3#define GLM_FORCE_RADIANS
6#include <glm/common.hpp>
7#include <glm/geometric.hpp>
8#include <glm/trigonometric.hpp>
59 float noise(
const float & x)
const;
67 float noise(
const glm::vec2 & v)
const;
75 float noise(
const glm::vec3 & v)
const;
80 float _persistence = 0.5;
81 float _lacunarity = 2.0;
84 float insideNoise(
const glm::vec3 & v,
const unsigned int & seed)
const;
94 const glm::vec3 & t)
const;
103 unsigned int hash(
unsigned int x,
const unsigned int & seed)
const;
112 unsigned int hash(
const glm::uvec3 & v,
const unsigned int & seed)
const;
114 uint_fast8_t testHash(
const glm::uvec3 & v,
const unsigned int & seed)
const;
122 glm::vec3 getHashedGradient(
const glm::uvec3 & v,
const unsigned int & seed)
const;
131 glm::vec2 getAngleGradient(
const glm::uvec2 & v,
const unsigned int & seed)
const;
Perlin noise generator.
Definition: Perlin.hpp:23
float noise(const float &x) const
generate 1D Perlin noise in the range [-1, 1]
Definition: Perlin.cpp:213