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author | worktycho <work.tycho@gmail.com> | 2013-12-09 18:51:12 +0100 |
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committer | worktycho <work.tycho@gmail.com> | 2013-12-09 18:51:12 +0100 |
commit | 843605d59ebc128be0a578dc6f45ef8c05da6e79 (patch) | |
tree | 3ffebc6ba27baf7a9e1d4bc51501ffeea9b14226 /src/Noise.cpp | |
parent | merged makefile changes (diff) | |
parent | Fix Undefined behavior at Bindings/LuaWindow line 32 (diff) | |
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Diffstat (limited to 'src/Noise.cpp')
-rw-r--r-- | src/Noise.cpp | 951 |
1 files changed, 951 insertions, 0 deletions
diff --git a/src/Noise.cpp b/src/Noise.cpp new file mode 100644 index 000000000..729641961 --- /dev/null +++ b/src/Noise.cpp @@ -0,0 +1,951 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "Noise.h" + + + + + +#if NOISE_USE_SSE + #include <smmintrin.h> //_mm_mul_epi32 +#endif + +#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x)) + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Globals: + +void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase) +{ + const int BUF_SIZE = 512; + ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed + + // Save in XY cuts: + cFile f1; + if (f1.Open(Printf("%s_XY (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite)) + { + for (int z = 0; z < a_SizeZ; z++) + { + for (int y = 0; y < a_SizeY; y++) + { + int idx = y * a_SizeX + z * a_SizeX * a_SizeY; + unsigned char buf[BUF_SIZE]; + for (int x = 0; x < a_SizeX; x++) + { + buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++])))); + } + f1.Write(buf, a_SizeX); + } // for y + unsigned char buf[BUF_SIZE]; + memset(buf, 0, a_SizeX); + f1.Write(buf, a_SizeX); + } // for z + } // if (XY file open) + + cFile f2; + if (f2.Open(Printf("%s_XZ (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite)) + { + for (int y = 0; y < a_SizeY; y++) + { + for (int z = 0; z < a_SizeZ; z++) + { + int idx = y * a_SizeX + z * a_SizeX * a_SizeY; + unsigned char buf[BUF_SIZE]; + for (int x = 0; x < a_SizeX; x++) + { + buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++])))); + } + f2.Write(buf, a_SizeX); + } // for z + unsigned char buf[BUF_SIZE]; + memset(buf, 0, a_SizeX); + f2.Write(buf, a_SizeX); + } // for y + } // if (XZ file open) +} + + + + + +void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase) +{ + const int BUF_SIZE = 512; + ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed + + cFile f1; + if (f1.Open(Printf("%s (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite)) + { + for (int y = 0; y < a_SizeY; y++) + { + int idx = y * a_SizeX; + unsigned char buf[BUF_SIZE]; + for (int x = 0; x < a_SizeX; x++) + { + buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++])))); + } + f1.Write(buf, a_SizeX); + } // for y + } // if (file open) +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCubicCell2D: + +class cCubicCell2D +{ +public: + cCubicCell2D( + const cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values + ); + + /// Uses current m_WorkRnds[] to generate part of the array + void Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY + ); + + /// Initializes m_WorkRnds[] with the specified Floor values + void InitWorkRnds(int a_FloorX, int a_FloorY); + + /// Updates m_WorkRnds[] for the new Floor values. + void Move(int a_NewFloorX, int a_NewFloorY); + +protected: + typedef NOISE_DATATYPE Workspace[4][4]; + + const cNoise & m_Noise; + + Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) + Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move() + Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move() + int m_CurFloorX; + int m_CurFloorY; + + NOISE_DATATYPE * m_Array; + int m_SizeX, m_SizeY; + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; +} ; + + + + + +cCubicCell2D::cCubicCell2D( + const cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values +) : + m_Noise(a_Noise), + m_WorkRnds(&m_Workspace1), + m_Array(a_Array), + m_SizeX(a_SizeX), + m_SizeY(a_SizeY), + m_FracX(a_FracX), + m_FracY(a_FracY) +{ +} + + + + + +void cCubicCell2D::Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY +) +{ + for (int y = a_FromY; y < a_ToY; y++) + { + NOISE_DATATYPE Interp[4]; + NOISE_DATATYPE FracY = m_FracY[y]; + Interp[0] = cNoise::CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY); + Interp[1] = cNoise::CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY); + Interp[2] = cNoise::CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY); + Interp[3] = cNoise::CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY); + int