added noise and loader to engine tools
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41
src/tools/loader.cpp
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41
src/tools/loader.cpp
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#include "loader.h"
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#include <fstream>
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#include <streambuf>
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#include <image.h>
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#include <SFML/Graphics/Image.hpp>
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std::string* Loader::loadTextFile(const std::string &filename)
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{
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std::ifstream t(filename);
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std::string *str = new std::string();
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t.seekg(0, std::ios::end);
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str->reserve(t.tellg());
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t.seekg(0, std::ios::beg);
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str->assign((std::istreambuf_iterator<char>(t)),
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std::istreambuf_iterator<char>());
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return str;
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}
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Image* Loader::loadImage(const std::string &filename, bool hasAlpha)
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{
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sf::Image sfImg;
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sfImg.loadFromFile(filename);
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Image* img = new Image();
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img->depth = hasAlpha ? 32 : 24;
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img->width = sfImg.getSize().x;
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img->height = sfImg.getSize().y;
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int size = img->width*img->height*(img->depth/8);
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img->allocate(size);
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const sf::Uint8 *pixels = sfImg.getPixelsPtr();
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if(hasAlpha)
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memcpy(img->pixels, pixels, size);
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else
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{
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sf::Uint8 *ptr = (sf::Uint8*)img->pixels;
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for(int i=0; i<img->width*img->height; ++i)
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memcpy(ptr + i*3, pixels + i*4, 3);
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}
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return img;
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}
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15
src/tools/loader.h
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src/tools/loader.h
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#ifndef LOADER_H
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#define LOADER_H
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#include <string>
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class Image;
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class Loader
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{
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public:
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static std::string* loadTextFile(const std::string &filename);
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static Image* loadImage(const std::string &filename, bool hasAlpha = true);
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};
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#endif // LOADER_H
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197
src/tools/noise.cpp
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197
src/tools/noise.cpp
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#include "noise.h"
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#include <iostream>
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#include <glm/ext.hpp>
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Noise::Noise()
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{
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}
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Noise::~Noise()
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{
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}
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void Noise::initPerlinNoise(int seed)
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{
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int i,j,k;
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srand(seed);
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//INFO: permutation array
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for (i = 0 ; i < ARBITRARY_VALUE ; i++) permut[i] = i;
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for (i = ARBITRARY_VALUE ; i > 0 ; i -= 2)
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{
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k = permut[i];
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permut[i] = permut[j = std::rand() % ARBITRARY_VALUE];
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permut[j] = k;
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};
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}
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float Noise::PerlinNoise2D(float x, float z)
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{
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int x0,x1,z0,z1;
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x0 = fastfloor(x);
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x1 = x0 + 1;
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z0 = fastfloor(z);
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z1 = z0 + 1;
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float dx,dz;
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dx = x - x0;
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dz = z - z0;
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glm::vec2 grad[4];
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int idx[4];
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idx[0] = calculIdx2D(x0,z0);
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idx[1] = calculIdx2D(x1,z0);
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idx[2] = calculIdx2D(x0,z1);
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idx[3] = calculIdx2D(x1,z1);
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for(int i=0; i < 4; i++)
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grad[i] = gradient2[idx[i]];
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glm::vec2 vect[4];
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vect[0] = glm::vec2(dx+1, dz+1);
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vect[1] = glm::vec2(dx-1, dz+1);
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vect[2] = glm::vec2(dx+1, dz-1);
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vect[3] = glm::vec2(dx-1, dz-1);
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float val[4];
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for(int i=0; i < 4; i++)
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val[i] = glm::dot(grad[i], vect[i]);
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float sx, sz;
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sx = (3.f * dx * dx) - (2.f * dx * dx * dx);
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sz = (3.f * dz * dz) - (2.f * dz * dz * dz);
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// interpolation on axis x
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float u[2];
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for (int i = 0;i <2; i++)
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u[i]= lerp(val[i*2],val[(i*2)+1], sx);
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// interpolation on axis z
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return lerp(u[0],u[1],sz);
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}
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float Noise::PerlinNoise3D(float x, float y, float z)
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{
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int x0, x1, y0, y1, z0, z1;
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x0 = fastfloor(x);
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x1 = x0 + 1;
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y0 = fastfloor(y);
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y1 = y0 + 1;
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z0 = fastfloor(z);
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z1 = z0 + 1;
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float dx,dy,dz;
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dx = x - x0;
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dy = y - y0;
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dz = z - z0;
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glm::vec3 grad[8];
