csgo-2018-source/public/mathlib/noise.h
2021-07-24 21:11:47 -07:00

36 lines
1.3 KiB
C

//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
//=====================================================================================//
#ifndef NOISE_H
#define NOISE_H
#include <math.h>
#include "basetypes.h"
#include "mathlib/vector.h"
#include "tier0/dbg.h"
// The following code is the c-ification of Ken Perlin's new noise algorithm
// "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN"
// as available here: http://mrl.nyu.edu/~perlin/noise/
// it generates a single octave of noise in the -1..1 range
// this should at some point probably replace SparseConvolutionNoise - jd
float ImprovedPerlinNoise( Vector const &pnt );
// get the noise value at a point. Output range is 0..1.
float SparseConvolutionNoise( Vector const &pnt );
// get the noise value at a point, passing a custom noise shaping function. The noise shaping
// function should map the domain 0..1 to 0..1.
float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) );
// returns a 1/f noise. more octaves take longer
float FractalNoise( Vector const &pnt, int n_octaves );
// returns a abs(f)*1/f noise i.e. turbulence
float Turbulence( Vector const &pnt, int n_octaves );
#endif // NOISE_H