Implementing random vectors on lattice points
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build/Raytracer
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build/Raytracer
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38
perlin.h
38
perlin.h
@@ -6,9 +6,9 @@
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class perlin {
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class perlin {
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public:
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public:
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perlin() {
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perlin() {
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randFloat = new double[pointCount];
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randVector = new vec3[pointCount];
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for (int i = 0; i < pointCount; i++) {
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for (int i = 0; i < pointCount; i++) {
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randFloat[i] = randomDouble();
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randVector[i] = unitVector(vec3::random(-1, 1));
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}
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}
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permX = perlinGeneratePerm();
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permX = perlinGeneratePerm();
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@@ -17,7 +17,7 @@ class perlin {
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}
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}
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~perlin() {
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~perlin() {
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delete[] randFloat;
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delete[] randVector;
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delete[] permX;
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delete[] permX;
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delete[] permY;
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delete[] permY;
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delete[] permZ;
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delete[] permZ;
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@@ -27,19 +27,16 @@ class perlin {
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auto u = p.x() - floor(p.x());
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auto u = p.x() - floor(p.x());
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auto v = p.y() - floor(p.y());
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auto v = p.y() - floor(p.y());
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auto w = p.z() - floor(p.z());
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auto w = p.z() - floor(p.z());
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u = u*u*(3-2*u);
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v = v*v*(3-2*v);
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w = w*w*(3-2*w);
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auto i = int(floor(p.x()));
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auto i = int(floor(p.x()));
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auto j = int(floor(p.y()));
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auto j = int(floor(p.y()));
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auto k = int(floor(p.z()));
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auto k = int(floor(p.z()));
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double c[2][2][2];
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vec3 c[2][2][2];
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for (int di = 0; di < 2; di++) {
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for (int di = 0; di < 2; di++) {
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for (int dj = 0; dj < 2; dj++) {
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for (int dj = 0; dj < 2; dj++) {
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for (int dk = 0; dk < 2; dk++) {
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for (int dk = 0; dk < 2; dk++) {
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c[di][dj][dk] = randFloat[
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c[di][dj][dk] = randVector[
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permX[(i+di) & 255] ^
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permX[(i+di) & 255] ^
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permY[(j+dj) & 255] ^
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permY[(j+dj) & 255] ^
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permZ[(k+dk) & 255]
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permZ[(k+dk) & 255]
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@@ -47,12 +44,12 @@ class perlin {
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}
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}
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}
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}
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}
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}
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return trileanerInterpolation(c, u, v, w);
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return perlinInterpolation(c, u, v, w);
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}
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}
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private:
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private:
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static const int pointCount = 256;
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static const int pointCount = 256;
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double* randFloat;
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vec3* randVector;
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int* permX;
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int* permX;
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int* permY;
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int* permY;
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int* permZ;
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int* permZ;
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@@ -78,19 +75,22 @@ class perlin {
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}
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}
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}
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}
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static double trileanerInterpolation(double c[2][2][2], double u, double v, double w) {
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static double perlinInterpolation(const vec3 c[2][2][2], double u, double v, double w) {
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auto uu = u * u * (3 - 2 * u);
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auto vv = v * v * (3 - 2 * v);
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auto ww = w * w * (3 - 2 * w);
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auto accum = 0.0;
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auto accum = 0.0;
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for (int i =0; i < 2; i++) {
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for (int i = 0; i < 2; i++)
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for (int j = 0; j < 2; j++) {
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for (int j = 0; j < 2; j++)
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for (int k = 0; k < 2; k++) {
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for (int k = 0; k < 2; k++) {
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accum += (i*u + (1-i)*(1-u))
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vec3 weightV(u - i, v - j, w - k);
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* (j*v + (1-j)*(1-v))
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accum += (i * uu + (1 - i)*(1 - uu))
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* (k*w + (1-k)*(1-w))
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* (j * vv + (1 - j) * (1 - vv))
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* c[i][j][k];
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* (k * ww + (1 - k) * (1 - ww))
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* dot(c[i][j][k], weightV);
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}
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}
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}
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}
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return accum;
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return accum;
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}
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}
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};
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};
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@@ -80,7 +80,7 @@ class noiseTexture : public texture {
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noiseTexture(double scale) : scale(scale) {}
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noiseTexture(double scale) : scale(scale) {}
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colour value(double u, double v, const point3& p) const override {
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colour value(double u, double v, const point3& p) const override {
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return colour(1,1,1) * noise.noise(scale * p);
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return colour(1, 1, 1) * 0.5 * (1.0 + noise.noise(scale * p));
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}
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}
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private:
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private:
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