From fc9521874ca3dcbc8dfd7237b9b3f2420250b351 Mon Sep 17 00:00:00 2001 From: kwolekr Date: Wed, 12 Nov 2014 23:49:45 -0500 Subject: [PATCH] Add eased 3d point-value noise functions --- src/noise.cpp | 25 ++++++++++++++++--------- src/noise.h | 11 ++++++++--- 2 files changed, 24 insertions(+), 12 deletions(-) diff --git a/src/noise.cpp b/src/noise.cpp index c30e1570d..c0249a437 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -215,7 +215,7 @@ float noise2d_gradient(float x, float y, int seed) } -float noise3d_gradient(float x, float y, float z, int seed) +float noise3d_gradient(float x, float y, float z, int seed, bool eased) { // Calculate the integer coordinates int x0 = myfloor(x); @@ -235,10 +235,17 @@ float noise3d_gradient(float x, float y, float z, int seed) float v011 = noise3d(x0, y0 + 1, z0 + 1, seed); float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed); // Interpolate - return triLinearInterpolationNoEase( - v000, v100, v010, v110, - v001, v101, v011, v111, - xl, yl, zl); + if (eased) { + return triLinearInterpolation( + v000, v100, v010, v110, + v001, v101, v011, v111, + xl, yl, zl); + } else { + return triLinearInterpolationNoEase( + v000, v100, v010, v110, + v001, v101, v011, v111, + xl, yl, zl); + } } @@ -275,14 +282,14 @@ float noise2d_perlin_abs(float x, float y, int seed, float noise3d_perlin(float x, float y, float z, int seed, - int octaves, float persistence) + int octaves, float persistence, bool eased) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { - a += g * noise3d_gradient(x * f, y * f, z * f, seed + i); + a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased); f *= 2.0; g *= persistence; } @@ -291,14 +298,14 @@ float noise3d_perlin(float x, float y, float z, int seed, float noise3d_perlin_abs(float x, float y, float z, int seed, - int octaves, float persistence) + int octaves, float persistence, bool eased) { float a = 0; float f = 1.0; float g = 1.0; for (int i = 0; i < octaves; i++) { - a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i)); + a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased)); f *= 2.0; g *= persistence; } diff --git a/src/noise.h b/src/noise.h index aa489b2c0..00d3612af 100644 --- a/src/noise.h +++ b/src/noise.h @@ -134,7 +134,7 @@ float noise2d(int x, int y, int seed); float noise3d(int x, int y, int z, int seed); float noise2d_gradient(float x, float y, int seed); -float noise3d_gradient(float x, float y, float z, int seed); +float noise3d_gradient(float x, float y, float z, int seed, bool eased=false); float noise2d_perlin(float x, float y, int seed, int octaves, float persistence); @@ -143,10 +143,10 @@ float noise2d_perlin_abs(float x, float y, int seed, int octaves, float persistence); float noise3d_perlin(float x, float y, float z, int seed, - int octaves, float persistence); + int octaves, float persistence, bool eased=false); float noise3d_perlin_abs(float x, float y, float z, int seed, - int octaves, float persistence); + int octaves, float persistence, bool eased=false); inline float easeCurve(float t) { return t * t * t * (t * (6.f * t - 15.f) + 10.f); @@ -182,5 +182,10 @@ float contour(float v); noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \ (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist)) +#define NoisePerlin3DEased(np, x, y, z, s) ((np)->offset + (np)->scale * \ + noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \ + (float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, \ + (np)->persist), true) + #endif