--[[ https://gist.github.com/kymckay/25758d37f8e3872e1636d90ad41fe2ed Implemented as described here: http://flafla2.github.io/2014/08/09/perlinnoise.html ]] -- bit32 = {}; local N = 32; local P = 2 ^ N; bit32.bnot = function(x) x = x % P; return (P - 1) - x; end; bit32.band = function(x, y) if (y == 255) then return x % 256; end if (y == 65535) then return x % 65536; end if (y == 4294967295) then return x % 4294967296; end x, y = x % P, y % P; local r = 0; local p = 1; for i = 1, N do local a, b = x % 2, y % 2; x, y = math.floor(x / 2), math.floor(y / 2); if ((a + b) == 2) then r = r + p; end p = 2 * p; end return r; end; bit32.bor = function(x, y) if (y == 255) then return (x - (x % 256)) + 255; end if (y == 65535) then return (x - (x % 65536)) + 65535; end if (y == 4294967295) then return 4294967295; end x, y = x % P, y % P; local r = 0; local p = 1; for i = 1, N do local a, b = x % 2, y % 2; x, y = math.floor(x / 2), math.floor(y / 2); if ((a + b) >= 1) then r = r + p; end p = 2 * p; end return r; end; bit32.bxor = function(x, y) x, y = x % P, y % P; local r = 0; local p = 1; for i = 1, N do local a, b = x % 2, y % 2; x, y = math.floor(x / 2), math.floor(y / 2); if ((a + b) == 1) then r = r + p; end p = 2 * p; end return r; end; bit32.lshift = function(x, s_amount) if (math.abs(s_amount) >= N) then return 0; end x = x % P; if (s_amount < 0) then return math.floor(x * (2 ^ s_amount)); else return (x * (2 ^ s_amount)) % P; end end; bit32.rshift = function(x, s_amount) if (math.abs(s_amount) >= N) then return 0; end x = x % P; if (s_amount > 0) then return math.floor(x * (2 ^ -s_amount)); else return (x * (2 ^ -s_amount)) % P; end end; bit32.arshift = function(x, s_amount) if (math.abs(s_amount) >= N) then return 0; end x = x % P; if (s_amount > 0) then local add = 0; if (x >= (P / 2)) then add = P - (2 ^ (N - s_amount)); end return math.floor(x * (2 ^ -s_amount)) + add; else return (x * (2 ^ -s_amount)) % P; end end; bit32.extract = function(n, field, width) width = width or 1; return (n >> field) & ((1 << width) - 1); end; bit32.replace = function(n, v, field, width) width = width or 1; local mask = ((1 << width) - 1) << field; return (n & ~mask) | ((v << field) & mask); end; bit32.btest = function(...) return bit32.band(...) ~= 0; end; --[[ Implemented as described here: http://flafla2.github.io/2014/08/09/perlinnoise.html ]] -- perlin = {} perlin.p = {} -- Hash lookup table as defined by Ken Perlin -- This is a randomly arranged array of all numbers from 0-255 inclusive local 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 } -- p is used to hash unit cube coordinates to [0, 255] for i = 0, 255 do -- Convert to 0 based index table perlin.p[i] = permutation[i + 1] -- Repeat the array to avoid buffer overflow in hash function perlin.p[i + 256] = permutation[i + 1] end -- Return range: [-1, 1] function perlin:noise(x, y, z) y = y or 0 z = z or 0 -- Calculate the "unit cube" that the point asked will be located in local xi = bit32.band(math.floor(x), 255) local yi = bit32.band(math.floor(y), 255) local zi = bit32.band(math.floor(z), 255) -- Next we calculate the location (from 0 to 1) in that cube x = x - math.floor(x) y = y - math.floor(y) z = z - math.floor(z) -- We also fade the location to smooth the result local u = self.fade(x) local v = self.fade(y) local w = self.fade(z) -- Hash all 8 unit cube coordinates surrounding input coordinate local p = self.p local A, AA, AB, AAA, ABA, AAB, ABB, B, BA, BB, BAA, BBA, BAB, BBB A = p[xi] + yi AA = p[A] + zi AB = p[A + 1] + zi AAA = p[AA] ABA = p[AB] AAB = p[AA + 1] ABB = p[AB + 1] B = p[xi + 1] + yi BA = p[B] + zi BB = p[B + 1] + zi BAA = p[BA] BBA = p[BB] BAB = p[BA + 1] BBB = p[BB + 1] -- Take the weighted average between all 8 unit cube coordinates return self.lerp(w, self.lerp(v, self.lerp(u, self:grad(AAA, x, y, z), self:grad(BAA, x - 1, y, z) ), self.lerp(u, self:grad(ABA, x, y - 1, z), self:grad(BBA, x - 1, y - 1, z) ) ), self.lerp(v, self.lerp(u, self:grad(AAB, x, y, z - 1), self:grad(BAB, x - 1, y, z - 1) ), self.lerp(u, self:grad(ABB, x, y - 1, z - 1), self:grad(BBB, x - 1, y - 1, z - 1) ) ) ) end -- Gradient function finds dot product between pseudorandom gradient vector -- and the vector from input coordinate to a unit cube vertex perlin.dot_product = { [0x0] = function(x, y, z) return x + y end, [0x1] = function(x, y, z) return -x + y end, [0x2] = function(x, y, z) return x - y end, [0x3] = function(x, y, z) return -x - y end, [0x4] = function(x, y, z) return x + z end, [0x5] = function(x, y, z) return -x + z end, [0x6] = function(x, y, z) return x - z end, [0x7] = function(x, y, z) return -x - z end, [0x8] = function(x, y, z) return y + z end, [0x9] = function(x, y, z) return -y + z end, [0xA] = function(x, y, z) return y - z end, [0xB] = function(x, y, z) return -y - z end, [0xC] = function(x, y, z) return y + x end, [0xD] = function(x, y, z) return -y + z end, [0xE] = function(x, y, z) return y - x end, [0xF] = function(x, y, z) return -y - z end } function perlin:grad(hash, x, y, z) return self.dot_product[bit32.band(hash, 0xF)](x, y, z) end -- Fade function is used to smooth final output function perlin.fade(t) return t * t * t * (t * (t * 6 - 15) + 10) end function perlin.lerp(t, a, b) return a + t * (b - a) end local iterations = 10; local length = 10; local screen_size = 800; local block_count = 10; local block_size = screen_size / block_count; config:set_size(screen_size, screen_size) config:set_background_color(Color(20, 20, 30)) config:set_fps(60) config:set_num_layers(1) layer(0) function Block(x, y, i) local pos = Point(x * block_size, y * block_size); local size = Size(block_size, block_size); local xi = 2 * (x / block_count) - 1; local yi = 2 * (y / block_count) - 1; local clr_start = perlin:noise(xi, yi, (i) / iterations); local clr_end = perlin:noise(xi, yi, (i + 1) / iterations); -- local clr_end = clr_start; animate(Animation( Rect(pos, size, Color(clr_start, clr_start, clr_start)), Rect(pos, size, Color(clr_end, clr_end, clr_end)), 1.0, Linear() )) end for i = 0, iterations do for x = 0, block_count - 1 do for y = 0, block_count - 1 do Block(x, y, i) end end render(1) end