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authorHendrik Brucker <hendrik.brucker@mail.de>2022-04-19 19:48:25 +0200
committerHendrik Brucker <hendrik.brucker@mail.de>2022-04-19 19:49:48 +0200
commitbde6fc9c8217d59be0783dde8b404251e6239ea3 (patch)
treea78be343b9922a2612f1d3c41d3574476dc44c6b /thirdparty
parent3ca45148668b8c25883371c7bf39490a943f0de5 (diff)
Restructure and refine the noise module
Diffstat (limited to 'thirdparty')
-rw-r--r--thirdparty/noise/FastNoiseLite.h92
-rw-r--r--thirdparty/noise/patches/FastNoiseLite.patch414
2 files changed, 460 insertions, 46 deletions
diff --git a/thirdparty/noise/FastNoiseLite.h b/thirdparty/noise/FastNoiseLite.h
index 3db344c149..8015bf636a 100644
--- a/thirdparty/noise/FastNoiseLite.h
+++ b/thirdparty/noise/FastNoiseLite.h
@@ -295,7 +295,7 @@ public:
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
- float GetNoise(FNfloat x, FNfloat y)
+ float GetNoise(FNfloat x, FNfloat y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -321,7 +321,7 @@ public:
/// Noise output bounded between -1...1
/// </returns>
template <typename FNfloat>
- float GetNoise(FNfloat x, FNfloat y, FNfloat z)
+ float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -350,7 +350,7 @@ public:
/// noise = GetNoise(x, y)</code>
/// </example>
template <typename FNfloat>
- void DomainWarp(FNfloat& x, FNfloat& y)
+ void DomainWarp(FNfloat& x, FNfloat& y) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -377,7 +377,7 @@ public:
/// noise = GetNoise(x, y, z)</code>
/// </example>
template <typename FNfloat>
- void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
{
Arguments_must_be_floating_point_values<FNfloat>();
@@ -528,7 +528,7 @@ private:
}
- float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
+ float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
{
int hash = Hash(seed, xPrimed, yPrimed);
hash ^= hash >> 15;
@@ -541,7 +541,7 @@ private:
}
- float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
+ float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
hash ^= hash >> 15;
@@ -555,7 +555,7 @@ private:
}
- void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo)
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
@@ -564,7 +564,7 @@ private:
}
- void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo)
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
@@ -574,7 +574,7 @@ private:
}
- void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo)
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
{
int hash = Hash(seed, xPrimed, yPrimed);
int index1 = hash & (127 << 1);
@@ -592,7 +592,7 @@ private:
}
- void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo)
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
{
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
int index1 = hash & (63 << 2);
@@ -616,7 +616,7 @@ private:
// Generic noise gen
template <typename FNfloat>
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y)
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
{
switch (mNoiseType)
{
@@ -638,7 +638,7 @@ private:
}
template <typename FNfloat>
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
switch (mNoiseType)
{
@@ -663,7 +663,7 @@ private:
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
template <typename FNfloat>
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y)
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
{
x *= mFrequency;
y *= mFrequency;
@@ -686,7 +686,7 @@ private:
}
template <typename FNfloat>
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
x *= mFrequency;
y *= mFrequency;
@@ -757,7 +757,7 @@ private:
// Domain Warp Coordinate Transforms
template <typename FNfloat>
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y)
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
{
switch (mDomainWarpType)
{
@@ -777,7 +777,7 @@ private:
}
template <typename FNfloat>
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
{
switch (mWarpTransformType3D)
{
@@ -844,7 +844,7 @@ private:
// Fractal FBm
template <typename FNfloat>
- float GenFractalFBm(FNfloat x, FNfloat y)
+ float GenFractalFBm(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -865,7 +865,7 @@ private:
}
template <typename FNfloat>
- float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -890,7 +890,7 @@ private:
// Fractal Ridged
template <typename FNfloat>
- float GenFractalRidged(FNfloat x, FNfloat y)
+ float GenFractalRidged(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -911,7 +911,7 @@ private:
}
template <typename FNfloat>
- float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -936,7 +936,7 @@ private:
// Fractal PingPong
template <typename FNfloat>
- float GenFractalPingPong(FNfloat x, FNfloat y)
+ float GenFractalPingPong(FNfloat x, FNfloat y) const
{
int seed = mSeed;
float sum = 0;
@@ -957,7 +957,7 @@ private:
}
template <typename FNfloat>
- float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z)
+ float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
{
int seed = mSeed;
float sum = 0;
@@ -982,7 +982,7 @@ private:
// Simplex/OpenSimplex2 Noise
template <typename FNfloat>
- float SingleSimplex(int seed, FNfloat x, FNfloat y)
+ float SingleSimplex(int seed, FNfloat x, FNfloat y) const
{
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
@@ -1053,7 +1053,7 @@ private:
}
template <typename FNfloat>
- float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
// 3D OpenSimplex2 case uses two offset rotated cube grids.
