Add eased 3d point-value noise functions

This commit is contained in:
kwolekr 2014-11-12 23:49:45 -05:00
parent 7616537bc0
commit fc9521874c
2 changed files with 24 additions and 12 deletions

@ -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
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;
}

@ -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