X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fnoise.cpp;h=c86f833ac3c126c894a53eeb5ad6df6c9c835d02;hb=e52e3c500b679ab7bae9cfdda3fb0d630a2584ad;hp=1e1c6d86882703604475d2830812307b90db709a;hpb=e70967c971f77a4ac0f5c074e6eb94bdd0e2b7ab;p=blank.git diff --git a/src/noise.cpp b/src/noise.cpp index 1e1c6d8..c86f833 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -109,4 +109,50 @@ const glm::vec3 &SimplexNoise::Grad(size_t idx) const { return grad[idx % 12]; } + +WorleyNoise::WorleyNoise(unsigned int seed) +: seed(seed) +, num_points(8) { + +} + +float WorleyNoise::operator ()(const glm::vec3 &in) const { + glm::vec3 center = floor(in); + + float closest = 1.0f; // cannot be farther away than 1.0 + + for (int z = -1; z <= 1; ++z) { + for (int y = -1; y <= 1; ++y) { + for (int x = -1; x <= 1; ++x) { + glm::tvec3 cube(center.x + x, center.y + y, center.z + z); + unsigned int cube_rand = + (cube.x * 130223) ^ + (cube.y * 159899) ^ + (cube.z * 190717) ^ + seed; + + for (int i = 0; i < num_points; ++i) { + glm::vec3 point(cube); + cube_rand = 190667 * cube_rand + 109807; + point.x += float(cube_rand % 200000) / 200000.0f; + cube_rand = 135899 * cube_rand + 189169; + point.y += float(cube_rand % 200000) / 200000.0f; + cube_rand = 159739 * cube_rand + 112139; + point.z += float(cube_rand % 200000) / 200000.0f; + + glm::vec3 diff(in - point); + float distance = sqrt(dot(diff, diff)); + if (distance < closest) { + closest = distance; + } + } + } + } + } + + // closest ranges (0, 1), so normalizing to (-1,1) is trivial + // though heavily biased towards lower numbers + return 2.0f * closest - 1.0f; +} + }