Implementing random vectors on lattice points

This commit is contained in:
CJSatnarine
2024-07-09 20:20:42 -04:00
parent 3bbb02ee94
commit 176c33bcd7
5 changed files with 356497 additions and 356497 deletions

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

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@@ -80,7 +80,7 @@ class noiseTexture : public texture {
noiseTexture(double scale) : scale(scale) {} noiseTexture(double scale) : scale(scale) {}
colour value(double u, double v, const point3& p) const override { colour value(double u, double v, const point3& p) const override {
return colour(1,1,1) * noise.noise(scale * p); return colour(1, 1, 1) * 0.5 * (1.0 + noise.noise(scale * p));
} }
private: private: