Loading LrPertColor3DPBasic.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -37,8 +37,9 @@ LrPertColor3DPBasic::LrPertColor3DPBasic(const LrPertColor3DPBasic &source) } LrPertColor3DPBasic::LrPertColor3DPBasic(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol, lissage) { } Loading Loading @@ -85,7 +86,8 @@ LrColor LrPertColor3DPBasic::getColor(Real u, Real v, LrPoint &point) const LrVector tmp(m_mult*point.x, m_mult*point.y, m_mult*point.z); for (int i = 0; i < m_level; i ++) { noise += fabsf((m_perlin.f_noise(tmp.x, tmp.y, tmp.z))); if(m_lissage) noise += fabsf((lissage(tmp.x, tmp.y, tmp.z))); else noise += fabsf((m_perlin.f_noise(tmp.x, tmp.y, tmp.z))); } noise *= m_intensity; if(m_interpolation == COS) return interpolCos(C1, C2, noise); Loading LrPertColor3DPBasic.h +1 −1 Original line number Diff line number Diff line Loading @@ -44,7 +44,7 @@ class LrPertColor3DPBasic : public LrPertColorTxtPrc3DPerlin * @param dimension dimension des damiers */ LrPertColor3DPBasic(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol); int level, Real multiplicateur, int typeInterpol, bool lissage); /** Loading LrPertColor3DPBois.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -37,8 +37,9 @@ LrPertColor3DPBois::LrPertColor3DPBois(const LrPertColor3DPBois &source) } LrPertColor3DPBois::LrPertColor3DPBois(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol, lissage) { } Loading Loading @@ -86,7 +87,8 @@ LrColor LrPertColor3DPBois::getColor(Real u, Real v, LrPoint &point) const LrPoint tmp(m_mult*point.x, m_mult*point.y, m_mult*point.z); for (int i = 0; i < m_level; i ++) { t += 20 * (m_perlin.f_noise(tmp.x, tmp.y, tmp.z)); if(m_lissage) t += 20 * (lissage(tmp.x, tmp.y, tmp.z)); else t += 20 * (m_perlin.f_noise(tmp.x, tmp.y, tmp.z)); } noise = fabsf(t - floor(t)); noise *= m_intensity; Loading LrPertColor3DPBois.h +1 −1 Original line number Diff line number Diff line Loading @@ -43,7 +43,7 @@ class LrPertColor3DPBois : public LrPertColorTxtPrc3DPerlin * @param dimension dimension des damiers */ LrPertColor3DPBois(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol); int level, Real multiplicateur, int typeInterpol, bool lissage); /** Loading LrPertColor3DPMarbre.cpp +6 −4 Original line number Diff line number Diff line Loading @@ -36,8 +36,9 @@ LrPertColor3DPMarbre::LrPertColor3DPMarbre(const LrPertColor3DPMarbre &source) } LrPertColor3DPMarbre::LrPertColor3DPMarbre(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur,typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur,typeInterpol,lissage) { } Loading Loading @@ -85,10 +86,11 @@ LrColor LrPertColor3DPMarbre::getColor(Real u, Real v, LrPoint &point) const for (int i = 0; i < m_level; i ++) { Real f = pow(2,i); noise += ((1.0f /f ) * ((m_perlin.f_noise(f * tmp.x, f * tmp.y, f * tmp.z)))); if(m_lissage) noise += fabsf((1.0f /f ) * (lissage(f * tmp.x, f * tmp.y, f * tmp.z))); else noise += fabsf((1.0f /f ) * (m_perlin.f_noise(f * tmp.x, f * tmp.y, f * tmp.z))); } noise = fabsf(cos(tmp.x+tmp.y+noise)); noise = fabsf(sin(tmp.x + tmp.y + tmp.z +noise)); noise *= m_intensity; if(m_interpolation == COS) return interpolCos(C1, C2, noise); else return interpolLinear(C1, C2, noise); Loading Loading
