From 42dea80c2cffb75a5721d1cbf0cdd6277f4d520d Mon Sep 17 00:00:00 2001 From: Daniel Karbach Date: Tue, 17 Mar 2015 16:38:37 +0100 Subject: [PATCH] rough (untested) implementation of Worley noise prng and distance formula may need some tweaking --- src/noise.cpp | 44 ++++++++++++++++++++++++++++++++++++++++++++ src/noise.hpp | 15 +++++++++++++++ 2 files changed, 59 insertions(+) diff --git a/src/noise.cpp b/src/noise.cpp index 1e1c6d8..4400a1a 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -109,4 +109,48 @@ 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 = 4.0f; + + 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 = dot(diff, diff); + if (distance < closest) { + closest = distance; + } + } + } + } + } + + return closest; +} + } diff --git a/src/noise.hpp b/src/noise.hpp index c081fc6..4c26de9 100644 --- a/src/noise.hpp +++ b/src/noise.hpp @@ -24,6 +24,21 @@ private: }; + +/// implementation of Worley noise (aka Cell or Voroni noise) +class WorleyNoise { + +public: + explicit WorleyNoise(unsigned int seed); + + float operator ()(const glm::vec3 &) const; + +private: + const unsigned int seed; + const int num_points; + +}; + } #endif -- 2.39.2