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| 27 | #include <math.h> |
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| 28 | #include <stdlib.h> |
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| 29 | |
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| 30 | #include <osgUtil/PerlinNoise> |
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| 31 | |
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| 32 | using namespace osgUtil; |
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| 33 | |
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| 34 | |
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| 35 | |
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| 36 | |
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| 37 | #define N 0x1000 |
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| 38 | #define NP 12 |
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| 39 | #define NM 0xfff |
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| 40 | |
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| 41 | #define s_curve(t) ( t * t * (3. - 2. * t) ) |
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| 42 | #define lerp(t, a, b) ( a + t * (b - a) ) |
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| 43 | #define setup(i,b0,b1,r0,r1)\ |
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| 44 | t = vec[i] + N;\ |
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| 45 | b0 = ((int)t) & BM;\ |
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| 46 | b1 = (b0+1) & BM;\ |
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| 47 | r0 = t - (int)t;\ |
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| 48 | r1 = r0 - 1.; |
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| 49 | #define at2(rx,ry) ( rx * q[0] + ry * q[1] ) |
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| 50 | #define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) |
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| 51 | |
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| 52 | |
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| 53 | PerlinNoise::PerlinNoise() |
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| 54 | { |
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| 55 | SetNoiseFrequency(1); |
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| 56 | } |
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| 57 | |
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| 58 | void PerlinNoise::SetNoiseFrequency(int frequency) |
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| 59 | { |
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| 60 | start = 1; |
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| 61 | B = frequency; |
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| 62 | BM = B-1; |
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| 63 | } |
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| 64 | |
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| 65 | double PerlinNoise::noise1(double arg) |
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| 66 | { |
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| 67 | int bx0, bx1; |
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| 68 | double rx0, rx1, sx, t, u, v, vec[1]; |
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| 69 | |
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| 70 | vec[0] = arg; |
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| 71 | if (start) { |
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| 72 | start = 0; |
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| 73 | initNoise(); |
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| 74 | } |
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| 75 | |
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| 76 | setup(0,bx0,bx1,rx0,rx1); |
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| 77 | |
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| 78 | sx = s_curve(rx0); |
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| 79 | u = rx0 * g1[ p[ bx0 ] ]; |
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| 80 | v = rx1 * g1[ p[ bx1 ] ]; |
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| 81 | |
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| 82 | return(lerp(sx, u, v)); |
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| 83 | } |
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| 84 | |
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| 85 | double PerlinNoise::noise2(double vec[2]) |
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| 86 | { |
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| 87 | int bx0, bx1, by0, by1, b00, b10, b01, b11; |
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| 88 | double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; |
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| 89 | int i, j; |
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| 90 | |
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| 91 | if (start) { |
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| 92 | start = 0; |
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| 93 | initNoise(); |
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| 94 | } |
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| 95 | |
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| 96 | setup(0, bx0,bx1, rx0,rx1); |
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| 97 | setup(1, by0,by1, ry0,ry1); |
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| 98 | |
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| 99 | i = p[ bx0 ]; |
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| 100 | j = p[ bx1 ]; |
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| 101 | |
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| 102 | b00 = p[ i + by0 ]; |
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| 103 | b10 = p[ j + by0 ]; |
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| 104 | b01 = p[ i + by1 ]; |
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| 105 | b11 = p[ j + by1 ]; |
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| 106 | |
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| 107 | sx = s_curve(rx0); |
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| 108 | sy = s_curve(ry0); |
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| 109 | |
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| 110 | q = g2[ b00 ] ; u = at2(rx0,ry0); |
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| 111 | q = g2[ b10 ] ; v = at2(rx1,ry0); |
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| 112 | a = lerp(sx, u, v); |
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| 113 | |
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| 114 | q = g2[ b01 ] ; u = at2(rx0,ry1); |
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| 115 | q = g2[ b11 ] ; v = at2(rx1,ry1); |
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| 116 | b = lerp(sx, u, v); |
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| 117 | |
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| 118 | return lerp(sy, a, b); |
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| 119 | } |
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| 120 | |
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| 121 | double PerlinNoise::noise3(double vec[3]) |
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| 122 | { |
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| 123 | int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; |
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| 124 | double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; |
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| 125 | int i, j; |
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| 126 | |
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| 127 | if (start) { |
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| 128 | start = 0; |
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| 129 | initNoise(); |
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| 130 | } |
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| 131 | |
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| 132 | setup(0, bx0,bx1, rx0,rx1); |
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| 133 | setup(1, by0,by1, ry0,ry1); |
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| 134 | setup(2, bz0,bz1, rz0,rz1); |
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| 135 | |
