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/*
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OneLoneCoder.com - What Is Perlin Noise?
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"Mountains, Clouds, Worms Landscapes?" - @Javidx9
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License
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~~~~~~~
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Copyright (C) 2018 Javidx9
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This program comes with ABSOLUTELY NO WARRANTY.
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This is free software, and you are welcome to redistribute it
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under certain conditions; See license for details.
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Original works located at:
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https://www.github.com/onelonecoder
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https://www.onelonecoder.com
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https://www.youtube.com/javidx9
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GNU GPLv3
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https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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From Javidx9 :)
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~~~~~~~~~~~~~~~
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Hello! Ultimately I don't care what you use this for. It's intended to be
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educational, and perhaps to the oddly minded - a little bit of fun.
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Please hack this, change it and use it in any way you see fit. You acknowledge
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that I am not responsible for anything bad that happens as a result of
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your actions. However this code is protected by GNU GPLv3, see the license in the
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github repo. This means you must attribute me if you use it. You can view this
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license here: https://github.com/OneLoneCoder/videos/blob/master/LICENSE
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Cheers!
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Background
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~~~~~~~~~~
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Noise is random - a bad thing when trying to procedurally generate content. Perlin
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noise adds coherence at varying spatial scales which create natural looking noise
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arrays. Perlin noise can be further processed into all sorts of assets, such as
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mountains, maps, rooms, textures, data sets.
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Author
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~~~~~~
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Twitter: @javidx9
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Blog: www.onelonecoder.com
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Video:
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~~~~~~
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https://youtu.be/6-0UaeJBumA
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Last Updated: 29/10/2017
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*/
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#include <iostream>
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#include <string>
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#include <algorithm>
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using namespace std;
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#include "olcConsoleGameEngine.h"
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class OneLoneCoder_PerlinNoiseDemo : public olcConsoleGameEngine
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{
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public:
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OneLoneCoder_PerlinNoiseDemo()
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{
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m_sAppName = L"Perlin Noise";
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}
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private:
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// 2D noise variables
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int nOutputWidth = 256;
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int nOutputHeight = 256;
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float *fNoiseSeed2D = nullptr;
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float *fPerlinNoise2D = nullptr;
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// 1D noise variables
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float *fNoiseSeed1D = nullptr;
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float *fPerlinNoise1D = nullptr;
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int nOutputSize = 256;
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int nOctaveCount = 1;
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float fScalingBias = 2.0f;
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int nMode = 1;
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virtual bool OnUserCreate()
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{
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nOutputWidth = ScreenWidth();
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nOutputHeight = ScreenHeight();
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fNoiseSeed2D = new float[nOutputWidth * nOutputHeight];
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fPerlinNoise2D = new float[nOutputWidth * nOutputHeight];
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for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX;
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nOutputSize = ScreenWidth();
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fNoiseSeed1D = new float[nOutputSize];
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fPerlinNoise1D = new float[nOutputSize];
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for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = (float)rand() / (float)RAND_MAX;
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return true;
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}
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virtual bool OnUserUpdate(float fElapsedTime)
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{
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Fill(0, 0, ScreenWidth(), ScreenHeight(), L' ');
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if (m_keys[VK_SPACE].bReleased)
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nOctaveCount++;
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if (m_keys[L'1'].bReleased)
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nMode = 1;
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if (m_keys[L'2'].bReleased)
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nMode = 2;
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if (m_keys[L'3'].bReleased)
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nMode = 3;
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if (m_keys[L'Q'].bReleased)
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fScalingBias += 0.2f;
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if (m_keys[L'A'].bReleased)
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fScalingBias -= 0.2f;
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if (fScalingBias < 0.2f)
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fScalingBias = 0.2f;
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if (nOctaveCount == 9)
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nOctaveCount = 1;
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if (nMode == 1) // 1D Noise
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{
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if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1
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for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = (float)rand() / (float)RAND_MAX;
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if (m_keys[L'X'].bReleased) // Noise Between -1 and +1
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for (int i = 0; i < nOutputSize; i++) fNoiseSeed1D[i] = 2.0f * ((float)rand() / (float)RAND_MAX) - 1.0f;
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PerlinNoise1D(nOutputSize, fNoiseSeed1D, nOctaveCount, fScalingBias, fPerlinNoise1D);
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for (int x = 0; x < nOutputSize; x++)
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{
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int y = -(fPerlinNoise1D[x] * (float)ScreenHeight() / 2.0f) + (float)ScreenHeight() / 2.0f;
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if (y < ScreenHeight() / 2)
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for (int f = y; f < ScreenHeight() / 2; f++)
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Draw(x, f, PIXEL_SOLID, FG_GREEN);
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else
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for (int f = ScreenHeight() / 2; f <= y; f++)
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Draw(x, f, PIXEL_SOLID, FG_RED);
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}
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}
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if (nMode == 2) // 2D Noise
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{
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if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1
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for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX;
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PerlinNoise2D(nOutputWidth, nOutputHeight, fNoiseSeed2D, nOctaveCount, fScalingBias, fPerlinNoise2D);
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for (int x = 0; x < nOutputWidth; x++)
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{
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for (int y = 0; y < nOutputHeight; y++)
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{
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short bg_col, fg_col;
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wchar_t sym;
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int pixel_bw = (int)(fPerlinNoise2D[y * nOutputWidth + x] * 12.0f);
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switch (pixel_bw)
