To create a 2D noise texture with GLM, perform the following steps:
- Include the GLM header that includes the noise functions:
#include <glm/gtc/noise.hpp>
- Generate the noise data using the previous equation:
GLubyte *data = new GLubyte[ width * height * 4 ]; float xFactor = 1.0f / (width - 1); float yFactor = 1.0f / (height - 1); for( int row = 0; row < height; row++ ) { for( int col = 0 ; col < width; col++ ) { float x = xFactor * col; float y = yFactor * row; float sum = 0.0f; float freq = a; float scale = b; // Compute the sum for each octave for( int oct = 0; oct < 4; oct++ ) { glm::vec2 p(x * freq, y * freq); float val = glm::perlin(p) / scale; sum += val; float result = (sum + 1.0f)/ 2.0f; // Store in texture buffer data[((row * width + col) * 4) + oct] = (GLubyte) ( result * 255.0f ); freq *= 2.0f; // Double the frequency scale *= b; // Next power of b } } }
- Load the data into an OpenGL texture:
GLuint texID; glGenTextures(1, &texID); glBindTexture(GL_TEXTURE_2D, texID); glTexStorage2D(GL_TEXTURE_2D, 1, GL_RGBA8, width, height); glTexSubImage2D(GL_TEXTURE_2D,0,0,0,width,height,
GL_RGBA,GL_UNSIGNED_BYTE,data); delete [] data;