@@ -1155,7 +1155,7 @@ private:
// OpenSimplex2S Noise
template <typename FNfloat>
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y)
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const
{
// 2D OpenSimplex2S case is a modified 2D simplex noise.
@@ -1286,7 +1286,7 @@ private:
}
template <typename FNfloat>
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
// 3D OpenSimplex2S case uses two offset rotated cube grids.
@@ -1482,7 +1482,7 @@ private:
// Cellular Noise
template <typename FNfloat>
- float SingleCellular(int seed, FNfloat x, FNfloat y)
+ float SingleCellular(int seed, FNfloat x, FNfloat y) const
{
int xr = FastRound(x);
int yr = FastRound(y);
@@ -1612,7 +1612,7 @@ private:
}
template <typename FNfloat>
- float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int xr = FastRound(x);
int yr = FastRound(y);
@@ -1769,7 +1769,7 @@ private:
// Perlin Noise
template <typename FNfloat>
- float SinglePerlin(int seed, FNfloat x, FNfloat y)
+ float SinglePerlin(int seed, FNfloat x, FNfloat y) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1794,7 +1794,7 @@ private:
}
template <typename FNfloat>
- float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1833,7 +1833,7 @@ private:
// Value Cubic Noise
template <typename FNfloat>
- float SingleValueCubic(int seed, FNfloat x, FNfloat y)
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y) const
{
int x1 = FastFloor(x);
int y1 = FastFloor(y);
@@ -1863,7 +1863,7 @@ private:
}
template <typename FNfloat>
- float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x1 = FastFloor(x);
int y1 = FastFloor(y);
@@ -1920,7 +1920,7 @@ private:
// Value Noise
template <typename FNfloat>
- float SingleValue(int seed, FNfloat x, FNfloat y)
+ float SingleValue(int seed, FNfloat x, FNfloat y) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1940,7 +1940,7 @@ private:
}
template <typename FNfloat>
- float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z)
+ float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const
{
int x0 = FastFloor(x);
int y0 = FastFloor(y);
@@ -1972,7 +1972,7 @@ private:
// Domain Warp
template <typename FNfloat>
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
{
switch (mDomainWarpType)
{
@@ -1989,7 +1989,7 @@ private:
}
template <typename FNfloat>
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
{
switch (mDomainWarpType)
{
@@ -2009,7 +2009,7 @@ private:
// Domain Warp Single Wrapper
template <typename FNfloat>
- void DomainWarpSingle(FNfloat& x, FNfloat& y)
+ void DomainWarpSingle(FNfloat& x, FNfloat& y) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2023,7 +2023,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2041,7 +2041,7 @@ private:
// Domain Warp Fractal Progressive
template <typename FNfloat>
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y)
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2062,7 +2062,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const
{
int seed = mSeed;
float amp = mDomainWarpAmp * mFractalBounding;
@@ -2087,7 +2087,7 @@ private:
// Domain Warp Fractal Independant
template <typename FNfloat>
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y)
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const
{
FNfloat xs = x;
FNfloat ys = y;
@@ -2108,7 +2108,7 @@ private:
}
template <typename FNfloat>
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z)
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const
{
FNfloat xs = x;
FNfloat ys = y;
@@ -2133,7 +2133,7 @@ private:
// Domain Warp Basic Grid
template <typename FNfloat>
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
{
FNfloat xf = x * frequency;
FNfloat yf = y * frequency;
@@ -2166,7 +2166,7 @@ private:
}
template <typename FNfloat>
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
{
FNfloat xf = x * frequency;
FNfloat yf = y * frequency;
@@ -2228,7 +2228,7 @@ private:
// Domain Warp Simplex/OpenSimplex2
template <typename FNfloat>
- void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly)
+ void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const
{
const float SQRT3 = 1.7320508075688772935274463415059f;
const float G2 = (3 - SQRT3) / 6;
@@ -2326,7 +2326,7 @@ private:
}
template <typename FNfloat>
- void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly)
+ void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const
{
x *= frequency;
y *= frequency;
diff --git a/thirdparty/noise/patches/FastNoiseLite.patch b/thirdparty/noise/patches/FastNoiseLite.patch
index acb1edfd73..41ec943077 100644
--- a/thirdparty/noise/patches/FastNoiseLite.patch
+++ b/thirdparty/noise/patches/FastNoiseLite.patch
@@ -16,3 +16,417 @@
-#endif
+}
+#endif // namespace fastnoiselite
+@@ -295,7 +295,7 @@ public:
+ /// Noise output bounded between -1...1
+ /// </returns>
+ template <typename FNfloat>
+- float GetNoise(FNfloat x, FNfloat y)
++ float GetNoise(FNfloat x, FNfloat y) const
+ {
+ Arguments_must_be_floating_point_values<FNfloat>();
+
+@@ -321,7 +321,7 @@ public:
