/* -*-c++-*- * * OpenSceneGraph example, osgshaders. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ /************************************************************************ * * * Copyright (C) 2002 3Dlabs Inc. Ltd. * * * ***********************************************************************/ #ifndef __ogl2_demo_h__ #define __ogl2_demo_h__ extern void SetNoiseFrequency(int frequency); extern double noise1(double arg); extern double noise2(double vec[2]); extern double noise3(double vec[3]); extern void normalize2(double vec[2]); extern void normalize3(double vec[3]); /* In what follows "alpha" is the weight when the sum is formed. Typically it is 2, As this approaches 1 the function is noisier. "beta" is the harmonic scaling/spacing, typically 2. */ extern double PerlinNoise1D(double x,double alpha, double beta, int n); extern double PerlinNoise2D(double x,double y,double alpha, double beta, int n); extern double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n); #endif // __ogl2_demo_h__