// Copyright 2014 The Rust Project Developers. See the COPYRIGHT // file at the top-level directory of this distribution and at // http://rust-lang.org/COPYRIGHT. // // Licensed under the Apache License, Version 2.0 or the MIT license // , at your // option. This file may not be copied, modified, or distributed // except according to those terms. // Multi-language Perlin noise benchmark. // See https://github.com/nsf/pnoise for timings and alternative implementations. use std::f32::consts::PI; use std::rand::{Rng, StdRng}; struct Vec2 { x: f32, y: f32, } fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v } fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) } fn random_gradient(r: &mut R) -> Vec2 { let v = PI * 2.0 * r.gen(); Vec2 { x: v.cos(), y: v.sin() } } fn gradient(orig: Vec2, grad: Vec2, p: Vec2) -> f32 { (p.x - orig.x) * grad.x + (p.y - orig.y) * grad.y } struct Noise2DContext { rgradients: [Vec2, ..256], permutations: [i32, ..256], } impl Noise2DContext { fn new() -> Noise2DContext { let mut rng = StdRng::new(); let mut rgradients = [Vec2 { x: 0.0, y: 0.0 }, ..256]; for x in rgradients.mut_iter() { *x = random_gradient(&mut rng); } let mut permutations = [0i32, ..256]; for (i, x) in permutations.mut_iter().enumerate() { *x = i as i32; } rng.shuffle_mut(permutations); Noise2DContext { rgradients: rgradients, permutations: permutations } } fn get_gradient(&self, x: i32, y: i32) -> Vec2 { let idx = self.permutations[x & 255] + self.permutations[y & 255]; self.rgradients[idx & 255] } fn get_gradients(&self, x: f32, y: f32) -> ([Vec2, ..4], [Vec2, ..4]) { let x0f = x.floor(); let y0f = y.floor(); let x1f = x0f + 1.0; let y1f = y0f + 1.0; let x0 = x0f as i32; let y0 = y0f as i32; let x1 = x0 + 1; let y1 = y0 + 1; ([self.get_gradient(x0, y0), self.get_gradient(x1, y0), self.get_gradient(x0, y1), self.get_gradient(x1, y1)], [Vec2 { x: x0f, y: y0f }, Vec2 { x: x1f, y: y0f }, Vec2 { x: x0f, y: y1f }, Vec2 { x: x1f, y: y1f }]) } fn get(&self, x: f32, y: f32) -> f32 { let p = Vec2 {x: x, y: y}; let (gradients, origins) = self.get_gradients(x, y); let v0 = gradient(origins[0], gradients[0], p); let v1 = gradient(origins[1], gradients[1], p); let v2 = gradient(origins[2], gradients[2], p); let v3 = gradient(origins[3], gradients[3], p); let fx = smooth(x - origins[0].x); let vx0 = lerp(v0, v1, fx); let vx1 = lerp(v2, v3, fx); let fy = smooth(y - origins[0].y); lerp(vx0, vx1, fy) } } fn main() { let symbols = [' ', '░', '▒', '▓', '█', '█']; let mut pixels = [0f32, ..256*256]; let n2d = Noise2DContext::new(); for _ in range(0, 100) { for y in range(0, 256) { for x in range(0, 256) { let v = n2d.get(x as f32 * 0.1, y as f32 * 0.1); pixels[y*256+x] = v * 0.5 + 0.5; } } } for y in range(0, 256) { for x in range(0, 256) { let idx = (pixels[y*256+x] / 0.2) as uint; print!("{:c}", symbols[idx]); } print!("\n"); } }