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147 lines
4.3 KiB
147 lines
4.3 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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// $NoKeywords: $ |
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//=============================================================================// |
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#include <stdafx.h> |
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#include <math.h> |
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#define OCTAVE_COUNT 4 |
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#define OCTAVE_COUNT_MINUS_ONE OCTAVE_COUNT - 1 |
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//----------------------------------------------------------------------------- |
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// quick random number generator - returns a value -1.0f to 1.0 |
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//----------------------------------------------------------------------------- |
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float RandomNoise2D( int x, int y ) |
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{ |
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int n = x + y * 57; |
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n = ( n << 13 ) ^ n; |
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float value ( 1.0f - ( float )( ( n * ( n * n * 15731 + 789221 ) + 1376312589 ) & 0x7fffffff ) / 1073741824.0f ); |
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return value; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float SmoothNoise2D( int x, int y ) |
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{ |
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float corners = ( RandomNoise2D( x-1, y-1 ) + RandomNoise2D( x+1, y-1 ) + |
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RandomNoise2D( x-1, y+1 ) + RandomNoise2D( x+1, y+1 ) ) / 16.0f; |
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float sides = ( RandomNoise2D( x-1, y ) + RandomNoise2D( x+1, y ) + |
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RandomNoise2D( x, y-1 ) + RandomNoise2D( x, y+1 ) ) / 8.0f; |
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float center = RandomNoise2D( x, y ) / 4.0f; |
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return corners + sides + center; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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inline float InterpLinear( float a, float b, float x ) |
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{ |
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return ( a * ( 1.0f - x ) + b * x ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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inline float InterpCos( float a, float b, float x ) |
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{ |
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float alpha = x * 3.1415927f; /* PI */ |
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float frac = 1.0f - ( float )cos( alpha ) * 0.5f; |
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return ( a * ( 1.0f - frac ) + b * frac ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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inline float InterpCubic( float a, float b, float c, float d, float x ) |
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{ |
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float P = ( d - c ) - ( a - b ); |
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float Q = ( a - b ) - P; |
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float R = ( c - a ); |
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float S = b; |
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return ( ( P * x * 3.0f ) + ( Q * x * 2.0f ) + ( R * x ) + S ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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//----------------------------------------------------------------------------- |
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float InterpNoise2D( float x, float y ) |
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{ |
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int iX = ( int )x; |
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float fracX = x - iX; |
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int iY = ( int )y; |
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float fracY = y - iY; |
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float n[4]; |
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n[0] = SmoothNoise2D( iX, iY ); |
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n[1] = SmoothNoise2D( iX+1, iY ); |
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n[2] = SmoothNoise2D( iX, iY+1 ); |
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n[3] = SmoothNoise2D( iX+1, iY+1 ); |
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float interpX[2]; |
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interpX[0] = InterpLinear( n[0], n[1], fracX ); |
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interpX[1] = InterpLinear( n[2], n[3], fracX ); |
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return InterpLinear( interpX[0], interpX[1], fracY ); |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input: x - |
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// y - |
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// rockiness - 0.0f - 1.0f (0.0 = smooth, 1.0f = jagged) |
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// Output: |
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//----------------------------------------------------------------------------- |
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float PerlinNoise2D( float x, float y, float rockiness ) |
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{ |
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float total = 0.0; |
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float persistence = rockiness; |
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for( int ndxOctave = 0; ndxOctave < OCTAVE_COUNT_MINUS_ONE; ndxOctave++ ) |
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{ |
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float frequency = ( float )pow( 2.f, ndxOctave ); |
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float amplitude = ( float )pow( persistence, ndxOctave ); |
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total += InterpNoise2D( x * frequency, y * frequency ) * amplitude; |
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} |
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return total; |
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} |
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//----------------------------------------------------------------------------- |
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// Purpose: |
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// Input: x - |
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// y - |
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// rockiness - 0.0f - 1.0f (0.0 = smooth, 1.0f = jagged) |
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// Output: is between -1.0f and 1.0f |
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//----------------------------------------------------------------------------- |
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float PerlinNoise2DScaled( float x, float y, float rockiness ) |
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{ |
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float total = 0.0; |
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float persistence = rockiness; |
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for( int ndxOctave = 0; ndxOctave < OCTAVE_COUNT_MINUS_ONE; ndxOctave++ ) |
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{ |
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float frequency = ( float )pow( 2.f, ndxOctave ); |
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float amplitude = ( float )pow( persistence, ndxOctave ); |
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total += InterpNoise2D( x * frequency, y * frequency ) * amplitude; |
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} |
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total /= ( float )OCTAVE_COUNT; |
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return total; |
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}
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