Created
March 22, 2014 01:34
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Drawing random noise to HTML Canvas from Perlin Noise Generator using jQuery and Random.org
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<html> | |
<body> | |
<!-- begin libraries --> | |
<script src="http://code.jquery.com/jquery-1.11.0.min.js"></script> | |
<script> | |
// Ported from Stefan Gustavson's java implementation | |
// http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf | |
// Read Stefan's excellent paper for details on how this code works. | |
// | |
// Sean McCullough banksean@gmail.com | |
/** | |
* You can pass in a random number generator object if you like. | |
* It is assumed to have a random() method. | |
*/ | |
var ClassicalNoise = function(r, p) { // Classic Perlin noise in 3D, for comparison | |
if (r == undefined) r = Math; | |
this.grad3 = [ | |
[1, 1, 0], | |
[-1, 1, 0], | |
[1, -1, 0], | |
[-1, -1, 0], | |
[1, 0, 1], | |
[-1, 0, 1], | |
[1, 0, -1], | |
[-1, 0, -1], | |
[0, 1, 1], | |
[0, -1, 1], | |
[0, 1, -1], | |
[0, -1, -1] | |
]; | |
this.p = []; | |
for (var i = 0; i < 256; i++) { | |
this.p[i] = Math.floor(r.random() * 256); | |
} | |
this.p = this.p || p; | |
// To remove the need for index wrapping, double the permutation table length | |
this.perm = []; | |
for (var i = 0; i < 512; i++) { | |
this.perm[i] = this.p[i & 255]; | |
} | |
}; | |
ClassicalNoise.prototype.dot = function(g, x, y, z) { | |
return g[0] * x + g[1] * y + g[2] * z; | |
}; | |
ClassicalNoise.prototype.mix = function(a, b, t) { | |
return (1.0 - t) * a + t * b; | |
}; | |
ClassicalNoise.prototype.fade = function(t) { | |
return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); | |
}; | |
// Classic Perlin noise, 3D version | |
ClassicalNoise.prototype.noise = function(x, y, z) { | |
// Find unit grid cell containing point | |
var X = Math.floor(x); | |
var Y = Math.floor(y); | |
var Z = Math.floor(z); | |
// Get relative xyz coordinates of point within that cell | |
x = x - X; | |
y = y - Y; | |
z = z - Z; | |
// Wrap the integer cells at 255 (smaller integer period can be introduced here) | |
X = X & 255; | |
Y = Y & 255; | |
Z = Z & 255; | |
// Calculate a set of eight hashed gradient indices | |
var gi000 = this.perm[X + this.perm[Y + this.perm[Z]]] % 12; | |
var gi001 = this.perm[X + this.perm[Y + this.perm[Z + 1]]] % 12; | |
var gi010 = this.perm[X + this.perm[Y + 1 + this.perm[Z]]] % 12; | |
var gi011 = this.perm[X + this.perm[Y + 1 + this.perm[Z + 1]]] % 12; | |
var gi100 = this.perm[X + 1 + this.perm[Y + this.perm[Z]]] % 12; | |
var gi101 = this.perm[X + 1 + this.perm[Y + this.perm[Z + 1]]] % 12; | |
var gi110 = this.perm[X + 1 + this.perm[Y + 1 + this.perm[Z]]] % 12; | |
var gi111 = this.perm[X + 1 + this.perm[Y + 1 + this.perm[Z + 1]]] % 12; | |
// The gradients of each corner are now: | |
// g000 = grad3[gi000]; | |
// g001 = grad3[gi001]; | |
// g010 = grad3[gi010]; | |
// g011 = grad3[gi011]; | |
// g100 = grad3[gi100]; | |
// g101 = grad3[gi101]; | |
// g110 = grad3[gi110]; | |
// g111 = grad3[gi111]; | |
// Calculate noise contributions from each of the eight corners | |
var n000 = this.dot(this.grad3[gi000], x, y, z); | |
var n100 = this.dot(this.grad3[gi100], x - 1, y, z); | |
var n010 = this.dot(this.grad3[gi010], x, y - 1, z); | |
var n110 = this.dot(this.grad3[gi110], x - 1, y - 1, z); | |
var n001 = this.dot(this.grad3[gi001], x, y, z - 1); | |
var n101 = this.dot(this.grad3[gi101], x - 1, y, z - 1); | |
var n011 = this.dot(this.grad3[gi011], x, y - 1, z - 1); | |
var n111 = this.dot(this.grad3[gi111], x - 1, y - 1, z - 1); | |
// Compute the fade curve value for each of x, y, z | |
var u = this.fade(x); | |
var v = this.fade(y); | |
var w = this.fade(z); | |
// Interpolate along x the contributions from each of the corners | |