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{
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case 0: bg_col = BG_BLACK; fg_col = FG_BLACK; sym = PIXEL_SOLID; break;
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case 1: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_QUARTER; break;
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case 2: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_HALF; break;
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case 3: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_THREEQUARTERS; break;
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case 4: bg_col = BG_BLACK; fg_col = FG_DARK_GREY; sym = PIXEL_SOLID; break;
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case 5: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_QUARTER; break;
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case 6: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_HALF; break;
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case 7: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_THREEQUARTERS; break;
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case 8: bg_col = BG_DARK_GREY; fg_col = FG_GREY; sym = PIXEL_SOLID; break;
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case 9: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_QUARTER; break;
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case 10: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_HALF; break;
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case 11: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_THREEQUARTERS; break;
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case 12: bg_col = BG_GREY; fg_col = FG_WHITE; sym = PIXEL_SOLID; break;
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}
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Draw(x, y, sym, fg_col | bg_col);
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}
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}
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}
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if (nMode == 3) // 2D Noise - colourised
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{
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if (m_keys[L'Z'].bReleased) // Noise Between 0 and +1
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for (int i = 0; i < nOutputWidth * nOutputHeight; i++) fNoiseSeed2D[i] = (float)rand() / (float)RAND_MAX;
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PerlinNoise2D(nOutputWidth, nOutputHeight, fNoiseSeed2D, nOctaveCount, fScalingBias, fPerlinNoise2D);
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for (int x = 0; x < nOutputWidth; x++)
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{
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for (int y = 0; y < nOutputHeight; y++)
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{
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short bg_col, fg_col;
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wchar_t sym;
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int pixel_bw = (int)(fPerlinNoise2D[y * nOutputWidth + x] * 16.0f);
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switch (pixel_bw)
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{
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case 0: bg_col = BG_DARK_BLUE; fg_col = FG_DARK_BLUE; sym = PIXEL_SOLID; break;
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case 1: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_QUARTER; break;
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case 2: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_HALF; break;
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case 3: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_THREEQUARTERS; break;
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case 4: bg_col = BG_DARK_BLUE; fg_col = FG_BLUE; sym = PIXEL_SOLID; break;
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case 5: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_QUARTER; break;
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case 6: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_HALF; break;
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case 7: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_THREEQUARTERS; break;
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case 8: bg_col = BG_BLUE; fg_col = FG_GREEN; sym = PIXEL_SOLID; break;
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case 9: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_QUARTER; break;
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case 10: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_HALF; break;
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case 11: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_THREEQUARTERS; break;
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case 12: bg_col = BG_GREEN; fg_col = FG_DARK_GREY; sym = PIXEL_SOLID; break;
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case 13: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_QUARTER; break;
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case 14: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_HALF; break;
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case 15: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_THREEQUARTERS; break;
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case 16: bg_col = BG_DARK_GREY; fg_col = FG_WHITE; sym = PIXEL_SOLID; break;
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}
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Draw(x, y, sym, fg_col | bg_col);
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}
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}
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}
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return true;
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}
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void PerlinNoise1D(int nCount, float *fSeed, int nOctaves, float fBias, float *fOutput)
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{
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// Used 1D Perlin Noise
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for (int x = 0; x < nCount; x++)
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{
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float fNoise = 0.0f;
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float fScaleAcc = 0.0f;
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float fScale = 1.0f;
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for (int o = 0; o < nOctaves; o++)
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{
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int nPitch = nCount >> o;
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int nSample1 = (x / nPitch) * nPitch;
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int nSample2 = (nSample1 + nPitch) % nCount;
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float fBlend = (float)(x - nSample1) / (float)nPitch;
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float fSample = (1.0f - fBlend) * fSeed[nSample1] + fBlend * fSeed[nSample2];
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fScaleAcc += fScale;
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fNoise += fSample * fScale;
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fScale = fScale / fBias;
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}
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// Scale to seed range
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fOutput[x] = fNoise / fScaleAcc;
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}
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}
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void PerlinNoise2D(int nWidth, int nHeight, float *fSeed, int nOctaves, float fBias, float *fOutput)
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{
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// Used 1D Perlin Noise
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for (int x = 0; x < nWidth; x++)
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for (int y = 0; y < nHeight; y++)
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{
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float fNoise = 0.0f;
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float fScaleAcc = 0.0f;
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float fScale = 1.0f;
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for (int o = 0; o < nOctaves; o++)
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{
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int nPitch = nWidth >> o;
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int nSampleX1 = (x / nPitch) * nPitch;
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int nSampleY1 = (y / nPitch) * nPitch;
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int nSampleX2 = (nSampleX1 + nPitch) % nWidth;
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int nSampleY2 = (nSampleY1 + nPitch) % nWidth;
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float fBlendX = (float)(x - nSampleX1) / (float)nPitch;
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float fBlendY = (float)(y - nSampleY1) / (float)nPitch;
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float fSampleT = (1.0f - fBlendX) * fSeed[nSampleY1 * nWidth + nSampleX1] + fBlendX * fSeed[nSampleY1 * nWidth + nSampleX2];
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float fSampleB = (1.0f - fBlendX) * fSeed[nSampleY2 * nWidth + nSampleX1] + fBlendX * fSeed[nSampleY2 * nWidth + nSampleX2];
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fScaleAcc += fScale;
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fNoise += (fBlendY * (fSampleB - fSampleT) + fSampleT) * fScale;
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fScale = fScale / fBias;
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}
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// Scale to seed range
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fOutput[y * nWidth + x] = fNoise / fScaleAcc;
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}
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}
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};
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int main()
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{
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OneLoneCoder_PerlinNoiseDemo game;
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game.ConstructConsole(256, 256, 3, 3);
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game.Start();
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return 0;
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}
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