/*
* This file is part of Deliantra, the Roguelike Realtime MMORPG.
*
* Copyright (©) 2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
*
* Deliantra is free software: you can redistribute it and/or modify it under
* the terms of the Affero GNU General Public License as published by the
* Free Software Foundation, either version 3 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the Affero GNU General Public License
* and the GNU General Public License along with this program. If not, see
* .
*
* The authors can be reached via e-mail to
*/
#ifndef NOISE_H_
#define NOISE_H_
#include "global.h"
template
struct permutation
{
T pmap [N];
template
void seed (generator &rng)
{
for (int i = 0; i < N; ++i)
pmap [i] = i;
// fisher-yates to randomly perturb
for (int i = N; --i; )
::swap (pmap [i], pmap [::rmg_rndm (i + 1)]);
}
T operator ()(T v)
{
return pmap [v & (N - 1)];
}
};
struct noise_gen
{
permutation<256, uint8_t> rvmap[2];
float rvec [256][2]; // random unit vectors
noise_gen (uint32_t seed);
float noise (float x, float y);
};
struct rotate
{
float s, c;
void set (float angle)
{
s = sinf (angle);
c = cosf (angle);
}
void operator ()(float &x, float &y) const
{
float xr = x * c - y * s;
float yr = x * s + y * c;
x = xr;
y = yr;
}
};
struct frac_gen
: noise_gen
{
enum { MAX_OCTAVES = 64 };
float h, lac, ex [MAX_OCTAVES];
float fbm_mul [MAX_OCTAVES];
rotate rot [MAX_OCTAVES];
frac_gen (float hurst_expo = .5f, float lacunarity = 2.f);
float fBm (float x, float y, int octaves);
float turbulence (float x, float y, int octaves);
float multifractal (float x, float y, int octaves, float offset = 1);
float heterofractal (float x, float y, int octaves, float offset = 1);
float hybridfractal (float x, float y, int octaves, float offset = 1, float gain = 1);
float terrain (float x, float y, int octaves);
float terrain2 (float x, float y, int octaves);
float ridgedmultifractal (float x, float y, int octaves, float offset = 1, float gain = 8);
};
#endif