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<int> 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;
+}
+
}
};
+
+/// 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