/* ** Command & Conquer Renegade(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program is free software: you can redistribute it and/or modify ** it under the terms of the GNU General Public License as published by ** the Free Software Foundation, either version 3 of the License, or ** (at your option) any later version. ** ** This program is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the ** GNU General Public License for more details. ** ** You should have received a copy of the GNU General Public License ** along with this program. If not, see . */ /*********************************************************************************************** *** Confidential - Westwood Studios *** *********************************************************************************************** * * * Project Name : LightMap * * * * $Archive:: /Commando/Code/Tool $* * * * $Author:: Ian_l $* * * * $Modtime:: 9/08/00 5:09p $* * * * $Revision:: 2 $* * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #ifndef PERLIN_NOISE_H #define PERLIN_NOISE_H // Includes. #include "ProceduralTexture.h" #include "Vector3.h" // Defines. #define NOISE_TABLE_SIZE 256 // NOTE: Must be a power of 2. #define NOISE_TABLE_MASK NOISE_TABLE_SIZE - 1 class PerlinNoise : public ProceduralTexture { public: PerlinNoise(); float Value (const Vector3 &point); protected: float SmoothStep (float x) {return (x * x * (3.0f - (2.0f * x)));} float Noise (int x, int y, int z); float Noise (const Vector3 &point); private: static float _NoiseTable [NOISE_TABLE_SIZE]; }; #endif // PERLIN_NOISE_H