#include "WorleyNoise.hpp"
#include <cmath>
+#include <glm/gtx/norm.hpp>
namespace {
// I know 0.6 is wrong, but for some reason it looks better than 0.5
// 0
- float t = glm::clamp(0.6f - dot(offset[0], offset[0]), 0.0f, 1.0f);
+ float t = glm::clamp(0.6f - glm::length2(offset[0]), 0.0f, 1.0f);
t *= t;
int corner = Perm12(index[0] + Perm(index[1] + Perm(index[2])));
- n += t * t * dot(Grad(corner), offset[0]);
+ n += t * t * glm::dot(Grad(corner), offset[0]);
// 1
- t = glm::clamp(0.6f - dot(offset[1], offset[1]), 0.0f, 1.0f);
+ t = glm::clamp(0.6f - glm::length2(offset[1]), 0.0f, 1.0f);
t *= t;
corner = Perm12(index[0] + second_int.x + Perm(index[1] + second_int.y + Perm(index[2] + second_int.z)));
- n += t * t * dot(Grad(corner), offset[1]);
+ n += t * t * glm::dot(Grad(corner), offset[1]);
// 2
- t = glm::clamp(0.6f - dot(offset[2], offset[2]), 0.0f, 1.0f);
+ t = glm::clamp(0.6f - glm::length2(offset[2]), 0.0f, 1.0f);
t *= t;
corner = Perm12(index[0] + third_int.x + Perm(index[1] + third_int.y + Perm(index[2] + third_int.z)));
- n += t * t * dot(Grad(corner), offset[2]);
+ n += t * t * glm::dot(Grad(corner), offset[2]);
// 3
- t = glm::clamp(0.6f - dot(offset[3], offset[3]), 0.0f, 1.0f);
+ t = glm::clamp(0.6f - glm::length2(offset[3]), 0.0f, 1.0f);
t *= t;
corner = Perm12(index[0] + 1 + Perm(index[1] + 1 + Perm(index[2] + 1)));
- n += t * t * dot(Grad(corner), offset[3]);
+ n += t * t * glm::dot(Grad(corner), offset[3]);
return 32.0f * n;
}
}
float WorleyNoise::operator ()(const glm::vec3 &in) const noexcept {
- glm::vec3 center = floor(in);
+ glm::vec3 center = glm::floor(in);
float closest = 1.0f; // cannot be farther away than 1.0
cube_rand = 159739 * cube_rand + 112139;
point.z += float(cube_rand % 262144) / 262144.0f;
- glm::vec3 diff(in - point);
- float distance = sqrt(dot(diff, diff));
+ float distance = glm::distance(in, point);
if (distance < closest) {
closest = distance;
}