Perlin Noise algorithms(备忘)

本文详细介绍了Perlin噪声算法的实现原理及代码细节,通过具体的C++代码展示了如何利用Perlin噪声生成平滑的随机纹理,适用于游戏开发及图形渲染等领域。

摘要生成于 C知道 ,由 DeepSeek-R1 满血版支持, 前往体验 >

 

ContractedBlock.gifExpandedBlockStart.gif代码
//---------------------------------------------------------------------------------------
// Perlin Noise data (copyed form ogre ver1.6.1)
//---------------------------------------------------------------------------------------
int perlin[512] =
{
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,

151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};

#define fade(t) ( (t) * (t) * (t) * (t) * ( (t) * ( (t) * 6 - 15 ) + 10) )
inline
double grad(int hash, double x, double y, double z)
{
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
double u = h<8||h==12||h==13 ? x : y, // INTO 12 GRADIENT DIRECTIONS.
v = h<4||h==12||h==13 ? y : z;
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}


inline
double noise3(double x, double y, double z)
{
int X = ((int)floor(x)) & 255, // FIND UNIT CUBE THAT
Y = ((int)floor(y)) & 255, // CONTAINS POINT.
Z = ((int)floor(z)) & 255;
x
-= floor(x); // FIND RELATIVE X,Y,Z
y -= floor(y); // OF POINT IN CUBE.
z -= floor(z);

double u = fade(x), // COMPUTE FADE CURVES
v = fade(y), // FOR EACH OF X,Y,Z.
w = fade(z);
int A = perlin[X ]+Y, AA = perlin[A]+Z, AB = perlin[A+1]+Z, // HASH COORDINATES OF
B = perlin[X+1]+Y, BA = perlin[B]+Z, BB = perlin[B+1]+Z; // THE 8 CUBE CORNERS,

return lerp(w, lerp(v, lerp(u, grad(perlin[AA ], x , y , z ), // AND ADD
grad(perlin[BA ], x-1, y , z )), // BLENDED
lerp(u, grad(perlin[AB ], x , y-1, z ), // RESULTS
grad(perlin[BB ], x-1, y-1, z ))),// FROM 8
lerp(v, lerp(u, grad(perlin[AA+1], x , y , z-1 ), // CORNERS
grad(perlin[BA+1], x-1, y , z-1 )), // OF CUBE
lerp(u, grad(perlin[AB+1], x , y-1, z-1 ),
grad(perlin[BB
+1], x-1, y-1, z-1 ))));
}

 

转载于:https://www.cnblogs.com/Perit/articles/1759764.html

评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包
实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值