#ifndef PERLINH #define PERLINH #include "vec3.h" inline float perlin_interp(vec3 c[2][2][2], float u, float v, float w) { float uu = u*u*(3-2*u); float vv = v*v*(3-2*v); float ww = w*w*(3-2*w); float accum = 0; for (int i=0; i < 2; i++) for (int j=0; j < 2; j++) for (int k=0; k < 2; k++) { vec3 weight_v(u-i, v-j, w-k); accum += (i*uu + (1-i)*(1-uu))* (j*vv + (1-j)*(1-vv))* (k*ww + (1-k)*(1-ww))*dot(c[i][j][k], weight_v); } return accum; } class perlin { public: float noise(const vec3& p) const { float u = p.x() - floor(p.x()); float v = p.y() - floor(p.y()); float w = p.z() - floor(p.z()); int i = floor(p.x()); int j = floor(p.y()); int k = floor(p.z()); vec3 c[2][2][2]; for (int di=0; di < 2; di++) for (int dj=0; dj < 2; dj++) for (int dk=0; dk < 2; dk++) c[di][dj][dk] = ranvec[perm_x[(i+di) & 255] ^ perm_y[(j+dj) & 255] ^ perm_z[(k+dk) & 255]]; return perlin_interp(c, u, v, w); } float turb(const vec3& p, int depth=7) const { float accum = 0; vec3 temp_p = p; float weight = 1.0; for (int i = 0; i < depth; i++) { accum += weight*noise(temp_p); weight *= 0.5; temp_p *= 2; } return fabs(accum); } static vec3 *ranvec; static int *perm_x; static int *perm_y; static int *perm_z; }; static vec3* perlin_generate() { vec3 * p = new vec3[256]; for ( int i = 0; i < 256; ++i ) p[i] = unit_vector(vec3(-1 + 2*drand48(), -1 + 2*drand48(), -1 + 2*drand48())); return p; } void permute(int *p, int n) { for (int i = n-1; i > 0; i--) { int target = int(drand48()*(i+1)); int tmp = p[i]; p[i] = p[target]; p[target] = tmp; } return; } static int* perlin_generate_perm() { int * p = new int[256]; for (int i = 0; i < 256; i++) p[i] = i; permute(p, 256); return p; } vec3 *perlin::ranvec = perlin_generate(); int *perlin::perm_x = perlin_generate_perm(); int *perlin::perm_y = perlin_generate_perm(); int *perlin::perm_z = perlin_generate_perm(); #endif