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https://github.com/MadeOfJelly/MushMachine.git
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fix squirrel noise smooth noise wrong symbol names and smooth step
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2c1faa60c6
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@ -27,13 +27,16 @@ namespace SquirrelNoise4 {
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namespace Easing {
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static float SmoothStep( float t ) {
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//return 2*(t*t*t) - 3*(t*t);
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return t*t * (2*t-3); // optimised
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//return t*t * (2*t-3); // optimised
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//return 3*(t*t) - 2*(t*t*t);
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return t*t * (3-2*t); // optimised
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}
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} // Easing
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//-----------------------------------------------------------------------------------------------
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float Compute1dFractal( float position, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute1dFractalNoise( float position, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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@ -81,7 +84,7 @@ float Compute1dFractal( float position, float scale, uint32_t numOctaves, float
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//-----------------------------------------------------------------------------------------------
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float Compute2dFractal( float posX, float posY, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute2dFractalNoise( float posX, float posY, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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@ -140,7 +143,7 @@ float Compute2dFractal( float posX, float posY, float scale, uint32_t numOctaves
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//-----------------------------------------------------------------------------------------------
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float Compute3dFractal( float posX, float posY, float posZ, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute3dFractalNoise( float posX, float posY, float posZ, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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@ -216,7 +219,7 @@ float Compute3dFractal( float posX, float posY, float posZ, float scale, uint32_
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//-----------------------------------------------------------------------------------------------
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float Compute4dFractal( float posX, float posY, float posZ, float posT, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute4dFractalNoise( float posX, float posY, float posZ, float posT, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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@ -318,7 +321,7 @@ float Compute4dFractal( float posX, float posY, float posZ, float posT, float sc
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//
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// In 1D, the gradients are trivial: -1.0 or 1.0, so resulting noise is boring at one octave.
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//
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float Compute1dPerlin( float position, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute1dPerlinNoise( float position, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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const float gradients[2] = { -1.f, 1.f }; // 1D unit "gradient" vectors; one back, one forward
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@ -376,7 +379,7 @@ float Compute1dPerlin( float position, float scale, uint32_t numOctaves, float o
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//
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// In 2D, gradients are unit-length vectors in various directions with even angular distribution.
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//
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float Compute2dPerlin( float posX, float posY, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute2dPerlinNoise( float posX, float posY, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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const ::glm::vec2 gradients[ 8 ] = // Normalized unit vectors in 8 quarter-cardinal directions
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@ -467,7 +470,7 @@ float Compute2dPerlin( float posX, float posY, float scale, uint32_t numOctaves,
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//
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// In 3D, gradients are unit-length vectors in random (3D) directions.
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//
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float Compute3dPerlin( float posX, float posY, float posZ, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute3dPerlinNoise( float posX, float posY, float posZ, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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const float fSQRT_3_OVER_3 = 0.577350269189f;
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@ -585,7 +588,7 @@ float Compute3dPerlin( float posX, float posY, float posZ, float scale, uint32_t
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//
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// In 4D, gradients are unit-length hyper-vectors in random (4D) directions.
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//
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float Compute4dPerlin( float posX, float posY, float posZ, float posT, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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float Compute4dPerlinNoise( float posX, float posY, float posZ, float posT, float scale, uint32_t numOctaves, float octavePersistence, float octaveScale, bool renormalize, uint32_t seed )
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{
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const float OCTAVE_OFFSET = 0.636764989593174f; // Translation/bias to add to each octave
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