OpenMiner/source/genutils.cpp
2013-03-11 23:50:53 +01:00

85 lines
2.3 KiB
C++

#include "genutils.h"
#include <cmath>
unsigned int perm[] =
{
151,160,137, 91, 90, 15,131, 13,201, 95, 96, 53,194,233, 7,225,
140, 36,103, 30, 69,142, 8, 99, 37,240, 21, 10, 23,190, 6,148,
247,120,234, 75, 0, 26,197, 62, 94,252,219,203,117, 35, 11, 32,
57,177, 33, 88,237,149, 56, 87,174, 20,125,136,171,168, 68,175,
74,165, 71,134,139, 48, 27,166, 77,146,158,231, 83,111,229,122,
60,211,133,230,220,105, 92, 41, 55, 46,245, 40,244,102,143, 54,
65, 25, 63,161, 1,216, 80, 73,209, 76,132,187,208, 89, 18,169,
200,196,135,130,116,188,159, 86,164,100,109,198,173,186, 3, 64,
52,217,226,250,124,123, 5,202, 38,147,118,126,255, 82, 85,212,
207,206, 59,227, 47, 16, 58, 17,182,189, 28, 42,223,183,170,213,
119,248,152, 2, 44,154,163, 70,221,153,101,155,167, 43,172, 9,
129, 22, 39,253, 19, 98,108,110, 79,113,224,232,178,185,112,104,
218,246, 97,228,251, 34,242,193,238,210,144, 12,191,179,162,241,
81, 51,145,235,249, 14,239,107, 49,192,214, 31,181,199,106,157,
184, 84,204,176,115,121, 50, 45,127, 4,150,254,138,236,205, 93,
222,114, 67, 29, 24, 72,243,141,128,195, 78, 66,215, 61,156,180
};
float get2DPerlinNoiseValue(float x, float y, float res)
{
float tempX, tempY;
int x0, y0, ii, jj, gi0, gi1, gi2, gi3;
float unit = 1.0f / sqrt(2);
float tmp, s, t, u, v, Cx, Cy, Li1, Li2;
float gradient2[][2] = {{unit,unit},{-unit,unit},{unit,-unit},{-unit,-unit},{1,0},{-1,0},{0,1},{0,-1}};
//Adapter pour la résolution
x /= res;
y /= res;
//On récupère les positions de la grille associée à (x,y)
x0 = int(x);
y0 = int(y);
//Masquage
ii = x0 & 255;
jj = y0 & 255;
//Pour récupérer les vecteurs
gi0 = perm[ii + perm[jj]] % 8;
gi1 = perm[ii + 1 + perm[jj]] % 8;
gi2 = perm[ii + perm[jj + 1]] % 8;
gi3 = perm[ii + 1 + perm[jj + 1]] % 8;
//on récupère les vecteurs et on pondère
tempX = x-x0;
tempY = y-y0;
s = gradient2[gi0][0]*tempX + gradient2[gi0][1]*tempY;
tempX = x-(x0+1);
tempY = y-y0;
t = gradient2[gi1][0]*tempX + gradient2[gi1][1]*tempY;
tempX = x-x0;
tempY = y-(y0+1);
u = gradient2[gi2][0]*tempX + gradient2[gi2][1]*tempY;
tempX = x-(x0+1);
tempY = y-(y0+1);
v = gradient2[gi3][0]*tempX + gradient2[gi3][1]*tempY;
//Lissage
tmp = x-x0;
Cx = 3 * tmp * tmp - 2 * tmp * tmp * tmp;
Li1 = s + Cx*(t-s);
Li2 = u + Cx*(v-u);
tmp = y - y0;
Cy = 3 * tmp * tmp - 2 * tmp * tmp * tmp;
return Li1 + Cy*(Li2-Li1);
}