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2 changes: 1 addition & 1 deletion Pinta.Core/Algorithms/PerlinNoise.cs
Original file line number Diff line number Diff line change
Expand Up @@ -63,7 +63,7 @@ static PerlinNoise ()
rot_22 = Math.Cos (rotationRadians.Radians);
}

private static double Fade (double t)
public static double Fade (double t)
=> t * t * t * (t * (t * 6 - 15) + 10);

/// <returns>
Expand Down
142 changes: 142 additions & 0 deletions Pinta.Effects/Algorithms/PerlinNoise3D.cs
Original file line number Diff line number Diff line change
@@ -0,0 +1,142 @@
// Copyright (c) 2025 Jerry Huxtable
//
// MIT License: http://www.opensource.org/licenses/mit-license.php
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
//
// Ported to Pinta by Martin del Rio

using System;
using Pinta.Core;

namespace Pinta.Effects;

public sealed class PerlinNoise3D
{
private const int GRADIENT_SIZE = 256;

private readonly int[] permutation = new int[GRADIENT_SIZE * 2];
private readonly double[] gradient_x = new double[GRADIENT_SIZE];
private readonly double[] gradient_y = new double[GRADIENT_SIZE];
private readonly double[] gradient_z = new double[GRADIENT_SIZE];

// The constructor now takes a seed to generate a unique, repeatable noise pattern.
public PerlinNoise3D (int seed)
{
var randomGen = new Random (seed);
int[] p = new int[GRADIENT_SIZE];

for (int i = 0; i < GRADIENT_SIZE; i++)
p[i] = i;

for (int i = 0; i < GRADIENT_SIZE; i++) {
int j = randomGen.Next (GRADIENT_SIZE);
(p[i], p[j]) = (p[j], p[i]);
}

for (int i = 0; i < GRADIENT_SIZE; i++) {
permutation[i] = permutation[i + GRADIENT_SIZE] = p[i];
double invLen;
do {
gradient_x[i] = randomGen.NextDouble () * 2.0 - 1.0;
gradient_y[i] = randomGen.NextDouble () * 2.0 - 1.0;
gradient_z[i] = randomGen.NextDouble () * 2.0 - 1.0;
invLen = gradient_x[i] * gradient_x[i] + gradient_y[i] * gradient_y[i] + gradient_z[i] * gradient_z[i];
} while (invLen == 0);
invLen = 1.0 / Math.Sqrt (invLen);
gradient_x[i] *= invLen;
gradient_y[i] *= invLen;
gradient_z[i] *= invLen;
}
}
private double Grad (int hash, double x, double y, double z)
{
int h = hash & (GRADIENT_SIZE - 1);
return gradient_x[h] * x + gradient_y[h] * y + gradient_z[h] * z;
}

public double Noise3 (double x, double y, double z)
{
int X = (int) Math.Floor (x) & (GRADIENT_SIZE - 1);
int Y = (int) Math.Floor (y) & (GRADIENT_SIZE - 1);
int Z = (int) Math.Floor (z) & (GRADIENT_SIZE - 1);

x -= Math.Floor (x);
y -= Math.Floor (y);
z -= Math.Floor (z);

double u = PerlinNoise.Fade (x);
double v = PerlinNoise.Fade (y);
double w = PerlinNoise.Fade (z);

int A = permutation[X] + Y;
int AA = permutation[A] + Z;
int AB = permutation[A + 1] + Z;
int B = permutation[X + 1] + Y;
int BA = permutation[B] + Z;
int BB = permutation[B + 1] + Z;

return Mathematics.Lerp (
Mathematics.Lerp (
Mathematics.Lerp (
Grad (permutation[AA], x, y, z),
Grad (permutation[BA], x - 1, y, z),
u),
Mathematics.Lerp (
Grad (
permutation[AB],
x,
y - 1,
z),
Grad (
permutation[BB],
x - 1,
y - 1,
z),
u),
v),
Mathematics.Lerp (
Mathematics.Lerp (
Grad (
permutation[AA + 1],
x,
y,
z - 1),
Grad (
permutation[BA + 1],
x - 1,
y,
z - 1),
u),
Mathematics.Lerp (
Grad (
permutation[AB + 1],
x,
y - 1,
z - 1),
Grad (
permutation[BB + 1],
x - 1,
y - 1,
z - 1),
u),
v),
w);
}
}
2 changes: 2 additions & 0 deletions Pinta.Effects/CoreEffectsExtension.cs
Original file line number Diff line number Diff line change
Expand Up @@ -59,6 +59,7 @@ public void Initialize ()
PintaCore.Effects.RegisterEffect (new AddNoiseEffect (services));
PintaCore.Effects.RegisterEffect (new AlignObjectEffect (services));
PintaCore.Effects.RegisterEffect (new BulgeEffect (services));
PintaCore.Effects.RegisterEffect (new CausticsEffect (services));
PintaCore.Effects.RegisterEffect (new CellsEffect (services));
PintaCore.Effects.RegisterEffect (new CloudsEffect (services));
PintaCore.Effects.RegisterEffect (new DentsEffect (services));
Expand Down Expand Up @@ -112,6 +113,7 @@ public void Uninitialize ()
PintaCore.Effects.UnregisterInstanceOfEffect<AddNoiseEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<AlignObjectEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<BulgeEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<CausticsEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<CellsEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<CloudsEffect> ();
PintaCore.Effects.UnregisterInstanceOfEffect<DentsEffect> ();
Expand Down
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