var nx00 = this.mix(n000, n100, u); | |
var nx01 = this.mix(n001, n101, u); | |
var nx10 = this.mix(n010, n110, u); | |
var nx11 = this.mix(n011, n111, u); | |
// Interpolate the four results along y | |
var nxy0 = this.mix(nx00, nx10, v); | |
var nxy1 = this.mix(nx01, nx11, v); | |
// Interpolate the two last results along z | |
var nxyz = this.mix(nxy0, nxy1, w); | |
return nxyz; | |
}; | |
</script> | |
<script> | |
// Ported from Stefan Gustavson's java implementation | |
// http://staffwww.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf | |
// Read Stefan's excellent paper for details on how this code works. | |
// | |
// Sean McCullough banksean@gmail.com | |
/** | |
* You can pass in a random number generator object if you like. | |
* It is assumed to have a random() method. | |
*/ | |
var SimplexNoise = function(r, p) { | |
if (r == undefined) r = Math; | |
this.grad3 = [ | |
[1, 1, 0], | |
[-1, 1, 0], | |
[1, -1, 0], | |
[-1, -1, 0], | |
[1, 0, 1], | |
[-1, 0, 1], | |
[1, 0, -1], | |
[-1, 0, -1], | |
[0, 1, 1], | |
[0, -1, 1], | |
[0, 1, -1], | |
[0, -1, -1] | |
]; | |
this.p = []; | |
for (var i = 0; i < 256; i++) { | |
this.p[i] = Math.floor(r.random() * 256); | |
} | |
this.p = this.p || p; | |
// To remove the need for index wrapping, double the permutation table length | |
this.perm = []; | |
for (var i = 0; i < 512; i++) { | |
this.perm[i] = this.p[i & 255]; | |
} | |
// A lookup table to traverse the simplex around a given point in 4D. | |
// Details can be found where this table is used, in the 4D noise method. | |
this.simplex = [ | |
[0, 1, 2, 3], | |
[0, 1, 3, 2], | |
[0, 0, 0, 0], | |
[0, 2, 3, 1], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[1, 2, 3, 0], | |
[0, 2, 1, 3], | |
[0, 0, 0, 0], | |
[0, 3, 1, 2], | |
[0, 3, 2, 1], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[1, 3, 2, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[1, 2, 0, 3], | |
[0, 0, 0, 0], | |
[1, 3, 0, 2], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[2, 3, 0, 1], | |
[2, 3, 1, 0], | |
[1, 0, 2, 3], | |
[1, 0, 3, 2], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[2, 0, 3, 1], | |
[0, 0, 0, 0], | |
[2, 1, 3, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[2, 0, 1, 3], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[3, 0, 1, 2], | |
[3, 0, 2, 1], | |
[0, 0, 0, 0], | |
[3, 1, 2, 0], | |
[2, 1, 0, 3], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[0, 0, 0, 0], | |
[3, 1, 0, 2], | |
[0, 0, 0, 0], | |
[3, 2, 0, 1], | |
[3, 2, 1, 0] | |
]; | |
}; | |
SimplexNoise.prototype.dot = function(g, x, y) { | |
return g[0] * x + g[1] * y; | |
}; | |
SimplexNoise.prototype.noise = function(xin, yin) { | |
var n0, n1, n2; // Noise contributions from the three corners | |
// Skew the input space to determine which simplex cell we're in | |
var F2 = 0.5 * (Math.sqrt(3.0) - 1.0); | |
var s = (xin + yin) * F2; // Hairy factor for 2D | |
var i = Math.floor(xin + s); | |
var j = Math.floor(yin + s); | |
var G2 = (3.0 - Math.sqrt(3.0)) / 6.0; | |
var t = (i + j) * G2; | |
var X0 = i - t; // Unskew the cell origin back to (x,y) space | |
var Y0 = j - t; | |
var x0 = xin - X0; // The x,y distances from the cell origin | |
var y0 = yin - Y0; | |
// For the 2D case, the simplex shape is an equilateral triangle. | |
// Determine which simplex we are in. | |
var i1, j1; // Offsets for second (middle) corner of simplex in (i,j) coords | |
if (x0 > y0) { | |
i1 = 1; | |
j1 = 0; | |
} // lower triangle, XY order: (0,0)->(1,0)->(1,1) | |
else { | |
i1 = 0; | |
j1 = 1; | |
} // upper triangle, YX order: (0,0)->(0,1)->(1,1) | |
// A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and | |
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where | |
// c = (3-sqrt(3))/6 | |
var x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords | |
var y1 = y0 - j1 + G2; | |
