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FastNoiseLite.h
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FastNoiseLite.h
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// MIT License
//
// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2023 Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll
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//
// VERSION: 1.1.0
// https://github.com/Auburn/FastNoiseLite
#ifndef FASTNOISELITE_H
#define FASTNOISELITE_H
#include <cmath>
class FastNoiseLite
{
public:
enum NoiseType
{
NoiseType_OpenSimplex2,
NoiseType_OpenSimplex2S,
NoiseType_Cellular,
NoiseType_Perlin,
NoiseType_ValueCubic,
NoiseType_Value
};
enum RotationType3D
{
RotationType3D_None,
RotationType3D_ImproveXYPlanes,
RotationType3D_ImproveXZPlanes
};
enum FractalType
{
FractalType_None,
FractalType_FBm,
FractalType_Ridged,
FractalType_PingPong,
FractalType_DomainWarpProgressive,
FractalType_DomainWarpIndependent
};
enum CellularDistanceFunction
{
CellularDistanceFunction_Euclidean,
CellularDistanceFunction_EuclideanSq,
CellularDistanceFunction_Manhattan,
CellularDistanceFunction_Hybrid
};
enum CellularReturnType
{
CellularReturnType_CellValue,
CellularReturnType_Distance,
CellularReturnType_Distance2,
CellularReturnType_Distance2Add,
CellularReturnType_Distance2Sub,
CellularReturnType_Distance2Mul,
CellularReturnType_Distance2Div
};
enum DomainWarpType
{
DomainWarpType_OpenSimplex2,
DomainWarpType_OpenSimplex2Reduced,
DomainWarpType_BasicGrid
};
/// <summary>
/// Create new FastNoise object with optional seed
/// </summary>
FastNoiseLite(int seed = 1337)
{
mSeed = seed;
mFrequency = 0.01f;
mNoiseType = NoiseType_OpenSimplex2;
mRotationType3D = RotationType3D_None;
mTransformType3D = TransformType3D_DefaultOpenSimplex2;
mFractalType = FractalType_None;
mOctaves = 3;
mLacunarity = 2.0f;
mGain = 0.5f;
mWeightedStrength = 0.0f;
mPingPongStrength = 2.0f;
mFractalBounding = 1 / 1.75f;
mCellularDistanceFunction = CellularDistanceFunction_EuclideanSq;
mCellularReturnType = CellularReturnType_Distance;
mCellularJitterModifier = 1.0f;
mDomainWarpType = DomainWarpType_OpenSimplex2;
mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2;
mDomainWarpAmp = 1.0f;
}
/// <summary>
/// Sets seed used for all noise types
/// </summary>
/// <remarks>
/// Default: 1337
/// </remarks>
void SetSeed(int seed) { mSeed = seed; }
/// <summary>
/// Sets frequency for all noise types
/// </summary>
/// <remarks>
/// Default: 0.01
/// </remarks>
void SetFrequency(float frequency) { mFrequency = frequency; }
/// <summary>
/// Sets noise algorithm used for GetNoise(...)
/// </summary>
/// <remarks>
/// Default: OpenSimplex2
/// </remarks>
void SetNoiseType(NoiseType noiseType)
{
mNoiseType = noiseType;
UpdateTransformType3D();
}
/// <summary>
/// Sets domain rotation type for 3D Noise and 3D DomainWarp.
/// Can aid in reducing directional artifacts when sampling a 2D plane in 3D
/// </summary>
/// <remarks>
/// Default: None
/// </remarks>
void SetRotationType3D(RotationType3D rotationType3D)
{
mRotationType3D = rotationType3D;
UpdateTransformType3D();
UpdateWarpTransformType3D();
}
/// <summary>
/// Sets method for combining octaves in all fractal noise types
/// </summary>
/// <remarks>
/// Default: None
/// Note: FractalType_DomainWarp... only affects DomainWarp(...)