idx = y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]); + } // for x + } // for y +} + + + + + +void cCubicCell2D::InitWorkRnds(int a_FloorX, int a_FloorY) +{ + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + for (int x = 0; x < 4; x++) + { + int cx = a_FloorX + x - 1; + for (int y = 0; y < 4; y++) + { + int cy = a_FloorY + y - 1; + (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy); + } + } +} + + + + + +void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY) +{ + // Swap the doublebuffer: + int OldFloorX = m_CurFloorX; + int OldFloorY = m_CurFloorY; + Workspace * OldWorkRnds = m_WorkRnds; + m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1; + + // Reuse as much of the old workspace as possible: + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + for (int x = 0; x < 4; x++) + { + int cx = a_NewFloorX + x - 1; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 4; y++) + { + int cy = a_NewFloorY + y - 1; + int OldY = y - DiffY; // Where would this Y be in the old grid? + if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4)) + { + (*m_WorkRnds)[x][y] = (*OldWorkRnds)[OldX][OldY]; + } + else + { + (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy); + } + } + } + m_CurFloorX = a_NewFloorX; + m_CurFloorY = a_NewFloorY; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCubicCell3D: + +class cCubicCell3D +{ +public: + cCubicCell3D( + const cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY, ///< Pointer to the attay that stores the Y fractional values + const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values + ); + + /// Uses current m_WorkRnds[] to generate part of the array + void Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY, + int a_FromZ, int a_ToZ + ); + + /// Initializes m_WorkRnds[] with the specified Floor values + void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ); + + /// Updates m_WorkRnds[] for the new Floor values. + void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ); + +protected: + typedef NOISE_DATATYPE Workspace[4][4][4]; + + const cNoise & m_Noise; + + Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) + Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move() + Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move() + int m_CurFloorX; + int m_CurFloorY; + int m_CurFloorZ; + + NOISE_DATATYPE * m_Array; + int m_SizeX, m_SizeY, m_SizeZ; + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; + const NOISE_DATATYPE * m_FracZ; +} ; + + + + + +cCubicCell3D::cCubicCell3D( + const cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY, ///< Pointer to the attay that stores the Y fractional values + const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values +) : + m_Noise(a_Noise), + m_WorkRnds(&m_Workspace1), + m_Array(a_Array), + m_SizeX(a_SizeX), + m_SizeY(a_SizeY), + m_SizeZ(a_SizeZ), + m_FracX(a_FracX), + m_FracY(a_FracY), + m_FracZ(a_FracZ) +{ +} + + + + + +void cCubicCell3D::Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY, + int a_FromZ, int a_ToZ +) +{ + for (int z = a_FromZ; z < a_ToZ; z++) + { + int idxZ = z * m_SizeX * m_SizeY; + NOISE_DATATYPE Interp2[4][4]; + NOISE_DATATYPE FracZ = m_FracZ[z]; + for (int x = 0; x < 4; x++) + { + for (int y = 0; y < 4; y++) + { + Interp2[x][y] = cNoise::CubicInterpolate((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], (*m_WorkRnds)[x][y][2], (*m_WorkRnds)[x][y][3], FracZ); + } + } + for (int y = a_FromY; y < a_ToY; y++) + { + NOISE_DATATYPE Interp[4]; + NOISE_DATATYPE FracY = m_FracY[y]; + Interp[0] = cNoise::CubicInterpolate(Interp2[0][0], Interp2[0][1], Interp2[0][2], Interp2[0][3], FracY); + Interp[1] = cNoise::CubicInterpolate(Interp2[1][0], Interp2[1][1], Interp2[1][2], Interp2[1][3], FracY); + Interp[2] = cNoise::CubicInterpolate(Interp2[2][0], Interp2[2][1], Interp2[2][2], Interp2[2][3], FracY); + Interp[3] = cNoise::CubicInterpolate(Interp2[3][0], Interp2[3][1], Interp2[3][2], Interp2[3][3], FracY); + int idx = idxZ + y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]); + } // for x + } // for y + } // for z +} + + + + + +void cCubicCell3D::InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ) +{ + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + m_CurFloorZ = a_FloorZ; + for (int x = 0; x < 4; x++) + { + int cx = a_FloorX + x - 1; + for (int y = 0; y < 4; y++) + { + int cy = a_FloorY + y - 1; + for (int