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Rename perlin noise to value noise (#15858)
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parent
372e37faf2
commit
78293404c7
27 changed files with 339 additions and 309 deletions
36
src/noise.h
36
src/noise.h
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@ -151,7 +151,7 @@ public:
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u32 sy;
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u32 sz;
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float *noise_buf = nullptr;
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float *gradient_buf = nullptr;
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float *value_buf = nullptr;
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float *persist_buf = nullptr;
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float *result = nullptr;
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@ -162,31 +162,31 @@ public:
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void setSpreadFactor(v3f spread);
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void setOctaves(int octaves);
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void gradientMap2D(
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void valueMap2D(
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float x, float y,
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float step_x, float step_y,
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s32 seed);
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void gradientMap3D(
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void valueMap3D(
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float x, float y, float z,
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float step_x, float step_y, float step_z,
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s32 seed);
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float *perlinMap2D(float x, float y, float *persistence_map=NULL);
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float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
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float *noiseMap2D(float x, float y, float *persistence_map=NULL);
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float *noiseMap3D(float x, float y, float z, float *persistence_map=NULL);
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inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
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inline float *noiseMap2D_PO(float x, float xoff, float y, float yoff,
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float *persistence_map=NULL)
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{
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return perlinMap2D(
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return noiseMap2D(
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x + xoff * np.spread.X,
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y + yoff * np.spread.Y,
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persistence_map);
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}
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inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
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inline float *noiseMap3D_PO(float x, float xoff, float y, float yoff,
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float z, float zoff, float *persistence_map=NULL)
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{
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return perlinMap3D(
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return noiseMap3D(
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x + xoff * np.spread.X,
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y + yoff * np.spread.Y,
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z + zoff * np.spread.Z,
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@ -201,22 +201,22 @@ private:
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};
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float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed);
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float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed);
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float NoiseFractal2D(const NoiseParams *np, float x, float y, s32 seed);
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float NoiseFractal3D(const NoiseParams *np, float x, float y, float z, s32 seed);
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inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
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inline float NoiseFractal2D_PO(NoiseParams *np, float x, float xoff,
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float y, float yoff, s32 seed)
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{
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return NoisePerlin2D(np,
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return NoiseFractal2D(np,
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x + xoff * np->spread.X,
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y + yoff * np->spread.Y,
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seed);
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}
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inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
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inline float NoiseFractal3D_PO(NoiseParams *np, float x, float xoff,
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float y, float yoff, float z, float zoff, s32 seed)
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{
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return NoisePerlin3D(np,
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return NoiseFractal3D(np,
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x + xoff * np->spread.X,
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y + yoff * np->spread.Y,
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z + zoff * np->spread.Z,
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@ -227,10 +227,10 @@ inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
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float noise2d(int x, int y, s32 seed);
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float noise3d(int x, int y, int z, s32 seed);
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float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
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float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);
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float noise2d_value(float x, float y, s32 seed, bool eased=true);
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float noise3d_value(float x, float y, float z, s32 seed, bool eased=false);
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float noise2d_perlin(float x, float y, s32 seed,
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float noise2d_fractal(float x, float y, s32 seed,
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int octaves, float persistence, bool eased=true);
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inline float easeCurve(float t)
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