/// </remarks>
void SetFractalType(FractalType fractalType) { mFractalType = fractalType; }
/// <summary>
/// Sets octave count for all fractal noise types
/// </summary>
/// <remarks>
/// Default: 3
/// </remarks>
void SetFractalOctaves(int octaves)
{
mOctaves = octaves;
CalculateFractalBounding();
}
/// <summary>
/// Sets octave lacunarity for all fractal noise types
/// </summary>
/// <remarks>
/// Default: 2.0
/// </remarks>
void SetFractalLacunarity(float lacunarity) { mLacunarity = lacunarity; }
/// <summary>
/// Sets octave gain for all fractal noise types
/// </summary>
/// <remarks>
/// Default: 0.5
/// </remarks>
void SetFractalGain(float gain)
{
mGain = gain;
CalculateFractalBounding();
}
/// <summary>
/// Sets octave weighting for all none DomainWarp fratal types
/// </summary>
/// <remarks>
/// Default: 0.0
/// Note: Keep between 0...1 to maintain -1...1 output bounding
/// </remarks>
void SetFractalWeightedStrength(float weightedStrength) { mWeightedStrength = weightedStrength; }
/// <summary>
/// Sets strength of the fractal ping pong effect
/// </summary>
/// <remarks>
/// Default: 2.0
/// </remarks>
void SetFractalPingPongStrength(float pingPongStrength) { mPingPongStrength = pingPongStrength; }
/// <summary>
/// Sets distance function used in cellular noise calculations
/// </summary>
/// <remarks>
/// Default: Distance
/// </remarks>
void SetCellularDistanceFunction(CellularDistanceFunction cellularDistanceFunction) { mCellularDistanceFunction = cellularDistanceFunction; }
/// <summary>
/// Sets return type from cellular noise calculations
/// </summary>
/// <remarks>
/// Default: EuclideanSq
/// </remarks>
void SetCellularReturnType(CellularReturnType cellularReturnType) { mCellularReturnType = cellularReturnType; }
/// <summary>
/// Sets the maximum distance a cellular point can move from it's grid position
/// </summary>
/// <remarks>
/// Default: 1.0
/// Note: Setting this higher than 1 will cause artifacts
/// </remarks>
void SetCellularJitter(float cellularJitter) { mCellularJitterModifier = cellularJitter; }
/// <summary>
/// Sets the warp algorithm when using DomainWarp(...)
/// </summary>
/// <remarks>
/// Default: OpenSimplex2
/// </remarks>
void SetDomainWarpType(DomainWarpType domainWarpType)
{
mDomainWarpType = domainWarpType;
UpdateWarpTransformType3D();
}
/// <summary>
/// Sets the maximum warp distance from original position when using DomainWarp(...)
/// </summary>
/// <remarks>
/// Default: 1.0
/// </remarks>
void SetDomainWarpAmp(float domainWarpAmp) { mDomainWarpAmp = domainWarpAmp; }
/// <summary>
/// 2D noise at given position using current settings
/// </summary>
/// <returns>
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
float GetNoise(FNfloat x, FNfloat y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
TransformNoiseCoordinate(x, y);
switch (mFractalType)
{
default:
return GenNoiseSingle(mSeed, x, y);
case FractalType_FBm:
return GenFractalFBm(x, y);
case FractalType_Ridged:
return GenFractalRidged(x, y);
case FractalType_PingPong:
return GenFractalPingPong(x, y);
}
}
/// <summary>
/// 3D noise at given position using current settings
/// </summary>
/// <returns>
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
TransformNoiseCoordinate(x, y, z);
switch (mFractalType)
{
default:
return GenNoiseSingle(mSeed, x, y, z);
case FractalType_FBm:
return GenFractalFBm(x, y, z);
case FractalType_Ridged:
return GenFractalRidged(x, y, z);
case FractalType_PingPong:
return GenFractalPingPong(x, y, z);
}
}
/// <summary>
/// 2D warps the input position using current domain warp settings
/// </summary>
/// <example>
/// Example usage with GetNoise
/// <code>DomainWarp(x, y)
/// noise = GetNoise(x, y)</code>
/// </example>
template <typename FNfloat>
void DomainWarp(FNfloat& x, FNfloat& y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
switch (mFractalType)
{
default:
DomainWarpSingle(x, y);
break;
case FractalType_DomainWarpProgressive:
DomainWarpFractalProgressive(x, y);
