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PerlinNoise.h
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#pragma once
#include <numeric>
#include <vector>
#include <cmath>
// 1D Perlin noise class for terrain generation
class PerlinNoise
{
public:
PerlinNoise(float persistance, int number_of_octaves)
: p(persistance), n(number_of_octaves) {}
float get_noise(float x) const
{
std::vector<int> freqs(n);
std::iota(freqs.begin(), freqs.end(), 0); // [0, 1, 2, 3, ...]
return std::accumulate(freqs.begin(), freqs.end(), 0.0,
[&](float acc, int freq)
{
unsigned int freqency = 1<<freq; // 2^i
float amplitude = pow(p, freq);
return acc + interpolated_noise(x * freqency) * amplitude;
});
}
private:
float noise(int x) const
{
x = (x << 13) ^ x;
return (1.0 - ((x*(x*x*15731+789221)+1376312589) & 0x7fffffff) / 1073741824.0);
}
float smooth_noise(float x) const
{
return noise(x)*0.5 + (noise(x - 1) + noise(x + 1))*0.25;
}
float cosine_interpolation(float a, float b, float x) const
{
float ft = x * M_PI;
float f = (1 - cos( ft )) * 0.5;
return a * (1 - f) + b * f;
}
float interpolated_noise(float x) const
{
double frac_part, int_part;
frac_part = modf(x, &int_part);
float v1 = smooth_noise(int_part);
float v2 = smooth_noise(int_part + 1);
return cosine_interpolation(v1, v2, frac_part);
}
float p;
int n;
};