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July 22, 2022 22:45
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Improvement on Squirrel3 noise-based RNG by Squirrel Eiserloh (https://twitter.com/SquirrelTweets/status/1421251894274625536)
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//----------------------------------------------------------------------------------------------- | |
// SquirrelNoise5.hpp | |
// | |
#pragma once | |
///////////////////////////////////////////////////////////////////////////////////////////////// | |
// SquirrelNoise5 - Squirrel's Raw Noise utilities (version 5) | |
// | |
// This code is made available under the Creative Commons attribution 3.0 license (CC-BY-3.0 US): | |
// Attribution in source code comments (even closed-source/commercial code) is sufficient. | |
// License summary and text available at: https://creativecommons.org/licenses/by/3.0/us/ | |
// | |
// These noise functions were written by Squirrel Eiserloh as a cheap and simple substitute for | |
// the [sometimes awful] bit-noise sample code functions commonly found on the web, many of which | |
// are hugely biased or terribly patterned, e.g. having bits which are on (or off) 75% or even | |
// 100% of the time (or are excessively overkill/slow for our needs, such as MD5 or SHA). | |
// | |
// Note: This is work in progress; not all functions have been tested. Use at your own risk. | |
// Please report any bugs, issues, or bothersome cases to SquirrelEiserloh at gmail.com. | |
// | |
// The following functions are all based on a simple bit-noise hash function which returns an | |
// unsigned integer containing 32 reasonably-well-scrambled bits, based on a given (signed) | |
// integer input parameter (position/index) and [optional] seed. Kind of like looking up a | |
// value in an infinitely large [non-existent] table of previously rolled random numbers. | |
// | |
// These functions are deterministic and random-access / order-independent (i.e. state-free), | |
// so they are particularly well-suited for use in smoothed/fractal/simplex/Perlin noise | |
// functions and out-of-order (or or-demand) procedural content generation (i.e. that mountain | |
// village is the same whether you generated it first or last, ahead of time or just now). | |
// | |
// The N-dimensional variations simply hash their multidimensional coordinates down to a single | |
// 32-bit index and then proceed as usual, so while results are not unique they should | |
// (hopefully) not seem locally predictable or repetitive. | |
// | |
///////////////////////////////////////////////////////////////////////////////////////////////// | |
//----------------------------------------------------------------------------------------------- | |
// Raw pseudorandom noise functions (random-access / deterministic). Basis of all other noise. | |
// | |
constexpr unsigned int Get1dNoiseUint( int index, unsigned int seed=0 ); | |
constexpr unsigned int Get2dNoiseUint( int indexX, int indexY, unsigned int seed=0 ); | |
constexpr unsigned int Get3dNoiseUint( int indexX, int indexY, int indexZ, unsigned int seed=0 ); | |
constexpr unsigned int Get4dNoiseUint( int indexX, int indexY, int indexZ, int indexT, unsigned int seed=0 ); | |
//----------------------------------------------------------------------------------------------- | |
// Same functions, mapped to floats in [0,1] for convenience. | |
// | |
constexpr float Get1dNoiseZeroToOne( int index, unsigned int seed=0 ); | |
constexpr float Get2dNoiseZeroToOne( int indexX, int indexY, unsigned int seed=0 ); | |
constexpr float Get3dNoiseZeroToOne( int indexX, int indexY, int indexZ, unsigned int seed=0 ); | |
constexpr float Get4dNoiseZeroToOne( int indexX, int indexY, int indexZ, int indexT, unsigned int seed=0 ); | |
//----------------------------------------------------------------------------------------------- | |
// Same functions, mapped to floats in [-1,1] for convenience. | |
// | |
constexpr float Get1dNoiseNegOneToOne( int index, unsigned int seed=0 ); | |
constexpr float Get2dNoiseNegOneToOne( int indexX, int indexY, unsigned int seed=0 ); | |
constexpr float Get3dNoiseNegOneToOne( int indexX, int indexY, int indexZ, unsigned int seed=0 ); | |
constexpr float Get4dNoiseNegOneToOne( int indexX, int indexY, int indexZ, int indexT, unsigned int seed=0 ); | |
///////////////////////////////////////////////////////////////////////////////////////////////// | |
// Inline function definitions below | |
///////////////////////////////////////////////////////////////////////////////////////////////// | |
//----------------------------------------------------------------------------------------------- | |
// Fast hash of an int32 into a different (unrecognizable) uint32. | |
// | |
// Returns an unsigned integer containing 32 reasonably-well-scrambled bits, based on the hash | |
// of a given (signed) integer input parameter (position/index) and [optional] seed. Kind of | |
// like looking up a value in an infinitely large table of previously generated random numbers. | |
// | |
// I call this particular approach SquirrelNoise5 (5th iteration of my 1D raw noise function). | |
// | |
// Many thanks to Peter Schmidt-Nielsen whose outstanding analysis helped identify a weakness | |
// in the SquirrelNoise3 code I originally used in my GDC 2017 talk, "Noise-based RNG". | |