break;
case FractalType_DomainWarpIndependent:
DomainWarpFractalIndependent(x, y);
break;
}
}
/// <summary>
/// 3D warps the input position using current domain warp settings
/// </summary>
/// <example>
/// Example usage with GetNoise
/// <code>DomainWarp(x, y, z)
/// noise = GetNoise(x, y, z)</code>
/// </example>
template <typename FNfloat>
void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
switch (mFractalType)
{
default:
DomainWarpSingle(x, y, z);
break;
case FractalType_DomainWarpProgressive:
DomainWarpFractalProgressive(x, y, z);
break;
case FractalType_DomainWarpIndependent:
DomainWarpFractalIndependent(x, y, z);
break;
}
}
private:
template <typename T>
struct Arguments_must_be_floating_point_values;
enum TransformType3D
{
TransformType3D_None,
TransformType3D_ImproveXYPlanes,
TransformType3D_ImproveXZPlanes,
TransformType3D_DefaultOpenSimplex2
};
int mSeed;
float mFrequency;
NoiseType mNoiseType;
RotationType3D mRotationType3D;
TransformType3D mTransformType3D;
FractalType mFractalType;
int mOctaves;
float mLacunarity;
float mGain;
float mWeightedStrength;
float mPingPongStrength;
float mFractalBounding;
CellularDistanceFunction mCellularDistanceFunction;
CellularReturnType mCellularReturnType;
float mCellularJitterModifier;
DomainWarpType mDomainWarpType;
TransformType3D mWarpTransformType3D;
float mDomainWarpAmp;
template <typename T>
struct Lookup
{
static const T Gradients2D[];
static const T Gradients3D[];
static const T RandVecs2D[];
static const T RandVecs3D[];
};
static float FastMin(float a, float b) { return a < b ? a : b; }
static float FastMax(float a, float b) { return a > b ? a : b; }
static float FastAbs(float f) { return f < 0 ? -f : f; }
static float FastSqrt(float f) { return sqrtf(f); }
template <typename FNfloat>
static int FastFloor(FNfloat f) { return f >= 0 ? (int)f : (int)f - 1; }
template <typename FNfloat>
static int FastRound(FNfloat f) { return f >= 0 ? (int)(f + 0.5f) : (int)(f - 0.5f); }
static float Lerp(float a, float b, float t) { return a + t * (b - a); }
static float InterpHermite(float t) { return t * t * (3 - 2 * t); }
static float InterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
static float CubicLerp(float a, float b, float c, float d, float t)
{
float p = (d - c) - (a - b);
return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b;
}
static float PingPong(float t)
{
t -= (int)(t * 0.5f) * 2;
return t < 1 ? t : 2 - t;
}
void CalculateFractalBounding()
{
float gain = FastAbs(mGain);
float amp = gain;
float ampFractal = 1.0f;
for (int i = 1; i < mOctaves; i++)
{
ampFractal += amp;
amp *= gain;
}
mFractalBounding = 1 / ampFractal;
}
// Hashing
static const int PrimeX = 501125321;
static const int PrimeY = 1136930381;
static const int PrimeZ = 1720413743;
static int Hash(int seed, int xPrimed, int yPrimed)
{
int hash = seed ^ xPrimed ^ yPrimed;
hash *= 0x27d4eb2d;
return hash;
}
static int Hash(int seed, int xPrimed, int yPrimed, int zPrimed)
{
int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;
hash *= 0x27d4eb2d;
return hash;
}
static float ValCoord(int seed, int xPrimed, int yPrimed)
{
int hash = Hash(seed, xPrimed, yPrimed);
hash *= hash;
hash ^= hash << 19;
return hash * (1 / 2147483648.0f);
}
static float ValCoord(int seed, int xPrimed, int yPrimed, int zPrimed)
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
hash *= hash;
hash ^= hash << 19;
return hash * (1 / 2147483648.0f);
}
float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
{
int hash = Hash(seed, xPrimed, yPrimed);
hash ^= hash >> 15;
hash &= 127 << 1;
float xg = Lookup<float>::Gradients2D[hash];
float yg = Lookup<float>::Gradients2D[hash | 1];
return xd * xg + yd * yg;
}
float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
hash ^= hash >> 15;
hash &= 63 << 2;
float xg = Lookup<float>::Gradients3D[hash];
float yg = Lookup<float>::Gradients3D[hash | 1];
float zg = Lookup<float>::Gradients3D[hash | 2];
return xd * xg + yd * yg + zd * zg;
}
void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
