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perlin.h
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perlin.h
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#ifndef PERLIN_H
#define PERLIN_H
#include "rtweekend.h"
class perlin {
public:
perlin() {
ranvec = new vec3[point_count];
for (int i = 0; i < point_count; ++i) {
ranvec[i] = unit_vector(vec3::random(-1,1));
}
perm_x = perlin_generate_perm();
perm_y = perlin_generate_perm();
perm_z = perlin_generate_perm();
}
~perlin() {
delete[] ranvec;
delete[] perm_x;
delete[] perm_y;
delete[] perm_z;
}
double noise(const point3& p) const {
auto u = p.x() - floor(p.x());
auto v = p.y() - floor(p.y());
auto w = p.z() - floor(p.z());
/* u = u*u*(3-2*u);
v = v*v*(3-2*v);
w = w*w*(3-2*w); */
auto i = static_cast<int>(floor(p.x()));
auto j = static_cast<int>(floor(p.y()));
auto k = static_cast<int>(floor(p.z()));
vec3 c[2][2][2];
for (int di=0; di < 2; di++){
for (int dj=0; dj <2; dj++){
for (int dk=0; dk < 2; dk++){
c[di][dj][dk] = ranvec[
perm_x[(i+di) & 255] ^
perm_y[(j+dj) & 255] ^
perm_z[(k+dk) & 255]
];
}
}
}
return perlin_interp(c, u, v, w);
}
double turb(const point3& p, int depth=7) const {
auto accum = 0.0;
auto temp_p = p;
auto weight = 1.0;
for (int i = 0; i < depth; i++) {
accum += weight*noise(temp_p);
weight *= 0.5;
temp_p *= 2;
}
return fabs(accum);
}
private:
static const int point_count = 256;
vec3* ranvec;
int* perm_x;
int* perm_y;
int* perm_z;
static int* perlin_generate_perm() {
auto p = new int[point_count];
for (int i = 0; i < perlin::point_count; i++) {
p[i] = i;
}
permute(p, point_count);
return p;
}
static void permute(int* p, int n) {
for (int i = n-1; i > 0; i--) {
int target = random_int(0, i);
int tmp = p[i];
p[i] = p[target];
p[target] = tmp;
}
}
static double perlin_interp(vec3 c[2][2][2], double u, double v, double w) {
auto uu = u*u*(3-2*u);
auto vv = v*v*(3-2*v);
auto ww = w*w*(3-2*w);
auto accum = 0.0;
for (int i=0; i < 2; i++){
for (int j=0; j < 2; j++){
for (int k=0; k < 2; k++){
vec3 weight_v(u-i, v-j, w-k);
accum += (i*uu + (1-i)*(1-uu))
* (j*vv + (1-j)*(1-vv))
* (k*ww + (1-k)*(1-ww))
* dot(c[i][j][k], weight_v);
}
}
}
return accum; // Move this return up to get really cool effects
}
};
#endif