// Jason Rohrer // Noise.cpp /** * * Noise generation implementation * * * Created 11-3-99 * Mods: * Jason Rohrer 12-20-2000 Changed genFractalNoise2d function to make * it less blocky. * */ #include "Noise.h" // fills 2d image with ARGB noise void genRandNoise2d(unsigned long *buff, int buffHigh, int buffWide) { int *yOffset = new int[buffHigh]; // precalc y offsets for( int y=0; y> 24 & 0xFF) + alpha; int buffRed = (buffARGB >> 16 & 0xFF) + red; int buffGreen = (buffARGB >> 8 & 0xFF) + green; int buffBlue = (buffARGB & 0xFF) + blue; if( buffAlpha < 0) buffAlpha = 0; if( buffRed < 0) buffRed = 0; if( buffGreen < 0) buffGreen = 0; if( buffBlue < 0) buffBlue = 0; if( buffAlpha > 255) buffAlpha = 255; if( buffRed > 255) buffRed = 255; if( buffGreen > 255) buffGreen = 255; if( buffBlue > 255) buffBlue = 255; buff[ yOffset[buffY] + buffX] = buffBlue | buffGreen << 8 | buffRed << 16 | buffAlpha << 24; buffX++; blockX++; if( buffX >= buffWide ) blockX = blockWide; // if this block hangs outside buffer } buffY++; blockY++; if( buffY >= buffHigh ) blockY = blockHigh; // if this block hangs outside buffer } buffX = startX + blockWide; } buffY = startY + blockHigh; } } delete [] yOffset; } void genFractalNoise2d( double *inBuffer, int inWidth, int inMaxFrequency, double inFPower, char inInterpolate, RandomSource *inRandSource ) { RandomSource *r = inRandSource; int w = inWidth; int i, x, y, f; int numPoints = w * w; // first, fill surface with a uniform 0.5 value for( i=0; igetRandomDouble() - 1 ) * weight; } // now walk though 2d array and perform // bilinear interpolation between blocks for( y=0; y 1.0 ) { inBuffer[y * w + x] = 1.0; } else if( inBuffer[y * w + x] < 0.0 ) { inBuffer[y * w + x] = 0.0; } } } delete [] blockValues; } } void genFractalNoise( double *inBuffer, int inWidth, int inMaxFrequency, double inFPower, char inInterpolate, RandomSource *inRandSource ) { RandomSource *r = inRandSource; int w = inWidth; int i, x, f; // first, fill array with uniform 0.5 values for( i=0; igetRandomDouble() - 1 ) * weight; } // now walk though array and perform linear interpolation between blocks for( x=0; x 1.0 ) { inBuffer[x] = 1.0; } else if( inBuffer[x] < 0.0 ) { inBuffer[x] = 0.0; } } delete [] blockValues; } }