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Perlin Noise Grid

Simple demonstration of 2d perlin noise.

<!DOCTYPE html>
<meta charset="utf-8">
<style>
body {
background: rgb(255, 255, 255);
}
</style>
<body>
<script src="http://d3js.org/d3.v3.min.js"></script>
<script src="perlin.js"></script>
<script>
var width = 960,
height = 500,
res = 0.2;
var svg = d3.select("body").append("svg").attr({width: width, height: height});
var xrange = d3.range(width*res);
var xscale = d3.scale.ordinal()
.domain(xrange)
.rangeBands([0, width]);
var yrange = d3.range(height*res);
var yscale = d3.scale.ordinal()
.domain(yrange)
.rangeBands([0, height]);
var data = [];
for(var x = 0; x < xrange.length; x++) {
for(var y = 0; y < yrange.length; y++) {
data.push([x, y]);
}
}
var noise = perlin.noise(res/10);
svg.selectAll("rect")
.data(data)
.enter()
.append("rect")
.attr("x", function(d, i) { return xscale(d[0]); })
.attr("y", function(d, i) { return yscale(d[1]); })
.attr("width", xscale.rangeBand())
.attr("height", yscale.rangeBand())
.attr("fill", function(d, i) {
var x = d[0],
y = d[1];
var opacity = noise(x, y);
return "rgba(25, 105, 30, " + opacity + ")";
});
</script>
/**
* Adapted from Kes Thomas' JavaScript Perlin noise code at
* http://asserttrue.blogspot.ca/2011/12/perlin-noise-in-javascript_31.html
**/
// This is a port of Ken Perlin's Java code. The
// original Java code is at http://cs.nyu.edu/%7Eperlin/noise/.
// Note that in this version, a number from 0 to 1 is returned.
(function(){
var permutation = [
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
];
function scalenum(n) {
return (1 + n)/2;
}
function grad(hash, x, y, z) {
var h = hash & 15, // convert lo 4 bits of hash code
u = h < 8 ? x : y, // into 12 gradient directions
v = h < 4 ? y : h == 12 || h == 14 ? x : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
function fade(t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
// linear interpolation between a and b by amount t (0, 1)
function lerp(t, a, b) {
return a + t * (b - a);
}
var noise = function(scale) {
// build the perm array
var p = new Array(512)
for (var i=0; i < 256 ; i++) {
p[256+i] = p[i] = permutation[i];
}
return function(x, y, z) {
if(!z) z = 0;
x *= scale;
y *= scale;
z *= scale;
// find unit cube that contains this point
var X = Math.floor(x) & 255,
Y = Math.floor(y) & 255,
Z = Math.floor(z) & 255;
// find relative x, y, z of point in cube
x -= Math.floor(x);
y -= Math.floor(y);
z -= Math.floor(z);
// compute the face curves for each of X, Y, Z
var u = fade(x),
v = fade(y),
w = fade(z);
// hash coordinates of the 8 cube corners
var A = p[X ]+Y,
AA = p[A ]+Z,
AB = p[A+1]+Z,
B = p[X+1]+Y,
BA = p[B ]+Z,
BB = p[B+1]+Z;
var lo =
lerp(v,
lerp(u, grad(p[AA ], x , y , z ),
grad(p[BA ], x-1, y , z )),
lerp(u, grad(p[AB ], x , y-1, z ),
grad(p[BB ], x-1, y-1, z )));
var hi =
lerp(v,
lerp(u, grad(p[AA+1], x , y , z-1 ),
grad(p[BA+1], x-1, y , z-1 )),
lerp(u, grad(p[AB+1], x , y-1, z-1 ),
grad(p[BB+1], x-1, y-1, z-1 )));
// add blended results from 8 corners of cube
return scalenum(lerp(w, lo, hi));
}
};
window.perlin = {
noise: noise
};
})();
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