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Last update 6 years 1 month by Olivier Gillet
Filesplaitsdspnoise
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clocked_noise.h
dust.h
fractal_random_generator.h
particle.h
smooth_random_generator.h
fractal_random_generator.h
// Copyright 2016 Olivier Gillet. // // Author: Olivier Gillet (ol.gillet@gmail.com) // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // // See http://creativecommons.org/licenses/MIT/ for more information. // // ----------------------------------------------------------------------------- // // Stack octaves of a noise source to generate a fractal noise. #ifndef PLAITS_DSP_NOISE_FRACTAL_RANDOM_GENERATOR_H_ #define PLAITS_DSP_NOISE_FRACTAL_RANDOM_GENERATOR_H_ #include "stmlib/stmlib.h" namespace plaits { template<typename T, int order> class FractalRandomGenerator { public: FractalRandomGenerator() { } ~FractalRandomGenerator() { } void Init() { for (int i = 0; i < order; ++i) { generator_[i].Init(); } } float Render(float frequency) { return Render(frequency, 0.5f); } float Render(float frequency, float decay) { float gain = 0.5f; float sum = 0.0f; for (int i = 0; i < order; ++i) { sum += generator_[i].Render(frequency) * gain; gain *= decay; frequency *= 2.0f; } return sum; } private: T generator_[order]; DISALLOW_COPY_AND_ASSIGN(FractalRandomGenerator); }; } // namespace plaits #endif // PLAITS_DSP_NOISE_FRACTAL_RANDOM_GENERATOR_H_
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