From af3989aa7317857773015a169a970c0a63ba6b71 Mon Sep 17 00:00:00 2001 From: Darth Affe Date: Sun, 23 Apr 2023 12:16:38 +0200 Subject: [PATCH] Added Test for the PixelTexture --- .../RGB.NET.Core.Tests/Helper/SimplexNoise.cs | 354 ++++++++++++++++++ .../Texture/PixelTextureTest.cs | 61 +++ 2 files changed, 415 insertions(+) create mode 100644 Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs create mode 100644 Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs diff --git a/Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs b/Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs new file mode 100644 index 0000000..aa756d6 --- /dev/null +++ b/Tests/RGB.NET.Core.Tests/Helper/SimplexNoise.cs @@ -0,0 +1,354 @@ +using System; + +namespace RGB.NET.Core.Tests.Helper; + +// Simplex Noise for C# +// Copyright © Benjamin Ward 2019 +// See LICENSE +// Simplex Noise implementation offering 1D, 2D, and 3D forms w/ values in the range of 0 to 255. +// Based on work by Heikki Törmälä (2012) and Stefan Gustavson (2006). + +/// +/// Implementation of the Perlin simplex noise, an improved Perlin noise algorithm. +/// Based loosely on SimplexNoise1234 by Stefan Gustavson: http://staffwww.itn.liu.se/~stegu/aqsis/aqsis-newnoise/ +/// +public static class SimplexNoise +{ + public static float[] Calc1D(int width, float scale) + { + float[] values = new float[width]; + for (int i = 0; i < width; i++) + values[i] = Generate(i * scale); + return values; + } + + public static float[,] Calc2D(int width, int height, float scale) + { + float[,] values = new float[width, height]; + for (int i = 0; i < width; i++) + for (int j = 0; j < height; j++) + values[i, j] = Generate(i * scale, j * scale); + return values; + } + + public static float[,,] Calc3D(int width, int height, int length, float scale) + { + float[,,] values = new float[width, height, length]; + for (int i = 0; i < width; i++) + for (int j = 0; j < height; j++) + for (int k = 0; k < length; k++) + values[i, j, k] = Generate(i * scale, j * scale, k * scale); + return values; + } + + public static float CalcPixel1D(int x, float scale) => Generate(x * scale); + public static float CalcPixel2D(int x, int y, float scale) => Generate(x * scale, y * scale); + public static float CalcPixel3D(int x, int y, int z, float scale) => Generate(x * scale, y * scale, z * scale); + + static SimplexNoise() + { + _perm = new byte[PermOriginal.Length]; + PermOriginal.CopyTo(_perm, 0); + } + + public static int Seed + { + get => _seed; + set + { + if (value == 0) + { + _perm = new byte[PermOriginal.Length]; + PermOriginal.CopyTo(_perm, 0); + } + else + { + _perm = new byte[512]; + Random random = new Random(value); + random.NextBytes(_perm); + } + + _seed = value; + } + } + + private static int _seed; + + /// + /// 1D simplex noise + /// + /// + /// + private static float Generate(float x) + { + int i0 = FastFloor(x); + int i1 = i0 + 1; + float x0 = x - i0; + float x1 = x0 - 1.0f; + + float t0 = 1.0f - (x0 * x0); + t0 *= t0; + float n0 = t0 * t0 * Grad(_perm[i0 & 0xff], x0); + + float t1 = 1.0f - (x1 * x1); + t1 *= t1; + float n1 = t1 * t1 * Grad(_perm[i1 & 0xff], x1); + // The maximum value of this noise is 8*(3/4)^4 = 2.53125 + // A factor of 0.395 scales to fit exactly within [-1,1] + return 0.395f * (n0 + n1); + } + + /// + /// 2D simplex noise + /// + /// + /// + /// + private static float Generate(float x, float y) + { + const float F2 = 0.366025403f; // F2 = 0.5*(sqrt(3.0)-1.0) + const float G2 = 0.211324865f; // G2 = (3.0-Math.sqrt(3.0))/6.0 + + float n0, n1, n2; // Noise contributions from the three corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y) * F2; // Hairy factor for 2D + float xs = x + s; + float ys = y + s; + int i = FastFloor(xs); + int j = FastFloor(ys); + + float t = (i + j) * G2; + float