forked from Mirrorlandia_minetest/minetest
Add eased 3d point-value noise functions
This commit is contained in:
parent
7616537bc0
commit
fc9521874c
@ -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
|
// Calculate the integer coordinates
|
||||||
int x0 = myfloor(x);
|
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 v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
|
||||||
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
|
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
|
||||||
// Interpolate
|
// Interpolate
|
||||||
return triLinearInterpolationNoEase(
|
if (eased) {
|
||||||
v000, v100, v010, v110,
|
return triLinearInterpolation(
|
||||||
v001, v101, v011, v111,
|
v000, v100, v010, v110,
|
||||||
xl, yl, zl);
|
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,
|
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 a = 0;
|
||||||
float f = 1.0;
|
float f = 1.0;
|
||||||
float g = 1.0;
|
float g = 1.0;
|
||||||
for (int i = 0; i < octaves; i++)
|
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;
|
f *= 2.0;
|
||||||
g *= persistence;
|
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,
|
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 a = 0;
|
||||||
float f = 1.0;
|
float f = 1.0;
|
||||||
float g = 1.0;
|
float g = 1.0;
|
||||||
for (int i = 0; i < octaves; i++)
|
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;
|
f *= 2.0;
|
||||||
g *= persistence;
|
g *= persistence;
|
||||||
}
|
}
|
||||||
|
11
src/noise.h
11
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 noise3d(int x, int y, int z, int seed);
|
||||||
|
|
||||||
float noise2d_gradient(float x, float y, 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,
|
float noise2d_perlin(float x, float y, int seed,
|
||||||
int octaves, float persistence);
|
int octaves, float persistence);
|
||||||
@ -143,10 +143,10 @@ float noise2d_perlin_abs(float x, float y, int seed,
|
|||||||
int octaves, float persistence);
|
int octaves, float persistence);
|
||||||
|
|
||||||
float noise3d_perlin(float x, float y, float z, int seed,
|
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,
|
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) {
|
inline float easeCurve(float t) {
|
||||||
return t * t * t * (t * (6.f * t - 15.f) + 10.f);
|
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, \
|
noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
|
||||||
(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
|
(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
|
#endif
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user