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| 136 | i = p[ bx0 ]; |
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| 137 | j = p[ bx1 ]; |
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| 138 | |
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| 139 | b00 = p[ i + by0 ]; |
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| 140 | b10 = p[ j + by0 ]; |
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| 141 | b01 = p[ i + by1 ]; |
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| 142 | b11 = p[ j + by1 ]; |
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| 143 | |
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| 144 | t = s_curve(rx0); |
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| 145 | sy = s_curve(ry0); |
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| 146 | sz = s_curve(rz0); |
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| 147 | |
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| 148 | q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); |
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| 149 | q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); |
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| 150 | a = lerp(t, u, v); |
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| 151 | |
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| 152 | q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); |
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| 153 | q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); |
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| 154 | b = lerp(t, u, v); |
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| 155 | |
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| 156 | c = lerp(sy, a, b); |
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| 157 | |
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| 158 | q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); |
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| 159 | q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); |
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| 160 | a = lerp(t, u, v); |
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| 161 | |
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| 162 | q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); |
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| 163 | q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); |
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| 164 | b = lerp(t, u, v); |
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| 165 | |
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| 166 | d = lerp(sy, a, b); |
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| 167 | |
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| 168 | |
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| 169 | |
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| 170 | return lerp(sz, c, d); |
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| 171 | } |
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| 172 | |
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| 173 | void PerlinNoise::normalize2(double v[2]) |
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| 174 | { |
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| 175 | double s; |
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| 176 | |
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| 177 | s = sqrt(v[0] * v[0] + v[1] * v[1]); |
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| 178 | v[0] = v[0] / s; |
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| 179 | v[1] = v[1] / s; |
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| 180 | } |
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| 181 | |
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| 182 | void PerlinNoise::normalize3(double v[3]) |
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| 183 | { |
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| 184 | double s; |
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| 185 | |
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| 186 | s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); |
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| 187 | v[0] = v[0] / s; |
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| 188 | v[1] = v[1] / s; |
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| 189 | v[2] = v[2] / s; |
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| 190 | } |
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| 191 | |
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| 192 | void PerlinNoise::initNoise(void) |
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| 193 | { |
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| 194 | int i, j, k; |
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| 195 | |
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| 196 | srand(30757); |
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| 197 | for (i = 0 ; i < B ; i++) { |
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| 198 | p[i] = i; |
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| 199 | g1[i] = (double)((rand() % (B + B)) - B) / B; |
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| 200 | |
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| 201 | for (j = 0 ; j < 2 ; j++) |
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| 202 | g2[i][j] = (double)((rand() % (B + B)) - B) / B; |
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| 203 | normalize2(g2[i]); |
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| 204 | |
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| 205 | for (j = 0 ; j < 3 ; j++) |
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| 206 | g3[i][j] = (double)((rand() % (B + B)) - B) / B; |
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| 207 | normalize3(g3[i]); |
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| 208 | } |
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| 209 | |
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| 210 | while (--i) { |
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| 211 | k = p[i]; |
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| 212 | p[i] = p[j = rand() % B]; |
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| 213 | p[j] = k; |
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| 214 | } |
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| 215 | |
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| 216 | for (i = 0 ; i < B + 2 ; i++) { |
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| 217 | p[B + i] = p[i]; |
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| 218 | g1[B + i] = g1[i]; |
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| 219 | for (j = 0 ; j < 2 ; j++) |
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| 220 | g2[B + i][j] = g2[i][j]; |
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| 221 | for (j = 0 ; j < 3 ; j++) |
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| 222 | g3[B + i][j] = g3[i][j]; |
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| 223 | } |
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| 224 | } |
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| 225 | |
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| 226 | |
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| 227 | |
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| 228 | |
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| 229 | |
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| 230 | |
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| 231 | |
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| 232 | |
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| 233 | |
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| 234 | double PerlinNoise::PerlinNoise1D(double x,double alpha,double beta,int n) |
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| 235 | { |
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| 236 | int i; |
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| 237 | double val,sum = 0; |
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| 238 | double p,scale = 1; |
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| 239 | |
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| 240 | p = x; |
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| 241 | for (i=0;i<n;i++) { |
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| 242 | val = noise1(p); |