X0 = i - t; // Unskew the cell origin back to (x,y) space + float Y0 = j - t; + float x0 = x - X0; // The x,y distances from the cell origin + float y0 = y - Y0; + + // For the 2D case, the simplex shape is an equilateral triangle. + // Determine which simplex we are in. + int 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 + + float x1 = (x0 - i1) + G2; // Offsets for middle corner in (x,y) unskewed coords + float y1 = (y0 - j1) + G2; + float x2 = (x0 - 1.0f) + (2.0f * G2); // Offsets for last corner in (x,y) unskewed coords + float y2 = (y0 - 1.0f) + (2.0f * G2); + + // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds + int ii = Mod(i, 256); + int jj = Mod(j, 256); + + // Calculate the contribution from the three corners + float t0 = 0.5f - (x0 * x0) - (y0 * y0); + if (t0 < 0.0f) n0 = 0.0f; + else + { + t0 *= t0; + n0 = t0 * t0 * Grad(_perm[ii + _perm[jj]], x0, y0); + } + + float t1 = 0.5f - (x1 * x1) - (y1 * y1); + if (t1 < 0.0f) n1 = 0.0f; + else + { + t1 *= t1; + n1 = t1 * t1 * Grad(_perm[ii + i1 + _perm[jj + j1]], x1, y1); + } + + float t2 = 0.5f - (x2 * x2) - (y2 * y2); + if (t2 < 0.0f) n2 = 0.0f; + else + { + t2 *= t2; + n2 = t2 * t2 * Grad(_perm[ii + 1 + _perm[jj + 1]], 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 40.0f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! + } + + + private static float Generate(float x, float y, float z) + { + // Simple skewing factors for the 3D case + const float F3 = 0.333333333f; + const float G3 = 0.166666667f; + + float n0, n1, n2, n3; // Noise contributions from the four corners + + // Skew the input space to determine which simplex cell we're in + float s = (x + y + z) * F3; // Very nice and simple skew factor for 3D + float xs = x + s; + float ys = y + s; + float zs = z + s; + int i = FastFloor(xs); + int j = FastFloor(ys); + int k = FastFloor(zs); + + float t = (i + j + k) * G3; + float X0 = i - t; // Unskew the cell origin back to (x,y,z) space + float Y0 = j - t; + float Z0 = k - t; + float x0 = x - X0; // The x,y,z distances from the cell origin + float y0 = y - Y0; + float z0 = z - Z0; + + // For the 3D case, the simplex shape is a slightly irregular tetrahedron. + // Determine which simplex we are in. + int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords + int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords + + /* This code would benefit from a backport from the GLSL version! */ + 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 0) ? ((int)x) : (((int)x) - 1); + } + + private static int Mod(int x, int m) + { + int a = x % m; + return a < 0 ? a + m : a; + } + + private static float Grad(int hash, float x) + { + int h = hash & 15; + float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0 + if ((h & 8) != 0) grad = -grad; // Set a random sign for the gradient + return (grad * x); // Multiply the gradient with the distance + } + + private static float Grad(int hash, float x, float y) + { + int h = hash & 7; // Convert low 3 bits of hash code + float u = h < 4 ? x : y; // into 8 simple gradient directions, + float v = h < 4 ? y : x; // and compute the dot product with (x,y). + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -2.0f * v : 2.0f * v); + } + + private static float Grad(int hash, float x, float y, float z) + { + int h = hash & 15; // Convert low 4 bits of hash code into 12 simple + float u = h < 8 ? x : y; // gradient directions, and compute dot product. + float v = h < 4 ? y : (h == 12) || (h == 14) ? x : z; // Fix repeats at h = 12 to 15 + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v); + } + + private static float Grad(int hash, float x, float y, float z, float t) + { + int h = hash & 31; // Convert low 5 bits of hash code into 32 simple + float u = h < 24 ? x : y; // gradient directions, and compute dot product. + float