Tiled 2D Amortized Noise
A Program to Generate Infinite Grayscale Noise Textures with Amortized Noise
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FiniteAmortizedNoise2D.h
Go to the documentation of this file.
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#pragma once
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#include "
Common.h
"
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class
CFiniteAmortizedNoise2D
{
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private
:
//Perlin noise tables
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float
g2
[
B
][2];
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int
p
[
B
];
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void
initPerlinNoiseTables
();
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private
:
//Amortized noise stuff
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float
*
uax
;
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float
*
vax
;
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float
*
ubx
;
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float
*
vbx
;
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float
*
uay
;
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float
*
vay
;
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float
*
uby
;
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float
*
vby
;
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float
*
spline
;
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float
getRandomUnitFloat
();
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unsigned
int
h
(
const
unsigned
int
x);
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unsigned
int
h
(
const
unsigned
int
x,
const
unsigned
int
y);
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void
FillUp
(
float
* t,
const
float
s,
const
int
n);
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void
FillDn
(
float
* t,
const
float
s,
const
int
n);
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void
initEdgeTables
(
const
int
x,
const
int
y,
const
int
n);
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void
initSplineTable
(
const
int
n);
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float
getNoise
(
const
int
i,
const
int
j);
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void
getNoise
(
const
int
n,
const
int
i0,
const
int
j0,
float
** cell);
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void
addNoise
(
const
int
n,
const
int
i0,
const
int
j0,
const
float
scale,
float
** cell);
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public
:
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CFiniteAmortizedNoise2D
(
const
unsigned
n);
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~CFiniteAmortizedNoise2D
();
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float
generate
(
int
x,
int
y,
const
int
m0,
const
int
m1,
const
int
n,
float
** cell);
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};
//CFiniteAmortizedNoise2D
Generated on Wed May 7 2014 19:39:42 for Tiled 2D Amortized Noise by
1.8.2