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Add eased 3d point-value noise functions
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@ -215,7 +215,7 @@ float noise2d_gradient(float x, float y, int seed)
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}
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float noise3d_gradient(float x, float y, float z, int seed)
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float noise3d_gradient(float x, float y, float z, int seed, bool eased)
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{
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// Calculate the integer coordinates
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int x0 = myfloor(x);
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@ -235,10 +235,17 @@ float noise3d_gradient(float x, float y, float z, int seed)
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float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
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float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
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// Interpolate
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return triLinearInterpolationNoEase(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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xl, yl, zl);
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if (eased) {
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return triLinearInterpolation(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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xl, yl, zl);
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} else {
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return triLinearInterpolationNoEase(
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v000, v100, v010, v110,
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v001, v101, v011, v111,
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xl, yl, zl);
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}
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}
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@ -275,14 +282,14 @@ float noise2d_perlin_abs(float x, float y, int seed,
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float noise3d_perlin(float x, float y, float z, int seed,
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int octaves, float persistence)
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int octaves, float persistence, bool eased)
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{
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float a = 0;
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float f = 1.0;
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float g = 1.0;
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for (int i = 0; i < octaves; i++)
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{
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a += g * noise3d_gradient(x * f, y * f, z * f, seed + i);
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a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
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f *= 2.0;
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g *= persistence;
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}
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@ -291,14 +298,14 @@ float noise3d_perlin(float x, float y, float z, int seed,
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float noise3d_perlin_abs(float x, float y, float z, int seed,
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int octaves, float persistence)
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int octaves, float persistence, bool eased)
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{
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float a = 0;
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float f = 1.0;
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float g = 1.0;
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for (int i = 0; i < octaves; i++)
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{
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a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i));
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a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
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f *= 2.0;
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g *= persistence;
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}
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11
src/noise.h
11
src/noise.h
@ -134,7 +134,7 @@ float noise2d(int x, int y, int seed);
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float noise3d(int x, int y, int z, int seed);
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float noise2d_gradient(float x, float y, int seed);
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float noise3d_gradient(float x, float y, float z, int seed);
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float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);
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float noise2d_perlin(float x, float y, int seed,
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int octaves, float persistence);
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@ -143,10 +143,10 @@ float noise2d_perlin_abs(float x, float y, int seed,
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int octaves, float persistence);
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float noise3d_perlin(float x, float y, float z, int seed,
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int octaves, float persistence);
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int octaves, float persistence, bool eased=false);
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float noise3d_perlin_abs(float x, float y, float z, int seed,
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int octaves, float persistence);
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int octaves, float persistence, bool eased=false);
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inline float easeCurve(float t) {
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return t * t * t * (t * (6.f * t - 15.f) + 10.f);
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@ -182,5 +182,10 @@ float contour(float v);
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noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
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(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
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#define NoisePerlin3DEased(np, x, y, z, s) ((np)->offset + (np)->scale * \
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noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
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(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, \
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(np)->persist), true)
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#endif
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