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//========= Copyright � 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $NoKeywords: $
//=============================================================================//
#include <stdafx.h>
#include <math.h>
#define OCTAVE_COUNT 4
#define OCTAVE_COUNT_MINUS_ONE OCTAVE_COUNT - 1
//-----------------------------------------------------------------------------
// quick random number generator - returns a value -1.0f to 1.0
//-----------------------------------------------------------------------------
float RandomNoise2D( int x, int y ) { int n = x + y * 57; n = ( n << 13 ) ^ n; float value ( 1.0f - ( float )( ( n * ( n * n * 15731 + 789221 ) + 1376312589 ) & 0x7fffffff ) / 1073741824.0f );
return value; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float SmoothNoise2D( int x, int y ) { float corners = ( RandomNoise2D( x-1, y-1 ) + RandomNoise2D( x+1, y-1 ) + RandomNoise2D( x-1, y+1 ) + RandomNoise2D( x+1, y+1 ) ) / 16.0f; float sides = ( RandomNoise2D( x-1, y ) + RandomNoise2D( x+1, y ) + RandomNoise2D( x, y-1 ) + RandomNoise2D( x, y+1 ) ) / 8.0f; float center = RandomNoise2D( x, y ) / 4.0f; return corners + sides + center; }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline float InterpLinear( float a, float b, float x ) { return ( a * ( 1.0f - x ) + b * x ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline float InterpCos( float a, float b, float x ) { float alpha = x * 3.1415927f; /* PI */ float frac = 1.0f - ( float )cos( alpha ) * 0.5f; return ( a * ( 1.0f - frac ) + b * frac ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
inline float InterpCubic( float a, float b, float c, float d, float x ) { float P = ( d - c ) - ( a - b ); float Q = ( a - b ) - P; float R = ( c - a ); float S = b;
return ( ( P * x * 3.0f ) + ( Q * x * 2.0f ) + ( R * x ) + S ); }
//-----------------------------------------------------------------------------
// Purpose:
//-----------------------------------------------------------------------------
float InterpNoise2D( float x, float y ) { int iX = ( int )x; float fracX = x - iX;
int iY = ( int )y; float fracY = y - iY;
float n[4]; n[0] = SmoothNoise2D( iX, iY ); n[1] = SmoothNoise2D( iX+1, iY ); n[2] = SmoothNoise2D( iX, iY+1 ); n[3] = SmoothNoise2D( iX+1, iY+1 );
float interpX[2]; interpX[0] = InterpLinear( n[0], n[1], fracX ); interpX[1] = InterpLinear( n[2], n[3], fracX );
return InterpLinear( interpX[0], interpX[1], fracY ); }
//-----------------------------------------------------------------------------
// Purpose:
// Input: x -
// y -
// rockiness - 0.0f - 1.0f (0.0 = smooth, 1.0f = jagged)
// Output:
//-----------------------------------------------------------------------------
float PerlinNoise2D( float x, float y, float rockiness ) { float total = 0.0; float persistence = rockiness;
for( int ndxOctave = 0; ndxOctave < OCTAVE_COUNT_MINUS_ONE; ndxOctave++ ) { float frequency = ( float )pow( 2.f, ndxOctave ); float amplitude = ( float )pow( persistence, ndxOctave ); total += InterpNoise2D( x * frequency, y * frequency ) * amplitude; }
return total; }
//-----------------------------------------------------------------------------
// Purpose:
// Input: x -
// y -
// rockiness - 0.0f - 1.0f (0.0 = smooth, 1.0f = jagged)
// Output: is between -1.0f and 1.0f
//-----------------------------------------------------------------------------
float PerlinNoise2DScaled( float x, float y, float rockiness ) { float total = 0.0; float persistence = rockiness;
for( int ndxOctave = 0; ndxOctave < OCTAVE_COUNT_MINUS_ONE; ndxOctave++ ) { float frequency = ( float )pow( 2.f, ndxOctave ); float amplitude = ( float )pow( persistence, ndxOctave ); total += InterpNoise2D( x * frequency, y * frequency ) * amplitude; }
total /= ( float )OCTAVE_COUNT;
return total; }
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