// Version 5 avoids a noise repetition found in version 3 at extremely high position values | |
// caused by a lack of influence by some of the high input bits onto some of the low output bits. | |
// | |
// The revised SquirrelNoise5 function ensures all input bits affect all output bits, and to | |
// (for me) a statistically acceptable degree. I believe the worst-case here is in the amount | |
// of influence input position bit #30 has on output noise bit #0 (49.99%, vs. 50% ideal). | |
// | |
constexpr unsigned int SquirrelNoise5( int positionX, unsigned int seed ) | |
{ | |
constexpr unsigned int SQ5_BIT_NOISE1 = 0xd2a80a3f; // 11010010101010000000101000111111 | |
constexpr unsigned int SQ5_BIT_NOISE2 = 0xa884f197; // 10101000100001001111000110010111 | |
constexpr unsigned int SQ5_BIT_NOISE3 = 0x6C736F4B; // 01101100011100110110111101001011 | |
constexpr unsigned int SQ5_BIT_NOISE4 = 0xB79F3ABB; // 10110111100111110011101010111011 | |
constexpr unsigned int SQ5_BIT_NOISE5 = 0x1b56c4f5; // 00011011010101101100010011110101 | |
unsigned int mangledBits = (unsigned int) positionX; | |
mangledBits *= SQ5_BIT_NOISE1; | |
mangledBits += seed; | |
mangledBits ^= (mangledBits >> 9); | |
mangledBits += SQ5_BIT_NOISE2; | |
mangledBits ^= (mangledBits >> 11); | |
mangledBits *= SQ5_BIT_NOISE3; | |
mangledBits ^= (mangledBits >> 13); | |
mangledBits += SQ5_BIT_NOISE4; | |
mangledBits ^= (mangledBits >> 15); | |
mangledBits *= SQ5_BIT_NOISE5; | |
mangledBits ^= (mangledBits >> 17); | |
return mangledBits; | |
} | |
//------------------------------------------------------------------------------------------------ | |
constexpr unsigned int Get1dNoiseUint( int positionX, unsigned int seed ) | |
{ | |
return SquirrelNoise5( positionX, seed ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr unsigned int Get2dNoiseUint( int indexX, int indexY, unsigned int seed ) | |
{ | |
constexpr int PRIME_NUMBER = 198491317; // Large prime number with non-boring bits | |
return SquirrelNoise5( indexX + (PRIME_NUMBER * indexY), seed ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr unsigned int Get3dNoiseUint( int indexX, int indexY, int indexZ, unsigned int seed ) | |
{ | |
constexpr int PRIME1 = 198491317; // Large prime number with non-boring bits | |
constexpr int PRIME2 = 6542989; // Large prime number with distinct and non-boring bits | |
return SquirrelNoise5( indexX + (PRIME1 * indexY) + (PRIME2 * indexZ), seed ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr unsigned int Get4dNoiseUint( int indexX, int indexY, int indexZ, int indexT, unsigned int seed ) | |
{ | |
constexpr int PRIME1 = 198491317; // Large prime number with non-boring bits | |
constexpr int PRIME2 = 6542989; // Large prime number with distinct and non-boring bits | |
constexpr int PRIME3 = 357239; // Large prime number with distinct and non-boring bits | |
return SquirrelNoise5( indexX + (PRIME1 * indexY) + (PRIME2 * indexZ) + (PRIME3 * indexT), seed ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get1dNoiseZeroToOne( int index, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_UINT = (1.0 / (double) 0xFFFFFFFF); | |
return (float)( ONE_OVER_MAX_UINT * (double) SquirrelNoise5( index, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get2dNoiseZeroToOne( int indexX, int indexY, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_UINT = (1.0 / (double) 0xFFFFFFFF); | |
return (float)( ONE_OVER_MAX_UINT * (double) Get2dNoiseUint( indexX, indexY, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get3dNoiseZeroToOne( int indexX, int indexY, int indexZ, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_UINT = (1.0 / (double) 0xFFFFFFFF); | |
return (float)( ONE_OVER_MAX_UINT * (double) Get3dNoiseUint( indexX, indexY, indexZ, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get4dNoiseZeroToOne( int indexX, int indexY, int indexZ, int indexT, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_UINT = (1.0 / (double) 0xFFFFFFFF); | |
return (float)( ONE_OVER_MAX_UINT * (double) Get4dNoiseUint( indexX, indexY, indexZ, indexT, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get1dNoiseNegOneToOne( int index, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_INT = (1.0 / (double) 0x7FFFFFFF); | |
return (float)( ONE_OVER_MAX_INT * (double) (int) SquirrelNoise5( index, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get2dNoiseNegOneToOne( int indexX, int indexY, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_INT = (1.0 / (double) 0x7FFFFFFF); | |
return (float)( ONE_OVER_MAX_INT * (double) (int) Get2dNoiseUint( indexX, indexY, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get3dNoiseNegOneToOne( int indexX, int indexY, int indexZ, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_INT = (1.0 / (double) 0x7FFFFFFF); | |
return (float)( ONE_OVER_MAX_INT * (double) (int) Get3dNoiseUint( indexX, indexY, indexZ, seed ) ); | |
} | |
//----------------------------------------------------------------------------------------------- | |
constexpr float Get4dNoiseNegOneToOne( int indexX, int indexY, int indexZ, int indexT, unsigned int seed ) | |
{ | |
constexpr double ONE_OVER_MAX_INT = (1.0 / (double) 0x7FFFFFFF); | |
return (float)( ONE_OVER_MAX_INT * (double) (int) Get4dNoiseUint( indexX, indexY, indexZ, indexT, seed ) ); | |
} | |
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