// Perlin noise benchmark from https://gist.github.com/1170424 use core::rand::{Rng, RngUtil}; struct Vec2 { x: f32, y: f32, } #[inline(always)] fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v } #[inline(always)] fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) } fn random_gradient(r: &R) -> Vec2 { let v = 2.0 * float::consts::pi * r.gen(); Vec2 { x: float::cos(v) as f32, y: float::sin(v) as f32, } } fn gradient(orig: Vec2, grad: Vec2, p: Vec2) -> f32 { let sp = Vec2 {x: p.x - orig.x, y: p.y - orig.y}; grad.x * sp.x + grad.y + sp.y } struct Noise2DContext { rgradients: [Vec2, ..256], permutations: [int, ..256], } pub impl Noise2DContext { fn new() -> Noise2DContext { let r = rand::rng(); let mut rgradients = [ Vec2 { x: 0.0, y: 0.0 }, ..256 ]; for int::range(0, 256) |i| { rgradients[i] = random_gradient(&r); } let mut permutations = [ 0, ..256 ]; for int::range(0, 256) |i| { permutations[i] = i; } r.shuffle_mut(permutations); Noise2DContext { rgradients: rgradients, permutations: permutations, } } #[inline(always)] fn get_gradient(&self, x: int, y: int) -> Vec2 { let idx = self.permutations[x & 255] + self.permutations[y & 255]; self.rgradients[idx & 255] } #[inline] fn get_gradients(&self, gradients: &mut [Vec2, ..4], origins: &mut [Vec2, ..4], x: f32, y: f32) { let x0f = f32::floor(x); let y0f = f32::floor(y); let x0 = x0f as int; let y0 = y0f as int; let x1 = x0 + 1; let y1 = y0 + 1; gradients[0] = self.get_gradient(x0, y0); gradients[1] = self.get_gradient(x1, y0); gradients[2] = self.get_gradient(x0, y1); gradients[3] = self.get_gradient(x1, y1); origins[0] = Vec2 {x: x0f + 0.0, y: y0f + 0.0}; origins[1] = Vec2 {x: x0f + 1.0, y: y0f + 0.0}; origins[2] = Vec2 {x: x0f + 0.0, y: y0f + 1.0}; origins[3] = Vec2 {x: x0f + 1.0, y: y0f + 1.0}; } #[inline] fn get(&self, x: f32, y: f32) -> f32 { let p = Vec2 {x: x, y: y}; let mut gradients = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ]; let mut origins = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ]; self.get_gradients(&mut gradients, &mut origins, 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 100.times { for int::range(0, 256) |y| { for int::range(0, 256) |x| { let v = n2d.get( x as f32 * 0.1f32, y as f32 * 0.1f32 ) * 0.5f32 + 0.5f32; pixels[y*256+x] = v; }; }; }; /*for int::range(0, 256) |y| { for int::range(0, 256) |x| { io::print(symbols[pixels[y*256+x] / 0.2f32 as int]); } io::println(""); }*/ }