+ /// Noise output bounded between -1...1
+ /// </returns>
+ template <typename FNfloat>
+- float GetNoise(FNfloat x, FNfloat y, FNfloat z)
++ float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
+ {
+ Arguments_must_be_floating_point_values<FNfloat>();
+
+@@ -350,7 +350,7 @@ public:
+ /// noise = GetNoise(x, y)</code>
+ /// </example>
+ template <typename FNfloat>
+- void DomainWarp(FNfloat& x, FNfloat& y)
++ void DomainWarp(FNfloat& x, FNfloat& y) const
+ {
+ Arguments_must_be_floating_point_values<FNfloat>();
+
+@@ -377,7 +377,7 @@ public:
+ /// noise = GetNoise(x, y, z)</code>
+ /// </example>
+ template <typename FNfloat>
+- void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z)
++ void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ Arguments_must_be_floating_point_values<FNfloat>();
+
+@@ -528,7 +528,7 @@ private:
+ }
+
+
+- float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
++ float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed);
+ hash ^= hash >> 15;
+@@ -541,7 +541,7 @@ private:
+ }
+
+
+- float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
++ float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+ hash ^= hash >> 15;
+@@ -555,7 +555,7 @@ private:
+ }
+
+
+- void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo)
++ void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
+
+@@ -564,7 +564,7 @@ private:
+ }
+
+
+- void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo)
++ void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
+
+@@ -574,7 +574,7 @@ private:
+ }
+
+
+- void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo)
++ void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed);
+ int index1 = hash & (127 << 1);
+@@ -592,7 +592,7 @@ private:
+ }
+
+
+- void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo)
++ void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
+ {
+ int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
+ int index1 = hash & (63 << 2);
+@@ -616,7 +616,7 @@ private:
+ // Generic noise gen
+
+ template <typename FNfloat>
+- float GenNoiseSingle(int seed, FNfloat x, FNfloat y)
++ float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
+ {
+ switch (mNoiseType)
+ {
+@@ -638,7 +638,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ switch (mNoiseType)
+ {
+@@ -663,7 +663,7 @@ private:
+ // Noise Coordinate Transforms (frequency, and possible skew or rotation)
+
+ template <typename FNfloat>
+- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y)
++ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
+ {
+ x *= mFrequency;
+ y *= mFrequency;
+@@ -686,7 +686,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
++ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ x *= mFrequency;
+ y *= mFrequency;
+@@ -757,7 +757,7 @@ private:
+ // Domain Warp Coordinate Transforms
+
+ template <typename FNfloat>
+- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y)
++ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
+ {
+ switch (mDomainWarpType)
+ {
+@@ -777,7 +777,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
++ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ switch (mWarpTransformType3D)
+ {
+@@ -844,7 +844,7 @@ private:
+ // Fractal FBm
+
+ template <typename FNfloat>
+- float GenFractalFBm(FNfloat x, FNfloat y)
++ float GenFractalFBm(FNfloat x, FNfloat y) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -865,7 +865,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z)
++ float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -890,7 +890,7 @@ private:
+ // Fractal Ridged
+
+ template <typename FNfloat>
+- float GenFractalRidged(FNfloat x, FNfloat y)
++ float GenFractalRidged(FNfloat x, FNfloat y) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -911,7 +911,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z)
++ float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -936,7 +936,7 @@ private:
+ // Fractal PingPong
+
+ template <typename FNfloat>
+- float GenFractalPingPong(FNfloat x, FNfloat y)
++ float GenFractalPingPong(FNfloat x, FNfloat y) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -957,7 +957,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z)
++ float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int seed = mSeed;
+ float sum = 0;
+@@ -982,7 +982,7 @@ private:
+ // Simplex/OpenSimplex2 Noise
+
+ template <typename FNfloat>
+- float SingleSimplex(int seed, FNfloat x, FNfloat y)
++ float SingleSimplex(int seed, FNfloat x, FNfloat y) const
+ {
+ // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
+
+@@ -1053,7 +1053,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ // 3D OpenSimplex2 case uses two offset rotated cube grids.
+
+@@ -1155,7 +1155,7 @@ private:
+ // OpenSimplex2S Noise
+
+ template <typename FNfloat>
+- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y)
++ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const
+ {
+ // 2D OpenSimplex2S case is a modified 2D simplex noise.