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grad[0] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z0)];
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grad[1] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z0)];
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grad[2] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z0)];
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grad[3] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z0)];
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grad[4] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z1)];
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grad[5] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z1)];
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grad[6] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z1)];
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grad[7] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z1)];
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glm::vec3 vect[8];
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vect[0] = glm::vec3(dx, dy, dz);
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vect[1] = glm::vec3(dx-1, dy, dz);
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vect[2] = glm::vec3(dx, dy-1, dz);
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vect[3] = glm::vec3(dx-1, dy-1, dz);
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vect[4] = glm::vec3(dx, dy, dz-1);
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vect[5] = glm::vec3(dx-1, dy, dz-1);
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vect[6] = glm::vec3(dx, dy-1, dz-1);
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vect[7] = glm::vec3(dx-1, dy-1, dz-1);
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float val[8];
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for(int i=0; i < 8; i++)
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val[i] = glm::dot(grad[i], vect[i]);
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// process weight for interpolation
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float sx, sy, sz;
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sx = (3.f * dx * dx) - (2.f * dx * dx * dx);
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sy = (3.f * dy * dy) - (2.f * dy * dy * dy);
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sz = (3.f * dz * dz) - (2.f * dz * dz * dz);
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// interpolation on axis x
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float u[4];
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for (int i = 0;i <4; i++){
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u[i]= lerp(val[i*2],val[(i*2)+1], sx);
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}
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// interpolation on axis y
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float v[2];
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for (int i = 0;i <2; i++)
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v[i]= lerp(u[i*2],u[(i*2)+1],sy);
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// interpolation on axis z
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return lerp(v[0],v[1],sz);
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}
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//shitty function
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float Noise::OctavePerlinNoise(float nb_octave, float persistence, float x, float y, float z)
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{
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float total = 0;
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float frequency = 1;
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float amplitude = 100;
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float maxAmplitude = 0;
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for(int i=0; i < nb_octave; i++){
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total += PerlinNoise3D(x/frequency, y/frequency, z/frequency)*amplitude;
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frequency *= 2;
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maxAmplitude += amplitude;
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amplitude *= persistence;
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}
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return total/maxAmplitude;
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}
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float Noise::SimplexNoise(float x, float y, float z){
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int x0, x1, y0, y1, z0, z1;
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return 1.f;
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}
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int Noise::calculIdx2D(int x, int z)
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{
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int u = x%ARBITRARY_VALUE;
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u = u < 0 ? u + ARBITRARY_VALUE : u;
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int v = (permut[u] + z) % ARBITRARY_VALUE;
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v = v < 0 ? v + ARBITRARY_VALUE : v;
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return permut[v];
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}
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int Noise::fastfloor(float v)
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{
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int res = (int) v;
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return res > v ? res -1 : res;
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}
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//linear interpolation
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float Noise::lerp(float a, float b, float w){
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return (1-w)*a + w*b;
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}
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glm::vec2 Noise::gradient2[] = {
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glm::vec2(1,0), glm::vec2(-1,0), glm::vec2(0,1), glm::vec2(0,-1),
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glm::vec2(1,1), glm::vec2(-1,1), glm::vec2(1,-1), glm::vec2(-1,-1),
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glm::vec2(0,1), glm::vec2(0,-1), glm::vec2(1,0), glm::vec2(-1,0)
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};
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glm::vec3 Noise::gradient3[] = {
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// irr::core::vector3df(1,1,0), irr::core::vector3df(-1,1,0), irr::core::vector3df(1,-1,0), irr::core::vector3df(-1,-1,0),
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// irr::core::vector3df(1,0,1), irr::core::vector3df(-1,0,1), irr::core::vector3df(1,0,-1), irr::core::vector3df(-1,0,-1),
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// irr::core::vector3df(0,1,1), irr::core::vector3df(0,-1,1), irr::core::vector3df(0,1,-1), irr::core::vector3df(0,-1,-1)
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};
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int Noise::permut[] = {0};
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30
src/tools/noise.h
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30
src/tools/noise.h
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#ifndef NOISE_H
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#define NOISE_H
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#include <glm/vec2.hpp>
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#include <glm/vec3.hpp>
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#define ARBITRARY_VALUE 12 // TODO : find an appropriate name
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class Noise
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{
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private:
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static glm::vec2 gradient2[ARBITRARY_VALUE];
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static glm::vec3 gradient3[ARBITRARY_VALUE];
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static int permut[ARBITRARY_VALUE];
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//private function
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static int calculIdx2D(int x, int z); // TODO : remove french namings
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static int fastfloor(float v);
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static float lerp(float a, float b, float w);
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public:
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Noise();
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~Noise();
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static void initPerlinNoise(int seed);
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static float PerlinNoise2D(float x, float z);
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static float PerlinNoise3D(float x, float y, float z);
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static float OctavePerlinNoise(float nb_octave, float persistence, float x, float y, float z);
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static float SimplexNoise(float x, float y, float z);
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};
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#endif // NOISE_H
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