var x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords | |
var y2 = y0 - 1.0 + 2.0 * G2; | |
// Work out the hashed gradient indices of the three simplex corners | |
var ii = i & 255; | |
var jj = j & 255; | |
var gi0 = this.perm[ii + this.perm[jj]] % 12; | |
var gi1 = this.perm[ii + i1 + this.perm[jj + j1]] % 12; | |
var gi2 = this.perm[ii + 1 + this.perm[jj + 1]] % 12; | |
// Calculate the contribution from the three corners | |
var t0 = 0.5 - x0 * x0 - y0 * y0; | |
if (t0 < 0) n0 = 0.0; | |
else { | |
t0 *= t0; | |
n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0); // (x,y) of grad3 used for 2D gradient | |
} | |
var t1 = 0.5 - x1 * x1 - y1 * y1; | |
if (t1 < 0) n1 = 0.0; | |
else { | |
t1 *= t1; | |
n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1); | |
} | |
var t2 = 0.5 - x2 * x2 - y2 * y2; | |
if (t2 < 0) n2 = 0.0; | |
else { | |
t2 *= t2; | |
n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2); | |
} | |
// Add contributions from each corner to get the final noise value. | |
// The result is scaled to return values in the interval [-1,1]. | |
return 70.0 * (n0 + n1 + n2); | |
}; | |
// 3D simplex noise | |
SimplexNoise.prototype.noise3d = function(xin, yin, zin) { | |
var n0, n1, n2, n3; // Noise contributions from the four corners | |
// Skew the input space to determine which simplex cell we're in | |
var F3 = 1.0 / 3.0; | |
var s = (xin + yin + zin) * F3; // Very nice and simple skew factor for 3D | |
var i = Math.floor(xin + s); | |
var j = Math.floor(yin + s); | |
var k = Math.floor(zin + s); | |
var G3 = 1.0 / 6.0; // Very nice and simple unskew factor, too | |
var t = (i + j + k) * G3; | |
var X0 = i - t; // Unskew the cell origin back to (x,y,z) space | |
var Y0 = j - t; | |
var Z0 = k - t; | |
var x0 = xin - X0; // The x,y,z distances from the cell origin | |
var y0 = yin - Y0; | |
var z0 = zin - Z0; | |
// For the 3D case, the simplex shape is a slightly irregular tetrahedron. | |
// Determine which simplex we are in. | |
var i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords | |
var i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords | |
if (x0 >= y0) { | |
if (y0 >= z0) { | |
i1 = 1; | |
j1 = 0; | |
k1 = 0; | |
i2 = 1; | |
j2 = 1; | |
k2 = 0; | |
} // X Y Z order | |
else if (x0 >= z0) { | |
i1 = 1; | |
j1 = 0; | |
k1 = 0; | |
i2 = 1; | |
j2 = 0; | |
k2 = 1; | |
} // X Z Y order | |
else { | |
i1 = 0; | |
j1 = 0; | |
k1 = 1; | |
i2 = 1; | |
j2 = 0; | |
k2 = 1; | |
} // Z X Y order | |
} else { // x0<y0 | |
if (y0 < z0) { | |
i1 = 0; | |
j1 = 0; | |
k1 = 1; | |
i2 = 0; | |
j2 = 1; | |
k2 = 1; | |
} // Z Y X order | |
else if (x0 < z0) { | |
i1 = 0; | |
j1 = 1; | |
k1 = 0; | |
i2 = 0; | |
j2 = 1; | |
k2 = 1; | |
} // Y Z X order | |
else { | |
i1 = 0; | |
j1 = 1; | |
k1 = 0; | |
i2 = 1; | |
j2 = 1; | |
k2 = 0; | |
} // Y X Z order | |
} | |
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), | |
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and | |
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where | |
// c = 1/6. | |
var x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords | |
var y1 = y0 - j1 + G3; | |
var z1 = z0 - k1 + G3; | |
var x2 = x0 - i2 + 2.0 * G3; // Offsets for third corner in (x,y,z) coords | |
var y2 = y0 - j2 + 2.0 * G3; | |
var z2 = z0 - k2 + 2.0 * G3; | |
var x3 = x0 - 1.0 + 3.0 * G3; // Offsets for last corner in (x,y,z) coords | |
var y3 = y0 - 1.0 + 3.0 * G3; | |
var z3 = z0 - 1.0 + 3.0 * G3; | |
// Work out the hashed gradient indices of the four simplex corners | |
var ii = i & 255; | |
var jj = j & 255; | |
var kk = k & 255; | |
var gi0 = this.perm[ii + this.perm[jj + this.perm[kk]]] % 12; | |
var gi1 = this.perm[ii + i1 + this.perm[jj + j1 + this.perm[kk + k1]]] % 12; | |
var gi2 = this.perm[ii + i2 + this.perm[jj + j2 + this.perm[kk + k2]]] % 12; | |
