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-rw-r--r--src/noise.cpp55
1 files changed, 54 insertions, 1 deletions
diff --git a/src/noise.cpp b/src/noise.cpp
index 069c60d44..93f9651ed 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -314,7 +314,60 @@ float contour(float v)
}
-///////////////////////// [ New perlin stuff ] ////////////////////////////
+///////////////////////// [ New noise ] ////////////////////////////
+
+
+float NoisePerlin2D(NoiseParams *np, float x, float y, int seed)
+{
+ float a = 0;
+ float f = 1.0;
+ float g = 1.0;
+
+ x /= np->spread.X;
+ y /= np->spread.Y;
+ seed += np->seed;
+
+ for (size_t i = 0; i < np->octaves; i++) {
+ float noiseval = noise2d_gradient(x * f, y * f, seed + i,
+ np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED));
+
+ if (np->flags & NOISE_FLAG_ABSVALUE)
+ noiseval = fabs(noiseval);
+
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
+
+ return np->offset + a * np->scale;
+}
+
+
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed)
+{
+ float a = 0;
+ float f = 1.0;
+ float g = 1.0;
+
+ x /= np->spread.X;
+ y /= np->spread.Y;
+ z /= np->spread.Z;
+ seed += np->seed;
+
+ for (size_t i = 0; i < np->octaves; i++) {
+ float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i,
+ np->flags & NOISE_FLAG_EASED);
+
+ if (np->flags & NOISE_FLAG_ABSVALUE)
+ noiseval = fabs(noiseval);
+
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
+
+ return np->offset + a * np->scale;
+}
Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)