//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============// // // Purpose: // //=====================================================================================// #ifndef NOISE_H #define NOISE_H #include #include "basetypes.h" #include "mathlib/vector.h" #include "tier0/dbg.h" // The following code is the c-ification of Ken Perlin's new noise algorithm // "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN" // as available here: http://mrl.nyu.edu/~perlin/noise/ // it generates a single octave of noise in the -1..1 range // this should at some point probably replace SparseConvolutionNoise - jd float ImprovedPerlinNoise( Vector const &pnt ); // get the noise value at a point. Output range is 0..1. float SparseConvolutionNoise( Vector const &pnt ); // get the noise value at a point, passing a custom noise shaping function. The noise shaping // function should map the domain 0..1 to 0..1. float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) ); // returns a 1/f noise. more octaves take longer float FractalNoise( Vector const &pnt, int n_octaves ); // returns a abs(f)*1/f noise i.e. turbulence float Turbulence( Vector const &pnt, int n_octaves ); #endif // NOISE_H