# perlin noise experimentations This is a simple project to experiment with perlin noise. The project is written in c++ using X11 for the windowing system. There are 7 different way to generate images using perlin noise built-in the project: - cloud effects using 2 superposed perlin noise - 2 graph representation of perlin noise in 2D - marble effect - wood effect - one effect that I don't know how to describe - procedural landscape ## usage: ```bash # clone: git clone https://github.com/lohhiiccc/Noise-generator # compile: make # run: ./perlin ``` ## how to use it: - press space bar to change the effect - press escape to quit the program ## dependencies: - X11 - g++ - make ## how it works: The project is divided in 3 main parts: - the noise generation - cache pseudo-random gradient vectors based on seed - cut the image in a grid of cells - for each cell, generate a pseudo-random gradient vector - for each pixel in the cell, calculate the distance to the 4 corners of the cell and interpolate the gradient vectors - the image generation - image are basically 2D array of uint32_t - the x11 windowing system - open a connection to the X server - get a default root window - define window properties - create the main window - event handling - key press event - quit the program with escape key - change the effect with space bar - close window event ## How to add effects: - create effect function in effects folder - follow the same pointer function signature as the other effects ```int (*name)(uint32_t *image, bool &needUpdate)``` - add the effect in the ```main.cpp``` file by adding the function pointer in the vector of function pointers ```window.load_render();``` - make again the project ! ## some visual examples: ### cloud effect: ### graph representation: ## second graph representation: ### marble effect: ### wood effect: ### procedural landscape: ### unknown effect: ## real usage of perlin noise: - perlin noise is a random noise that is coherent, meaning that the noise is smooth and continuous - this property makes perlin noise very useful in procedural generation - in computer graphics and video games, perlin noise is used to generate textures, terrain, clouds, particles, etc... - the advantage of perlin noise is that you can reduce the weight of your assets by generating them on the fly # author: - @lohhiiccc this is my first project with X11, i may have done some things wrong, feel free to tell me how to improve it.