+
+@@ -1286,7 +1286,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ // 3D OpenSimplex2S case uses two offset rotated cube grids.
+
+@@ -1482,7 +1482,7 @@ private:
+ // Cellular Noise
+
+ template <typename FNfloat>
+- float SingleCellular(int seed, FNfloat x, FNfloat y)
++ float SingleCellular(int seed, FNfloat x, FNfloat y) const
+ {
+ int xr = FastRound(x);
+ int yr = FastRound(y);
+@@ -1612,7 +1612,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int xr = FastRound(x);
+ int yr = FastRound(y);
+@@ -1769,7 +1769,7 @@ private:
+ // Perlin Noise
+
+ template <typename FNfloat>
+- float SinglePerlin(int seed, FNfloat x, FNfloat y)
++ float SinglePerlin(int seed, FNfloat x, FNfloat y) const
+ {
+ int x0 = FastFloor(x);
+ int y0 = FastFloor(y);
+@@ -1794,7 +1794,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int x0 = FastFloor(x);
+ int y0 = FastFloor(y);
+@@ -1833,7 +1833,7 @@ private:
+ // Value Cubic Noise
+
+ template <typename FNfloat>
+- float SingleValueCubic(int seed, FNfloat x, FNfloat y)
++ float SingleValueCubic(int seed, FNfloat x, FNfloat y) const
+ {
+ int x1 = FastFloor(x);
+ int y1 = FastFloor(y);
+@@ -1863,7 +1863,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int x1 = FastFloor(x);
+ int y1 = FastFloor(y);
+@@ -1920,7 +1920,7 @@ private:
+ // Value Noise
+
+ template <typename FNfloat>
+- float SingleValue(int seed, FNfloat x, FNfloat y)
++ float SingleValue(int seed, FNfloat x, FNfloat y) const
+ {
+ int x0 = FastFloor(x);
+ int y0 = FastFloor(y);
+@@ -1940,7 +1940,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z)
++ float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const
+ {
+ int x0 = FastFloor(x);
+ int y0 = FastFloor(y);
+@@ -1972,7 +1972,7 @@ private:
+ // Domain Warp
+
+ template <typename FNfloat>
+- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
++ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
+ {
+ switch (mDomainWarpType)
+ {
+@@ -1989,7 +1989,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
++ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
+ {
+ switch (mDomainWarpType)
+ {
+@@ -2009,7 +2009,7 @@ private:
+ // Domain Warp Single Wrapper
+
+ template <typename FNfloat>
+- void DomainWarpSingle(FNfloat& x, FNfloat& y)
++ void DomainWarpSingle(FNfloat& x, FNfloat& y) const
+ {
+ int seed = mSeed;
+ float amp = mDomainWarpAmp * mFractalBounding;
+@@ -2023,7 +2023,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z)
++ void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ int seed = mSeed;
+ float amp = mDomainWarpAmp * mFractalBounding;
+@@ -2041,7 +2041,7 @@ private:
+ // Domain Warp Fractal Progressive
+
+ template <typename FNfloat>
+- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y)
++ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const
+ {
+ int seed = mSeed;
+ float amp = mDomainWarpAmp * mFractalBounding;
+@@ -2062,7 +2062,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z)
++ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ int seed = mSeed;
+ float amp = mDomainWarpAmp * mFractalBounding;
+@@ -2087,7 +2087,7 @@ private:
+ // Domain Warp Fractal Independant
+
+ template <typename FNfloat>
+- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y)
++ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const
+ {
+ FNfloat xs = x;
+ FNfloat ys = y;
+@@ -2108,7 +2108,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z)
++ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const
+ {
+ FNfloat xs = x;
+ FNfloat ys = y;
+@@ -2133,7 +2133,7 @@ private:
+ // Domain Warp Basic Grid
+
+ template <typename FNfloat>
+- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
++ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
+ {
+ FNfloat xf = x * frequency;
+ FNfloat yf = y * frequency;
+@@ -2166,7 +2166,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
++ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
+ {
+ FNfloat xf = x * frequency;
+ FNfloat yf = y * frequency;
+@@ -2228,7 +2228,7 @@ private:
+ // Domain Warp Simplex/OpenSimplex2
+
+ template <typename FNfloat>
+- void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly)
++ void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const
+ {
+ const float SQRT3 = 1.7320508075688772935274463415059f;
+ const float G2 = (3 - SQRT3) / 6;
+@@ -2326,7 +2326,7 @@ private:
+ }
+
+ template <typename FNfloat>
+- void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly)
++ void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const
+ {
+ x *= frequency;
+ y *= frequency;