:
http://www.glbasic.com/forum/index.php?topic=9499.msg82316#msg82316 (http://www.glbasic.com/forum/index.php?topic=9499.msg82316#msg82316)
Here's the code used:
TYPE TPerlineNoise
maxWidth%
maxHeight%
noise#[]
isNoiseInitialized% = FALSE
FUNCTION Create: width%, height%
self.maxWidth = width
self.maxHeight = height
self.GenerateNoise()
ENDFUNCTION
/// Gets the value for a specific X and Y coordinate
/// results in range [-1, 1] * maxHeight
FUNCTION GetRandomHeight#: x#, y#, maxHeight#, frequency#, amplitude#, persistance#, octaves%
LOCAL i%
LOCAL finalValue# = 0.0
GenerateNoise()
FOR i = 0 TO octaves-1
INC finalValue, GetSmoothNoise(x * frequency, y * frequency) * amplitude
frequency = frequency * 2.0
amplitude = amplitude * persistance
NEXT
IF finalValue < -1.0
finalValue = -1.0
ELSEIF finalValue > 1.0
finalValue = 1.0
ENDIF
RETURN finalValue * maxHeight
ENDFUNCTION
//This function is a simple bilinear filtering function which is good (and easy) enough.
FUNCTION GetSmoothNoise#: x#, y#
LOCAL finalValue# = 0.0
LOCAL fractionX# = x - INTEGER(x)
LOCAL fractionY# = y - INTEGER(y)
LOCAL x1% = MOD(INTEGER(x) + self.maxWidth, self.maxWidth)
LOCAL y1% = MOD(INTEGER(y) + self.maxHeight, self.maxHeight)
//for cool art deco looking images, do +1 for X2 and Y2 instead of -1...
LOCAL x2% = MOD(INTEGER(x) + self.maxWidth - 1, self.maxWidth)
LOCAL y2% = MOD(INTEGER(y) + self.maxHeight - 1, self.maxHeight)
INC finalValue, fractionX * fractionY * self.noise[x1][y1]
INC finalValue, fractionX * (1 - fractionY) * self.noise[x1][y2]
INC finalValue, (1 - fractionX) * fractionY * self.noise[x2][y1]
INC finalValue, (1 - fractionX) * (1 - fractionY) * self.noise[x2][y2]
RETURN finalValue
ENDFUNCTION
/// create a array of randoms
FUNCTION GenerateNoise:
LOCAL x%, y%
IF self.isNoiseInitialized THEN RETURN // A boolean variable in the class to make sure we only do this once
DIM self.noise[self.maxWidth][self.maxHeight] // Create the noise table where MAX_WIDTH and MAX_HEIGHT are set to some value>0
FOR x = 0 TO self.maxWidth-1
FOR y = 0 TO self.maxHeight-1
self.noise[x][y] = (RandomFloat() - 0.5) * 2.0 // Generate noise between -1 and 1
NEXT
NEXT
self.isNoiseInitialized = TRUE
ENDFUNCTION
FUNCTION ToSprite:
LOCAL x%, y%
LOCAL sprite% = GENSPRITE()
LOCAL colour%
CREATESCREEN 0, sprite, self.maxWidth, self.maxHeight
USESCREEN 0
FOR x = 0 TO self.maxWidth-1
FOR y = 0 TO self.maxHeight-1
colour = GetRandomHeight(x,y, 127, 0.15, 1, 0.15, 3) + 128//x#, y#, maxHeight#, frequency#, amplitude#, persistance#, octaves%
SETPIXEL x, y, RGB(colour, colour, colour)
NEXT
NEXT
USESCREEN -1
RETURN sprite
ENDFUNCTION
ENDTYPE
And how I call it:
//x#, y#, maxHeight#, frequency#, amplitude#, persistance#, octaves%
height = noise.GetRandomHeight(x,z, 1, 0.1, 1, 0.15, 3)
See below for a screeny of the results.
Mine is only a 2D version. It would be cool to see a 3D version that creates caves, just like Minecraft. Now, mine only defines the top surface of the landscape.
Keep it up, I love Perlin noise since I heard about it researching how Minecraft generates it's endless landscapes.
:D very nice!
My PI value o.O, thats a strange mistake. .. thanks for it! :D
All since the Atari I was dreaming of how to use perlin noise to create landscapes, very nice :-) And yes, was trying to figure out how to do 3D noise but I think that is slightly above my horizon at the moment.
Really I don't know perin noise it's for terrains, this demo in the Image in voxels it's great!!!
Perlin is indeed intended for textures, but for example, Minecraft uses this algorhythm for the terrain generation.
First, it will determine the level of landscapes, then, in several passes the "Dungeons".
There is a simplex noise post on the forum & that includes 3d. It's the successor to perlin by the creator.
Lee
Sent from my C6603 using Tapatalk
Critical hit on Minecraft :D
Looks great!!!