var gi3 = this.perm[ii + 1 + this.perm[jj + 1 + this.perm[kk + 1]]] % 12; | |
// Calculate the contribution from the four corners | |
var t0 = 0.6 - x0 * x0 - y0 * y0 - z0 * z0; | |
if (t0 < 0) n0 = 0.0; | |
else { | |
t0 *= t0; | |
n0 = t0 * t0 * this.dot(this.grad3[gi0], x0, y0, z0); | |
} | |
var t1 = 0.6 - x1 * x1 - y1 * y1 - z1 * z1; | |
if (t1 < 0) n1 = 0.0; | |
else { | |
t1 *= t1; | |
n1 = t1 * t1 * this.dot(this.grad3[gi1], x1, y1, z1); | |
} | |
var t2 = 0.6 - x2 * x2 - y2 * y2 - z2 * z2; | |
if (t2 < 0) n2 = 0.0; | |
else { | |
t2 *= t2; | |
n2 = t2 * t2 * this.dot(this.grad3[gi2], x2, y2, z2); | |
} | |
var t3 = 0.6 - x3 * x3 - y3 * y3 - z3 * z3; | |
if (t3 < 0) n3 = 0.0; | |
else { | |
t3 *= t3; | |
n3 = t3 * t3 * this.dot(this.grad3[gi3], x3, y3, z3); | |
} | |
// Add contributions from each corner to get the final noise value. | |
// The result is scaled to stay just inside [-1,1] | |
return 32.0 * (n0 + n1 + n2 + n3); | |
}; | |
</script> | |
<!-- end libraries --> | |
<script> | |
/* | |
Erik Zimmerman | |
The code below requests random numbers from random.org using ajax via jQuery | |
then passes the random numbers to the noise generator | |
then draws the result to an html canvas | |
*/ | |
function log() { | |
console.log(arguments); | |
} | |
$.ajax({ | |
url: 'http://www.random.org/integers/?num=256&min=0&max=255&col=1&base=10&format=plain&rnd=new', | |
success: function(data) { | |
randomNumbers = data; | |
var numbers = data.split("\n"); | |
log(numbers); | |
log('start noise'); | |
// create a destination canvas. | |
var dstCanvas = document.createElement("canvas"); | |
dstCanvas.width = 256; | |
dstCanvas.height = 256; | |
// append the canvas elements to the container | |
document.body.appendChild(dstCanvas); | |
// get context to work with | |
var dstContext = dstCanvas.getContext("2d"); | |
// create image data | |
var image = dstContext.createImageData(dstCanvas.width, dstCanvas.height); | |
var seaLevel = 0; | |
var classicalNoise = new ClassicalNoise(Math, numbers); | |
var simplexNoise = new SimplexNoise(Math, numbers); | |
// modify gridSize to get finer or coarser noise | |
var gridSize = 64; | |
var passes = []; | |
passes.push({ | |
'x': 64, | |
'y': 64, | |
'magnitude': 1, | |
'algorithm': 'classical', | |
'filter': 'normal' | |
}); | |
// iterate through pixel data (1 pixels consists of 4 ints in the array) | |
for (var i = 0, len = image.data.length; i < len; i += 4) { | |
var y = Math.floor((i / 4) / dstCanvas.width); | |
var x = Math.floor((i / 4) % dstCanvas.width); | |
var total = 0; | |
var count = 0; | |
for (var j = 0; j < passes.length; j++) { | |
var pass = passes[j]; | |
var r; | |
switch (pass.algorithm) { | |
case 'classical': | |
r = (classicalNoise.noise(x / pass.x, y / pass.y, 0)); | |
break; | |
case 'simplex': | |
r = (simplexNoise.noise(x / pass.x, y / pass.y, 0)); | |
break; | |
default: | |
r = 0; | |
break; | |
} | |
r++; | |
r *= 127; | |
r *= pass.magnitude; | |
switch (pass.filter) { | |
case 'normal': | |
total = (r); | |
break; | |
case 'multiply': | |
total *= (r); | |
break; | |
case 'divide': | |
total /= (r); | |
break; | |
case 'add': | |
total += (r); | |
break; | |
case 'subtract': | |
total -= (r); | |
break; | |
case 'average': | |
total += (r); | |
total /= 2; | |
break; | |
} | |
count++; | |
} | |
// since n is -1..1, add +1 and multiply with 127 to get 0..255 | |
var n = total; | |
if (n <= 0) { | |
image.data[i] = 0; | |
image.data[i + 1] = 0; | |
image.data[i + 2] = 255; | |
} else { | |
image.data[i] = n; | |
image.data[i + 1] = n; | |
image.data[i + 2] = n; | |
} | |
image.data[i + 3] = 255; | |
} | |
// write pixel data to destination context | |
dstContext.putImageData(image, 0, 0); | |
} | |
}); | |
</script> | |
</body> | |
</html> |
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