|
| 1 | +// Perlin noise benchmark from https://gist.github.com/1170424 |
| 2 | + |
| 3 | +struct Vec2 { |
| 4 | + x: f32, |
| 5 | + y: f32, |
| 6 | +} |
| 7 | + |
| 8 | +fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v } |
| 9 | +fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) } |
| 10 | + |
| 11 | +fn random_gradient(r: rand::Rng) -> Vec2 { |
| 12 | + let v = r.gen_float() * float::consts::pi * 2.0; |
| 13 | + Vec2{ |
| 14 | + x: float::cos(v) as f32, |
| 15 | + y: float::sin(v) as f32, |
| 16 | + } |
| 17 | +} |
| 18 | + |
| 19 | +fn gradient(orig: Vec2, grad: Vec2, p: Vec2) -> f32 { |
| 20 | + let sp = Vec2{x: p.x - orig.x, y: p.y - orig.y}; |
| 21 | + grad.x * sp.x + grad.y + sp.y |
| 22 | +} |
| 23 | + |
| 24 | +struct Noise2DContext { |
| 25 | + rgradients: [Vec2 * 256], |
| 26 | + permutations: [int * 256], |
| 27 | +} |
| 28 | + |
| 29 | +fn Noise2DContext() -> ~Noise2DContext { |
| 30 | + let r = rand::Rng(); |
| 31 | + let mut rgradients = [ Vec2 { x: 0.0, y: 0.0 }, ..256 ]; |
| 32 | + for int::range(0, 256) |i| { rgradients[i] = random_gradient(r); } |
| 33 | + let mut permutations = [ 0, ..256 ]; |
| 34 | + for int::range(0, 256) |i| { permutations[i] = i; } |
| 35 | + r.shuffle_mut(permutations); |
| 36 | + |
| 37 | + ~Noise2DContext{ |
| 38 | + rgradients: move rgradients, |
| 39 | + permutations: move permutations, |
| 40 | + } |
| 41 | +} |
| 42 | + |
| 43 | +impl Noise2DContext { |
| 44 | + #[inline(always)] |
| 45 | + fn get_gradient(&self, x: int, y: int) -> Vec2 { |
| 46 | + let idx = self.permutations[x & 255] + self.permutations[y & 255]; |
| 47 | + self.rgradients[idx & 255] |
| 48 | + } |
| 49 | + |
| 50 | + #[inline(always)] |
| 51 | + fn get_gradients(&self, gradients: &mut [Vec2 * 4], origins: &mut [Vec2 * 4], x: f32, y: f32) { |
| 52 | + let x0f = f32::floor(x); |
| 53 | + let y0f = f32::floor(y); |
| 54 | + let x0 = x0f as int; |
| 55 | + let y0 = y0f as int; |
| 56 | + let x1 = x0 + 1; |
| 57 | + let y1 = y0 + 1; |
| 58 | + |
| 59 | + gradients[0] = self.get_gradient(x0, y0); |
| 60 | + gradients[1] = self.get_gradient(x1, y0); |
| 61 | + gradients[2] = self.get_gradient(x0, y1); |
| 62 | + gradients[3] = self.get_gradient(x1, y1); |
| 63 | + |
| 64 | + origins[0] = Vec2{x: x0f + 0.0, y: y0f + 0.0}; |
| 65 | + origins[1] = Vec2{x: x0f + 1.0, y: y0f + 0.0}; |
| 66 | + origins[2] = Vec2{x: x0f + 0.0, y: y0f + 1.0}; |
| 67 | + origins[3] = Vec2{x: x0f + 1.0, y: y0f + 1.0}; |
| 68 | + } |
| 69 | + |
| 70 | + fn get(&self, x: f32, y: f32) -> f32 { |
| 71 | + let p = Vec2{x: x, y: y}; |
| 72 | + let mut gradients = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ]; |
| 73 | + let mut origins = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ]; |
| 74 | + self.get_gradients(&mut gradients, &mut origins, x, y); |
| 75 | + let v0 = gradient(origins[0], gradients[0], p); |
| 76 | + let v1 = gradient(origins[1], gradients[1], p); |
| 77 | + let v2 = gradient(origins[2], gradients[2], p); |
| 78 | + let v3 = gradient(origins[3], gradients[3], p); |
| 79 | + let fx = smooth(x - origins[0].x); |
| 80 | + let vx0 = lerp(v0, v1, fx); |
| 81 | + let vx1 = lerp(v2, v3, fx); |
| 82 | + let fy = smooth(y - origins[0].y); |
| 83 | + lerp(vx0, vx1, fy) |
| 84 | + } |
| 85 | +} |
| 86 | + |
| 87 | +fn main() { |
| 88 | + let symbols = [" ", "░", "▒", "▓", "█", "█"]; |
| 89 | + let mut pixels = vec::from_elem(256*256, 0f32); |
| 90 | + let n2d = Noise2DContext(); |
| 91 | + for int::range(0, 100) |_| { |
| 92 | + for int::range(0, 256) |y| { |
| 93 | + for int::range(0, 256) |x| { |
| 94 | + let v = n2d.get( |
| 95 | + x as f32 * 0.1f32, |
| 96 | + y as f32 * 0.1f32 |
| 97 | + ) * 0.5f32 + 0.5f32; |
| 98 | + pixels[y*256+x] = v; |
| 99 | + }; |
| 100 | + }; |
| 101 | + }; |
| 102 | + |
| 103 | + /*for int::range(0, 256) |y| { |
| 104 | + for int::range(0, 256) |x| { |
| 105 | + io::print(symbols[pixels[y*256+x] / 0.2f32 as int]); |
| 106 | + } |
| 107 | + io::println(""); |
| 108 | + }*/ |
| 109 | +} |
| 110 | + |
0 commit comments