xo = Lookup<float>::RandVecs2D[hash];
yo = Lookup<float>::RandVecs2D[hash | 1];
}
void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
xo = Lookup<float>::RandVecs3D[hash];
yo = Lookup<float>::RandVecs3D[hash | 1];
zo = Lookup<float>::RandVecs3D[hash | 2];
}
void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed);
int index1 = hash & (127 << 1);
int index2 = (hash >> 7) & (255 << 1);
float xg = Lookup<float>::Gradients2D[index1];
float yg = Lookup<float>::Gradients2D[index1 | 1];
float value = xd * xg + yd * yg;
float xgo = Lookup<float>::RandVecs2D[index2];
float ygo = Lookup<float>::RandVecs2D[index2 | 1];
xo = value * xgo;
yo = value * ygo;
}
void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
int index1 = hash & (63 << 2);
int index2 = (hash >> 6) & (255 << 2);
float xg = Lookup<float>::Gradients3D[index1];
float yg = Lookup<float>::Gradients3D[index1 | 1];
float zg = Lookup<float>::Gradients3D[index1 | 2];
float value = xd * xg + yd * yg + zd * zg;
float xgo = Lookup<float>::RandVecs3D[index2];
float ygo = Lookup<float>::RandVecs3D[index2 | 1];
float zgo = Lookup<float>::RandVecs3D[index2 | 2];
xo = value * xgo;
yo = value * ygo;
zo = value * zgo;
}
// Generic noise gen
template <typename FNfloat>
float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
{
switch (mNoiseType)
{
case NoiseType_OpenSimplex2:
return SingleSimplex(seed, x, y);
case NoiseType_OpenSimplex2S:
return SingleOpenSimplex2S(seed, x, y);
case NoiseType_Cellular:
return SingleCellular(seed, x, y);
case NoiseType_Perlin:
return SinglePerlin(seed, x, y);
case NoiseType_ValueCubic:
return SingleValueCubic(seed, x, y);
case NoiseType_Value:
return SingleValue(seed, x, y);
default:
return 0;
}
}
template <typename FNfloat>
float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
switch (mNoiseType)
{
case NoiseType_OpenSimplex2:
return SingleOpenSimplex2(seed, x, y, z);
case NoiseType_OpenSimplex2S:
return SingleOpenSimplex2S(seed, x, y, z);
case NoiseType_Cellular:
return SingleCellular(seed, x, y, z);
case NoiseType_Perlin:
return SinglePerlin(seed, x, y, z);
case NoiseType_ValueCubic:
return SingleValueCubic(seed, x, y, z);
case NoiseType_Value:
return SingleValue(seed, x, y, z);
default:
return 0;
}
}
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
template <typename FNfloat>
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
{
x *= mFrequency;
y *= mFrequency;
switch (mNoiseType)
{
case NoiseType_OpenSimplex2:
case NoiseType_OpenSimplex2S:
{
const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059;
const FNfloat F2 = 0.5f * (SQRT3 - 1);
FNfloat t = (x + y) * F2;
x += t;
y += t;
}
break;
default:
break;
}
}
template <typename FNfloat>
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
x *= mFrequency;
y *= mFrequency;
z *= mFrequency;
switch (mTransformType3D)
{
case TransformType3D_ImproveXYPlanes:
{
FNfloat xy = x + y;
FNfloat s2 = xy * -(FNfloat)0.211324865405187;
z *= (FNfloat)0.577350269189626;
x += s2 - z;
y = y + s2 - z;
z += xy * (FNfloat)0.577350269189626;
}
break;
case TransformType3D_ImproveXZPlanes:
{
FNfloat xz = x + z;
FNfloat s2 = xz * -(FNfloat)0.211324865405187;
y *= (FNfloat)0.577350269189626;
x += s2 - y;
z += s2 - y;
y += xz * (FNfloat)0.577350269189626;
}
break;
case TransformType3D_DefaultOpenSimplex2:
{
const FNfloat R3 = (FNfloat)(2.0 / 3.0);
FNfloat r = (x + y + z) * R3; // Rotation, not skew
x = r - x;
y = r - y;
z = r - z;
}
break;
default:
break;
}
}
void UpdateTransformType3D()
{
switch (mRotationType3D)
{
case RotationType3D_ImproveXYPlanes:
mTransformType3D = TransformType3D_ImproveXYPlanes;
break;
case RotationType3D_ImproveXZPlanes:
mTransformType3D = TransformType3D_ImproveXZPlanes;
break;
default:
switch (mNoiseType)
{
case NoiseType_OpenSimplex2:
case NoiseType_OpenSimplex2S:
mTransformType3D = TransformType3D_DefaultOpenSimplex2;
break;
default:
mTransformType3D = TransformType3D_None;
break;
}
break;
}
}
// Domain Warp Coordinate Transforms
template <typename FNfloat>
