}
-float noise2d_perlin_abs(float x, float y, s32 seed,
- int octaves, float persistence, bool eased)
-{
- float a = 0;
- float f = 1.0;
- float g = 1.0;
- for (int i = 0; i < octaves; i++) {
- a += g * std::fabs(noise2d_gradient(x * f, y * f, seed + i, eased));
- f *= 2.0;
- g *= persistence;
- }
- return a;
-}
-
-
-float noise3d_perlin(float x, float y, float z, s32 seed,
- int octaves, float persistence, bool eased)
-{
- float a = 0;
- float f = 1.0;
- float g = 1.0;
- for (int i = 0; i < octaves; i++) {
- a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
- f *= 2.0;
- g *= persistence;
- }
- return a;
-}
-
-
-float noise3d_perlin_abs(float x, float y, float z, s32 seed,
- int octaves, float persistence, bool eased)
-{
- float a = 0;
- float f = 1.0;
- float g = 1.0;
- for (int i = 0; i < octaves; i++) {
- a += g * std::fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
- f *= 2.0;
- g *= persistence;
- }
- return a;
-}
-
-
float contour(float v)
{
v = std::fabs(v);
///////////////////////// [ New noise ] ////////////////////////////
-float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed)
+float NoisePerlin2D(const NoiseParams *np, float x, float y, s32 seed)
{
float a = 0;
float f = 1.0;
}
-float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed)
+float NoisePerlin3D(const NoiseParams *np, float x, float y, float z, s32 seed)
{
float a = 0;
float f = 1.0;
}
-Noise::Noise(NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
+Noise::Noise(const NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
{
- memcpy(&np, np_, sizeof(np));
+ np = *np_;
this->seed = seed;
this->sx = sx;
this->sy = sy;