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| 243 | sum += val / scale; |
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| 244 | scale *= alpha; |
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| 245 | p *= beta; |
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| 246 | } |
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| 247 | return(sum); |
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| 248 | } |
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| 249 | |
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| 250 | double PerlinNoise::PerlinNoise2D(double x,double y,double alpha,double beta,int n) |
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| 251 | { |
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| 252 | int i; |
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| 253 | double val,sum = 0; |
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| 254 | double p[2],scale = 1; |
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| 255 | |
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| 256 | p[0] = x; |
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| 257 | p[1] = y; |
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| 258 | for (i=0;i<n;i++) { |
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| 259 | val = noise2(p); |
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| 260 | sum += val / scale; |
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| 261 | scale *= alpha; |
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| 262 | p[0] *= beta; |
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| 263 | p[1] *= beta; |
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| 264 | } |
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| 265 | return(sum); |
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| 266 | } |
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| 267 | |
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| 268 | double PerlinNoise::PerlinNoise3D(double x,double y,double z,double alpha,double beta,int n) |
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| 269 | { |
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| 270 | int i; |
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| 271 | double val,sum = 0; |
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| 272 | double p[3],scale = 1; |
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| 273 | |
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| 274 | p[0] = x; |
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| 275 | p[1] = y; |
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| 276 | p[2] = z; |
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| 277 | for (i=0;i<n;i++) { |
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| 278 | val = noise3(p); |
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| 279 | sum += val / scale; |
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| 280 | scale *= alpha; |
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| 281 | p[0] *= beta; |
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| 282 | p[1] *= beta; |
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| 283 | p[2] *= beta; |
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| 284 | } |
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| 285 | return(sum); |
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| 286 | } |
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| 287 | |
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| 288 | osg::Image* PerlinNoise::create3DNoiseImage(int texSize) |
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| 289 | { |
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| 290 | osg::Image* image = new osg::Image; |
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| 291 | image->setImage(texSize, texSize, texSize, |
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| 292 | 4, GL_RGBA, GL_UNSIGNED_BYTE, |
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| 293 | new unsigned char[4 * texSize * texSize * texSize], |
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| 294 | osg::Image::USE_NEW_DELETE); |
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| 295 | |
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| 296 | const int startFrequency = 4; |
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| 297 | const int numOctaves = 4; |
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| 298 | |
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| 299 | int f, i, j, k, inc; |
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| 300 | double ni[3]; |
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| 301 | double inci, incj, inck; |
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| 302 | int frequency = startFrequency; |
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| 303 | GLubyte *ptr; |
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| 304 | double amp = 0.5; |
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| 305 | |
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| 306 | osg::notify(osg::INFO) << "creating 3D noise texture... "; |
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| 307 | |
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| 308 | for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5) |
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| 309 | { |
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| 310 | SetNoiseFrequency(frequency); |
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| 311 | ptr = image->data(); |
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| 312 | ni[0] = ni[1] = ni[2] = 0; |
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| 313 | |
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| 314 | inci = 1.0 / (texSize / frequency); |
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| 315 | for (i = 0; i < texSize; ++i, ni[0] += inci) |
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| 316 | { |
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| 317 | incj = 1.0 / (texSize / frequency); |
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| 318 | for (j = 0; j < texSize; ++j, ni[1] += incj) |
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| 319 | { |
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| 320 | inck = 1.0 / (texSize / frequency); |
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| 321 | for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4) |
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| 322 | { |
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| 323 | *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0); |
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| 324 | } |
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| 325 | } |
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| 326 | } |
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| 327 | } |
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| 328 | |
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| 329 | osg::notify(osg::INFO) << "DONE" << std::endl; |
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| 330 | return image; |
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| 331 | } |
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| 332 | |
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| 333 | osg::Texture3D* PerlinNoise::create3DNoiseTexture(int texSize ) |
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| 334 | { |
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| 335 | osg::Texture3D* noiseTexture = new osg::Texture3D; |
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| 336 | noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR); |
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| 337 | noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR); |
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| 338 | noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT); |
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| 339 | noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT); |
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| 340 | noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT); |
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| 341 | noiseTexture->setImage( create3DNoiseImage(texSize) ); |
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| 342 | return noiseTexture; |
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| 343 | } |
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