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
{
switch (mDomainWarpType)
{
case DomainWarpType_OpenSimplex2:
case DomainWarpType_OpenSimplex2Reduced:
{
const FNfloat SQRT3 = (FNfloat)1.7320508075688772935274463415059;
const FNfloat F2 = 0.5f * (SQRT3 - 1);
FNfloat t = (x + y) * F2;
x += t;
y += t;
}
break;
default:
break;
}
}
template <typename FNfloat>
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
switch (mWarpTransformType3D)
{
case TransformType3D_ImproveXYPlanes:
{
FNfloat xy = x + y;
FNfloat s2 = xy * -(FNfloat)0.211324865405187;
z *= (FNfloat)0.577350269189626;
x += s2 - z;
y = y + s2 - z;
z += xy * (FNfloat)0.577350269189626;
}
break;
case TransformType3D_ImproveXZPlanes:
{
FNfloat xz = x + z;
FNfloat s2 = xz * -(FNfloat)0.211324865405187;
y *= (FNfloat)0.577350269189626;
x += s2 - y;
z += s2 - y;
y += xz * (FNfloat)0.577350269189626;
}
break;
case TransformType3D_DefaultOpenSimplex2:
{
const FNfloat R3 = (FNfloat)(2.0 / 3.0);
FNfloat r = (x + y + z) * R3; // Rotation, not skew
x = r - x;
y = r - y;
z = r - z;
}
break;
default:
break;
}
}
void UpdateWarpTransformType3D()
{
switch (mRotationType3D)
{
case RotationType3D_ImproveXYPlanes:
mWarpTransformType3D = TransformType3D_ImproveXYPlanes;
break;
case RotationType3D_ImproveXZPlanes:
mWarpTransformType3D = TransformType3D_ImproveXZPlanes;
break;
default:
switch (mDomainWarpType)
{
case DomainWarpType_OpenSimplex2:
case DomainWarpType_OpenSimplex2Reduced:
mWarpTransformType3D = TransformType3D_DefaultOpenSimplex2;
break;
default:
mWarpTransformType3D = TransformType3D_None;
break;
}
break;
}
}
// Fractal FBm
template <typename FNfloat>
float GenFractalFBm(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = GenNoiseSingle(seed++, x, y);
sum += noise * amp;
amp *= Lerp(1.0f, FastMin(noise + 1, 2) * 0.5f, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
amp *= mGain;
}
return sum;
}
template <typename FNfloat>
float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = GenNoiseSingle(seed++, x, y, z);
sum += noise * amp;
amp *= Lerp(1.0f, (noise + 1) * 0.5f, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
z *= mLacunarity;
amp *= mGain;
}
return sum;
}
// Fractal Ridged
template <typename FNfloat>
float GenFractalRidged(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = FastAbs(GenNoiseSingle(seed++, x, y));
sum += (noise * -2 + 1) * amp;
amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
amp *= mGain;
}
return sum;
}
template <typename FNfloat>
float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = FastAbs(GenNoiseSingle(seed++, x, y, z));
sum += (noise * -2 + 1) * amp;
amp *= Lerp(1.0f, 1 - noise, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
z *= mLacunarity;
amp *= mGain;
}
return sum;
}
// Fractal PingPong
template <typename FNfloat>
float GenFractalPingPong(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = PingPong((GenNoiseSingle(seed++, x, y) + 1) * mPingPongStrength);
sum += (noise - 0.5f) * 2 * amp;
amp *= Lerp(1.0f, noise, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
amp *= mGain;
}
return sum;
}
template <typename FNfloat>
float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
float amp = mFractalBounding;
for (int i = 0; i < mOctaves; i++)
{
float noise = PingPong((GenNoiseSingle(seed++, x, y, z) + 1) * mPingPongStrength);
sum += (noise - 0.5f) * 2 * amp;
amp *= Lerp(1.0f, noise, mWeightedStrength);
x *= mLacunarity;
y *= mLacunarity;
z *= mLacunarity;
amp *= mGain;
}
return sum;
}
// Simplex/OpenSimplex2 Noise
template <typename FNfloat>
float SingleSimplex(int seed, FNfloat x, FNfloat y) const
{
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
const float SQRT3 = 1.7320508075688772935274463415059f;
const float G2 = (3 - SQRT3) / 6;
/*
* --- Skew moved to TransformNoiseCoordinate method ---
* const FNfloat F2 = 0.5f * (SQRT3 - 1);
* FNfloat s = (x + y) * F2;
* x += s; y += s;
*/
int i = FastFloor(x);
int j = FastFloor(y);
float xi = (float)(x - i);
float yi = (float)(y - j);