Esempio n. 1
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        //-------------------------------------------------------------------------
        // end: GPU compute / grid samples


        // GPU compute / custom samples
        //-------------------------------------------------------------------------

        public static void Compute(Vector2Array input, FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetClassicCustom2(out shader, out kernelId);
            NoiseCommon.Compute(input, output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }
Esempio n. 2
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        //-------------------------------------------------------------------------
        // end: common


        // GPU compute / grid samples
        //-------------------------------------------------------------------------

        public static void Compute(FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetClassicGrid2(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, scale.GetArray(), offset, numOctaves, octaveOffsetFactor);
        }
Esempio n. 3
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        //-------------------------------------------------------------------------
        // end: common


        // GPU compute / grid samples
        //-------------------------------------------------------------------------

        public static void Compute(FloatArray output, int seed = 0)
        {
            ComputeShader shader;
            int           kernelId;

            GetRandom1(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, seed);
        }
Esempio n. 4
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        public static void Compute(Vector3Array output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetSimplexGradientGrid3(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }
Esempio n. 5
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        //-------------------------------------------------------------------------
        // end: GPU compute / grid samples


        // CPU
        //-------------------------------------------------------------------------

        public static float Get(float v, int seed = 0)
        {
            // return frac(sin(mod(s, 6.2831853)) * 43758.5453123);
            float s = NoiseCommon.JumbleSeed(seed);
            float r = Mathf.Sin(Mathf.Repeat(s + v, 6.2831853f)) * 43758.5453123f;

            r  = (r >= 0.0f) ? r : -r;
            r -= Mathf.Floor(r);
            return(r);
        }
Esempio n. 6
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        public static float Get(Vector2 v, int seed = 0)
        {
            // float d = dot(s + 0.1234567, float2(1111112.9819837, 78.237173));
            float s = NoiseCommon.JumbleSeed(seed);
            float d =
                (s + v.x + 0.1234567f) * 1111112.9819837f
                + (s + v.y + 0.1234567f) * 78.237173f;

            // return frac(sin(m) * 43758.5453123);
            float r = Mathf.Sin(d) * 43758.5453123f;

            r  = (r >= 0.0f) ? r : -r;
            r -= Mathf.Floor(r);
            return(r);
        }