OpenSceneGraph/include/osgUtil/PerlinNoise
2012-03-21 17:36:20 +00:00

98 lines
2.8 KiB
C++

/* -*-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. *
* *
***********************************************************************/
/* Adapted from osgshaders example by Robert Osfield for use as part of osgUtil.*/
#ifndef PERLINENOISE_H
#define PERLINENOISE_H
#include <osg/Texture3D>
#include <osgUtil/Export>
namespace osgUtil
{
class OSGUTIL_EXPORT PerlinNoise
{
public:
PerlinNoise();
void SetNoiseFrequency(int frequency);
double noise1(double arg);
double noise2(double vec[2]);
double noise3(double vec[3]);
void normalize2(double vec[2]);
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.
*/
double PerlinNoise1D(double x,double alpha, double beta, int n);
double PerlinNoise2D(double x,double y,double alpha, double beta, int n);
double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n);
osg::Image* create3DNoiseImage(int texSize);
osg::Texture3D* create3DNoiseTexture(int texSize );
protected:
void initNoise(void);
enum { MAXB = 0x100 };
int p[MAXB + MAXB + 2];
double g3[MAXB + MAXB + 2][3];
double g2[MAXB + MAXB + 2][2];
double g1[MAXB + MAXB + 2];
int start;
int B;
int BM;
};
inline osg::Image* create3DNoiseImage(int texSize)
{
PerlinNoise pn;
return pn.create3DNoiseImage(texSize);
}
inline osg::Texture3D* create3DNoiseTexture(int texSize )
{
PerlinNoise pn;
return pn.create3DNoiseTexture(texSize);
}
}
#endif // PERLINENOISE_H