Cloud noise adjustments
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3 changed files with 8 additions and 6 deletions
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@ -9,7 +9,8 @@ CloudNoise::CloudNoise(int size) : Noise(size)
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WorleyNoise worleyNoise3(size, 8);
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WorleyNoise worleyNoise3(size, 8);
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// Some perlin noises
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// Some perlin noises
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PerlinNoise perlinNoise1(size, 15);
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PerlinNoise perlinNoise1(size, 3);
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PerlinNoise perlinNoise2(size, 15);
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// Generate the noise
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// Generate the noise
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for (int x = 0; x < size; x++)
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for (int x = 0; x < size; x++)
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@ -26,8 +27,9 @@ CloudNoise::CloudNoise(int size) : Noise(size)
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float worley3 = worleyNoise3.getNoise(sx, sy, sz);
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float worley3 = worleyNoise3.getNoise(sx, sy, sz);
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float perlin1 = perlinNoise1.getNoise(sx, sy, sz);
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float perlin1 = perlinNoise1.getNoise(sx, sy, sz);
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float perlin2 = perlinNoise2.getNoise(sx, sy, sz);
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float noise = worley1 * 0.6f + worley3 * 0.2f + perlin1 * 0.2;
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float noise = worley1 * 0.4f + worley3 * 0.12f + perlin1 * 0.36f + perlin2 * 0.12;
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setNoise(x, y, z, noise);
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setNoise(x, y, z, noise);
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}
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}
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@ -44,11 +44,11 @@ int main()
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// Add box for volume shader
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// Add box for volume shader
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auto cloudSettings = CloudSettings();
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auto cloudSettings = CloudSettings();
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cloudSettings.scale = 5.0f;
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cloudSettings.scale = 10.0f;
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cloudSettings.densityIntensity = 2.0f;
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cloudSettings.densityIntensity = 3.0f;
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cloudSettings.densityTreshold = 0.55f;
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cloudSettings.densityTreshold = 0.55f;
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
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scene.add(std::make_shared<Box>(Vector3d(5.0f, 6.0f, 5.0f), Vector3d(6.0f, 4.0f, 6.0f), cloudShader));
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scene.add(std::make_shared<Box>(Vector3d(5.0f, 6.0f, 5.0f), Vector3d(50.0f, 4.0f, 50.0f), cloudShader));
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// build the tree
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// build the tree
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scene.buildTree();
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scene.buildTree();
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@ -11,7 +11,7 @@ int const NOISE_SIZE = 128;
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struct CloudSettings
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struct CloudSettings
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{
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{
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int densitySamples = 100;
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int densitySamples = 100;
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float scale = 1;
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float scale = 10;
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float densityTreshold = 0.55f;
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float densityTreshold = 0.55f;
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float densityIntensity = 2.5f;
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float densityIntensity = 2.5f;
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float densityAbsorption = 1;
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float densityAbsorption = 1;
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