//----------------------------------------------------------------------------- // Copyright (c) 2012 GarageGames, LLC // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to // deal in the Software without restriction, including without limitation the // rights to use, copy, modify, merge, publish, distribute, sublicense, and/or // sell copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING // FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS // IN THE SOFTWARE. //----------------------------------------------------------------------------- #ifndef _NOISE2D_H_ #define _NOISE2D_H_ #ifndef _PLATFORM_H_ #include "platform/platform.h" #endif #ifndef _MMATH_H_ #include "math/mMath.h" #endif #ifndef _MRANDOM_H_ #include "math/mRandom.h" #endif class Noise2D { private: enum Constants { SIZE = 0x100, SIZE_MASK = 0x0ff }; S32 mPermutation[SIZE + SIZE + 2]; F32 mGradient[SIZE + SIZE + 2][2]; U32 mSeed; MRandom mRandom; F32 lerp(F32 t, F32 a, F32 b); F32 curve(F32 t); void setup(F32 t, S32 &b0, S32 &b1, F32 &r0, F32 &r1); F32 dot(const F32 *q, F32 rx, F32 ry); void normalize(F32 v[2]); public: Noise2D(); ~Noise2D(); void setSeed(U32 seed); U32 getSeed(); F32 getValue(F32 u, F32 v, S32 interval); /// @name Noise /// These functions actually generate /// noise values into the passed in destination /// array. /// /// Note that the output values of these functions /// are from -1.0 to 1.0. /// /// fBm - Fractal Brownian Motion - A simple noise generation /// algorithm, it tends to generate either flowing rounded /// hills or rounded mountainous shapes. /// @{ void fBm( Vector *dst, U32 size, U32 interval, F32 h, F32 octave=5.0f); /// rigidMultiFractal /// Creates ridged mountains with a high frequency detail. void rigidMultiFractal( Vector *dst, Vector *signal, U32 size, U32 interval, F32 h, F32 octave=5.0f); /// @} bool erodeHydraulic(Vector *src, Vector *dst, U32 iterations, U32 size ); bool erodeThermal(Vector *src, Vector *dst, F32 slope, F32 materialLoss, U32 iterations, U32 size, U32 squareSize, F32 maxHeight ); F32 turbulence(F32 x, F32 y, F32 freq); void getMinMax( Vector *src, F32 *maxNoise, F32 *minNoise, U32 size ); }; #endif // _NOISE2D_H_