LrPertColor3DPBasic.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -37,8 +37,9 @@ LrPertColor3DPBasic::LrPertColor3DPBasic(const LrPertColor3DPBasic &source) } LrPertColor3DPBasic::LrPertColor3DPBasic(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol, lissage) { } Loading Loading @@ -85,7 +86,8 @@ LrColor LrPertColor3DPBasic::getColor(Real u, Real v, LrPoint &point) const LrVector tmp(m_mult*point.x, m_mult*point.y, m_mult*point.z); for (int i = 0; i < m_level; i ++) { noise += fabsf((m_perlin.f_noise(tmp.x, tmp.y, tmp.z))); if(m_lissage) noise += fabsf((lissage(tmp.x, tmp.y, tmp.z))); else noise += fabsf((m_perlin.f_noise(tmp.x, tmp.y, tmp.z))); } noise *= m_intensity; if(m_interpolation == COS) return interpolCos(C1, C2, noise); Loading
LrPertColor3DPBasic.h +1 −1 Original line number Diff line number Diff line Loading @@ -44,7 +44,7 @@ class LrPertColor3DPBasic : public LrPertColorTxtPrc3DPerlin * @param dimension dimension des damiers */ LrPertColor3DPBasic(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol); int level, Real multiplicateur, int typeInterpol, bool lissage); /** Loading
LrPertColor3DPBois.cpp +5 −3 Original line number Diff line number Diff line Loading @@ -37,8 +37,9 @@ LrPertColor3DPBois::LrPertColor3DPBois(const LrPertColor3DPBois &source) } LrPertColor3DPBois::LrPertColor3DPBois(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur, typeInterpol, lissage) { } Loading Loading @@ -86,7 +87,8 @@ LrColor LrPertColor3DPBois::getColor(Real u, Real v, LrPoint &point) const LrPoint tmp(m_mult*point.x, m_mult*point.y, m_mult*point.z); for (int i = 0; i < m_level; i ++) { t += 20 * (m_perlin.f_noise(tmp.x, tmp.y, tmp.z)); if(m_lissage) t += 20 * (lissage(tmp.x, tmp.y, tmp.z)); else t += 20 * (m_perlin.f_noise(tmp.x, tmp.y, tmp.z)); } noise = fabsf(t - floor(t)); noise *= m_intensity; Loading
LrPertColor3DPBois.h +1 −1 Original line number Diff line number Diff line Loading @@ -43,7 +43,7 @@ class LrPertColor3DPBois : public LrPertColorTxtPrc3DPerlin * @param dimension dimension des damiers */ LrPertColor3DPBois(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol); int level, Real multiplicateur, int typeInterpol, bool lissage); /** Loading
LrPertColor3DPMarbre.cpp +6 −4 Original line number Diff line number Diff line Loading @@ -36,8 +36,9 @@ LrPertColor3DPMarbre::LrPertColor3DPMarbre(const LrPertColor3DPMarbre &source) } LrPertColor3DPMarbre::LrPertColor3DPMarbre(const LrColor &c1, const LrColor &c2, const LrColor &c3, Real intensite, int level, Real multiplicateur, int typeInterpol) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur,typeInterpol) Real intensite, int level, Real multiplicateur, int typeInterpol, bool lissage) : LrPertColorTxtPrc3DPerlin(c1, c2, c3, intensite, level, multiplicateur,typeInterpol,lissage) { } Loading Loading @@ -85,10 +86,11 @@ LrColor LrPertColor3DPMarbre::getColor(Real u, Real v, LrPoint &point) const for (int i = 0; i < m_level; i ++) { Real f = pow(2,i); noise += ((1.0f /f ) * ((m_perlin.f_noise(f * tmp.x, f * tmp.y, f * tmp.z)))); if(m_lissage) noise += fabsf((1.0f /f ) * (lissage(f * tmp.x, f * tmp.y, f * tmp.z))); else noise += fabsf((1.0f /f ) * (m_perlin.f_noise(f * tmp.x, f * tmp.y, f * tmp.z))); } noise = fabsf(cos(tmp.x+tmp.y+noise)); noise = fabsf(sin(tmp.x + tmp.y + tmp.z +noise)); noise *= m_intensity; if(m_interpolation == COS) return interpolCos(C1, C2, noise); else return interpolLinear(C1, C2, noise); Loading