PerlinNoise.h 2.8 KB

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  1. /*
  2. ** Command & Conquer Renegade(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** Confidential - Westwood Studios ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : LightMap *
  23. * *
  24. * $Archive:: /Commando/Code/Tool $*
  25. * *
  26. * $Author:: Ian_l $*
  27. * *
  28. * $Modtime:: 9/08/00 5:09p $*
  29. * *
  30. * $Revision:: 2 $*
  31. * *
  32. *---------------------------------------------------------------------------------------------*
  33. * Functions: *
  34. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  35. #ifndef PERLIN_NOISE_H
  36. #define PERLIN_NOISE_H
  37. // Includes.
  38. #include "ProceduralTexture.h"
  39. #include "Vector3.h"
  40. // Defines.
  41. #define NOISE_TABLE_SIZE 256 // NOTE: Must be a power of 2.
  42. #define NOISE_TABLE_MASK NOISE_TABLE_SIZE - 1
  43. class PerlinNoise : public ProceduralTexture {
  44. public:
  45. PerlinNoise();
  46. float Value (const Vector3 &point);
  47. protected:
  48. float SmoothStep (float x) {return (x * x * (3.0f - (2.0f * x)));}
  49. float Noise (int x, int y, int z);
  50. float Noise (const Vector3 &point);
  51. private:
  52. static float _NoiseTable [NOISE_TABLE_SIZE];
  53. };
  54. #endif // PERLIN_NOISE_H