Perlin noise: Difference between revisions

Added XPL0 example.
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(Added XPL0 example.)
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<pre>
0.136919958784
</pre>
 
=={{header|XPL0}}==
{{trans|Java}}
<lang XPL0>func real Noise; real X, Y, Z;
real U, V, W;
int IX, IY, IZ, P(512), A, AA, AB, B, BA, BB;
 
func real Fade; real T;
return T*T*T * (T*(T*6.-15.) + 10.);
 
func real Lerp; real T, A, B;
return A + T*(B-A);
 
func real Grad; int Hash; real X, Y, Z;
int H; real U, V;
[H:= Hash & $0F; \convert low 4 bits of hash code
U:= if H<8 then X else Y; \ into 12 gradient directions
V:= if H<4 then Y else if H=12 or H=14 then X else Z;
return (if (H&1) = 0 then U else -U) + (if (H&2) = 0 then V else -V);
];
 
proc Final;
int Permutation, I;
[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];
for I:= 0 to 255 do
[P(I):= Permutation(I);
P(256+I):= P(I);
];
];
 
[Final;
IX:= fix(Floor(X)) & $FF; \find unit cube that
IY:= fix(Floor(Y)) & $FF; \ contains point
IZ:= fix(Floor(Z)) & $FF;
X:= X - Floor(X); \find relative X,Y,Z
Y:= Y - Floor(Y); \ of point in cube
Z:= Z - Floor(Z);
U:= Fade(X); \compute fade curves
V:= Fade(Y); \ for each of X,Y,Z
W:= Fade(Z);
A:= P(IX )+IY; AA:= P(A)+IZ; AB:= P(A+1)+IZ; \hash coordinates of
B:= P(IX+1)+IY; BA:= P(B)+IZ; BB:= P(B+1)+IZ; \ the 8 cube corners,
 
return Lerp(W, Lerp(V, Lerp(U, Grad(P(AA ), X , Y , Z ), \and add
Grad(P(BA ), X-1., Y , Z )), \blended
Lerp(U, Grad(P(AB ), X , Y-1., Z ), \results
Grad(P(BB ), X-1., Y-1., Z ))), \from 8
Lerp(V, Lerp(U, Grad(P(AA+1), X , Y , Z-1.), \corners
Grad(P(BA+1), X-1., Y , Z-1.)), \of cube
Lerp(U, Grad(P(AB+1), X , Y-1., Z-1.),
Grad(P(BB+1), X-1., Y-1., Z-1.))));
];
 
[Format(1, 17);
RlOut(0, Noise(3.14, 42., 7.));
]</lang>
 
{{out}}
<pre>
0.13691995878400000
</pre>
 
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