v = h < 16 ? y : z; + float w = h < 8 ? z : t; + return ((h & 1) != 0 ? -u : u) + ((h & 2) != 0 ? -v : v) + ((h & 4) != 0 ? -w : w); + } +} diff --git a/Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs b/Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs new file mode 100644 index 0000000..bfeeccc --- /dev/null +++ b/Tests/RGB.NET.Core.Tests/Texture/PixelTextureTest.cs @@ -0,0 +1,61 @@ +using System; +using System.Collections.Generic; +using Microsoft.VisualStudio.TestTools.UnitTesting; +using RGB.NET.Core.Tests.Helper; + +namespace RGB.NET.Core.Tests.Texture; + +[TestClass] +public class PixelTextureTest +{ + #region Methods + + [TestMethod] + public void SampleRegionsTest() + { + const int SIZE = 1024; + + Dictionary testData = new() + { + [new Rectangle(0, 0, 1, 1)] = new Core.Color(255, 106, 159, 118), + [new Rectangle(0.09765625f, 0.486328125f, 0.427734375f, 0.2890625f)] = new Core.Color(255, 86, 115, 175), + [new Rectangle(0.5859375f, 0.111328125f, 0.271484375f, 0.826171875f)] = new Core.Color(255, 85, 183, 123), + [new Rectangle(0.279296875f, 0.439453125f, 0.583984375f, 0.499609375f)] = new Core.Color(255, 96, 144, 145), + [new Rectangle(0.603515625f, 0.646484375f, 0.365234375f, 0.306640625f)] = new Core.Color(255, 92, 151, 141), + [new Rectangle(0.583984375f, 0.11328125f, 0.314453125f, 0.662109375f)] = new Core.Color(255, 75, 201, 115), + [new Rectangle(0.166015625f, 0.740234375f, 0.76171875f, 0.166015625f)] = new Core.Color(255, 90, 150, 142), + [new Rectangle(0.384765625f, 0.017578125f, 0.576171875f, 0.82421875f)] = new Core.Color(255, 94, 164, 128), + [new Rectangle(0.216796875f, 0.5390625f, 0.669921875f, 0.2890625f)] = new Core.Color(255, 76, 135, 169), + [new Rectangle(0.08203125f, 0.060546875f, 0.857421875f, 0.8671875f)] = new Core.Color(255, 98, 167, 117), + [new Rectangle(0.345703125f, 0.431640625f, 0.560546875f, 0.25421875f)] = new Core.Color(255, 106, 167, 116), + [new Rectangle(0.54296875f, 0.12890625f, 0.40234375f, 0.8515625f)] = new Core.Color(255, 89, 183, 115), + [new Rectangle(0.00390625f, 0.462890625f, 0.953125f, 0.052734375f)] = new Core.Color(255, 138, 173, 96), + [new Rectangle(0.322265625f, 0.572265625f, 0.361328125f, 0.40234375f)] = new Core.Color(255, 123, 127, 128), + [new Rectangle(0.56640625f, 0.388671875f, 0.28125f, 0.423828125f)] = new Core.Color(255, 112, 161, 118), + [new Rectangle(0.119140625f, 0.28125f, 0.828125f, 0.501953125f)] = new Core.Color(255, 105, 170, 108), + [new Rectangle(0.173828125f, 0.8359375f, 0.7421875f, 0.119140625f)] = new Core.Color(255, 126, 151, 106), + [new Rectangle(0.109375f, 0.283203125f, 0.748046875f, 0.583984375f)] = new Core.Color(255, 102, 158, 122), + [new Rectangle(0.0546875f, 0.474609375f, 0.87109375f, 0.2734375f)] = new Core.Color(255, 101, 143, 140), + [new Rectangle(0.34765625f, 0.30859375f, 0.39453125f, 0.39453125f)] = new Core.Color(255, 99, 143, 136), + [new Rectangle(0.240234375f, 0.6796875f, 0.515625f, 0.248046875f)] = new Core.Color(255, 114, 135, 132), + }; + + Core.Color[] data = new Core.Color[SIZE * SIZE]; + SimplexNoise.Seed = 1872; + Random random = new(1872); + for (int y = 0; y < SIZE; y++) + for (int x = 0; x < SIZE; x++) + data[(y * SIZE) + x] = HSVColor.Create(SimplexNoise.CalcPixel2D(x, y, 1f / SIZE) * 360, 1, 1); + + PixelTexture texture = new(SIZE, SIZE, data); + foreach ((Rectangle rect, Core.Color color) in testData) + { + // DarthAffe 23.04.2023: To check it "correctly" the test-data would need to be setup with floating point colors, but i don't really bother for now - that should be good enough to detect breaking changes + (byte, byte, byte, byte) sampled = texture[rect].GetRGBBytes(); + (byte, byte, byte, byte) refColor = color.GetRGBBytes(); + Assert.AreEqual(refColor, sampled); + } + } + + #endregion +} \ No newline at end of file