z = 0; z < 4; z++) + { + int cz = a_FloorZ + z - 1; + (*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz); + } + } + } +} + + + + + +void cCubicCell3D::Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ) +{ + // Swap the doublebuffer: + int OldFloorX = m_CurFloorX; + int OldFloorY = m_CurFloorY; + int OldFloorZ = m_CurFloorZ; + Workspace * OldWorkRnds = m_WorkRnds; + m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1; + + // Reuse as much of the old workspace as possible: + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + int DiffZ = OldFloorZ - a_NewFloorZ; + for (int x = 0; x < 4; x++) + { + int cx = a_NewFloorX + x - 1; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 4; y++) + { + int cy = a_NewFloorY + y - 1; + int OldY = y - DiffY; // Where would this Y be in the old grid? + for (int z = 0; z < 4; z++) + { + int cz = a_NewFloorZ + z - 1; + int OldZ = z - DiffZ; + if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4) && (OldZ >= 0) && (OldZ < 4)) + { + (*m_WorkRnds)[x][y][z] = (*OldWorkRnds)[OldX][OldY][OldZ]; + } + else + { + (*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz); + } + } // for z + } // for y + } // for x + m_CurFloorX = a_NewFloorX; + m_CurFloorY = a_NewFloorY; + m_CurFloorZ = a_NewFloorZ; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise: + +cNoise::cNoise(unsigned int a_Seed) : + m_Seed(a_Seed) +{ +} + + + + + +cNoise::cNoise(const cNoise & a_Noise) : + m_Seed(a_Noise.m_Seed) +{ +} + + + + + +NOISE_DATATYPE cNoise::LinearNoise1D(NOISE_DATATYPE a_X) const +{ + int BaseX = FAST_FLOOR(a_X); + NOISE_DATATYPE FracX = a_X - BaseX; + return LinearInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX); +} + + + + + +NOISE_DATATYPE cNoise::CosineNoise1D(NOISE_DATATYPE a_X) const +{ + int BaseX = FAST_FLOOR(a_X); + NOISE_DATATYPE FracX = a_X - BaseX; + return CosineInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX); +} + + + + + +NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const +{ + int BaseX = FAST_FLOOR(a_X); + NOISE_DATATYPE FracX = a_X - BaseX; + return CubicInterpolate(IntNoise1D(BaseX - 1), IntNoise1D(BaseX), IntNoise1D(BaseX + 1), IntNoise1D(BaseX + 2), FracX); +} + + + + + +NOISE_DATATYPE cNoise::SmoothNoise1D(int a_X) const +{ + return IntNoise1D(a_X) / 2 + IntNoise1D(a_X - 1) / 4 + IntNoise1D(a_X + 1) / 4; +} + + + + + +NOISE_DATATYPE cNoise::CubicNoise2D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) const +{ + const int BaseX = FAST_FLOOR(a_X); + const int BaseY = FAST_FLOOR(a_Y); + + const NOISE_DATATYPE points[4][4] = + { + IntNoise2D(BaseX - 1, BaseY - 1), IntNoise2D(BaseX, BaseY - 1), IntNoise2D(BaseX + 1, BaseY - 1), IntNoise2D(BaseX + 2, BaseY - 1), + IntNoise2D(BaseX - 1, BaseY), IntNoise2D(BaseX, BaseY), IntNoise2D(BaseX + 1, BaseY), IntNoise2D(BaseX + 2, BaseY), + IntNoise2D(BaseX - 1, BaseY + 1), IntNoise2D(BaseX, BaseY + 1), IntNoise2D(BaseX + 1, BaseY + 1), IntNoise2D(BaseX + 2, BaseY + 1), + IntNoise2D(BaseX - 1, BaseY + 2), IntNoise2D(BaseX, BaseY + 2), IntNoise2D(BaseX + 1, BaseY + 2), IntNoise2D(BaseX + 2, BaseY + 2), + }; + + const NOISE_DATATYPE FracX = a_X - BaseX; + const NOISE_DATATYPE interp1 = CubicInterpolate(points[0][0], points[0][1], points[0][2], points[0][3], FracX); + const NOISE_DATATYPE interp2 = CubicInterpolate(points[1][0], points[1][1], points[1][2], points[1][3], FracX); + const NOISE_DATATYPE interp3 = CubicInterpolate(points[2][0], points[2][1], points[2][2], points[2][3], FracX); + const NOISE_DATATYPE interp4 = CubicInterpolate(points[3][0], points[3][1], points[3][2], points[3][3], FracX); + + + const NOISE_DATATYPE FracY = a_Y - BaseY; + return CubicInterpolate(interp1, interp2, interp3, interp4, FracY); +} + + + + + +NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) const +{ + const int BaseX = FAST_FLOOR(a_X); + const int BaseY = FAST_FLOOR(a_Y); + const int BaseZ = FAST_FLOOR(a_Z); + + const NOISE_DATATYPE points1[4][4] = { + IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1), + IntNoise3D(BaseX - 1, BaseY, BaseZ - 1), IntNoise3D(BaseX, BaseY, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY, BaseZ - 1), + IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1), + IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1), + }; + + const NOISE_DATATYPE FracX = (a_X) - BaseX; + const NOISE_DATATYPE x1interp1 = CubicInterpolate( points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX ); + const NOISE_DATATYPE x1interp2 = CubicInterpolate( points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX ); + const NOISE_DATATYPE x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX ); + const NOISE_DATATYPE x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX ); + + const NOISE_DATATYPE points2[4][4] = { + IntNoise3D( BaseX-1, BaseY-1, BaseZ ), IntNoise3D( BaseX, BaseY-1, BaseZ ), IntNoise3D( BaseX+1, BaseY-1, BaseZ ), IntNoise3D( BaseX+2, BaseY-1, BaseZ ), + IntNoise3D( BaseX-1, BaseY, BaseZ ), IntNoise3D( BaseX, BaseY, BaseZ ), IntNoise3D( BaseX+1, BaseY, BaseZ ), IntNoise3D( BaseX+2, BaseY, BaseZ ), + IntNoise3D( BaseX-1, BaseY+1, BaseZ ), IntNoise3D( BaseX, BaseY+1, BaseZ ), IntNoise3D( BaseX+1, BaseY+1, BaseZ ), IntNoise3D( BaseX+2, BaseY+1, BaseZ ), + IntNoise3D( BaseX-1, BaseY+2, BaseZ ), IntNoise3D( BaseX, BaseY+2, BaseZ ), IntNoise3D( BaseX+1, BaseY+2, BaseZ ), IntNoise3D( BaseX+2, BaseY+2, BaseZ ), + }; + + const NOISE_DATATYPE x2interp1 = CubicInterpolate( points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX ); + const NOISE_DATATYPE x2interp2 = CubicInterpolate( points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX ); + const NOISE_DATATYPE x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX ); + const NOISE_DATATYPE x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX ); + + const NOISE_DATATYPE points3[4][4] = { + IntNoise3D( BaseX-1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+1 ), + IntNoise3D( BaseX-1, BaseY, BaseZ+1 ), IntNoise3D( BaseX, BaseY, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY, BaseZ+1 ), + IntNoise3D( BaseX-1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+1 ), + IntNoise3D( BaseX-1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX+1, BaseY+2, BaseZ+1 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ+1 ), + }; + + const NOISE_DATATYPE x3interp1 = CubicInterpolate( points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX ); + const NOISE_DATATYPE x3interp2 = CubicInterpolate( points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX ); + const NOISE_DATATYPE x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX ); + const NOISE_DATATYPE x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX ); + + const NOISE_DATATYPE points4[4][4] = { + IntNoise3D( BaseX-1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY-1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY-1, BaseZ+2 ), + IntNoise3D( BaseX-1, BaseY, BaseZ+2 ), IntNoise3D( BaseX, BaseY, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY, BaseZ+2 ), + IntNoise3D( BaseX-1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY+1, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+1, BaseZ+2 ), + IntNoise3D( BaseX-1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX+1, BaseY+2, BaseZ+2 ), IntNoise3D( BaseX+2, BaseY+2, BaseZ+2 ), + }; + + const NOISE_DATATYPE x4interp1 = CubicInterpolate( points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX ); + const NOISE_DATATYPE x4interp2 = CubicInterpolate( points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX ); + const NOISE_DATATYPE x4interp3 = CubicInterpolate( points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX ); + const NOISE_DATATYPE x4interp4 = CubicInterpolate( points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX ); + + const NOISE_DATATYPE FracY = (a_Y) - BaseY; + const NOISE_DATATYPE yinterp1 = CubicInterpolate( x1interp1, x1interp2, x1interp3, x1interp4, FracY ); + const NOISE_DATATYPE yinterp2 = CubicInterpolate( x2interp1, x2interp2, x2interp3, x2interp4, FracY ); + const NOISE_DATATYPE yinterp3 = CubicInterpolate( x3interp1, x3interp2, x3interp3, x3interp4, FracY ); + const NOISE_DATATYPE yinterp4 = CubicInterpolate( x4interp1, x4interp2, x4interp3, x4interp4, FracY ); + + const NOISE_DATATYPE FracZ = (a_Z) - BaseZ; + return CubicInterpolate( yinterp1, yinterp2, yinterp3, yinterp4, FracZ ); +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCubicNoise: + +#ifdef _DEBUG + int cCubicNoise::m_NumSingleX = 0; + int cCubicNoise::m_NumSingleXY = 0; + int cCubicNoise::m_NumSingleY = 0; + int cCubicNoise::m_NumCalls = 0; +#endif // _DEBUG + +cCubicNoise::cCubicNoise(int a_Seed) : + m_Noise(a_Seed) +{ +} + + + + + +void cCubicNoise::Generate2D( + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Size of the array (num doubles), in each direction + NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction + NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction +) const +{ + ASSERT(a_SizeX < MAX_SIZE); + ASSERT(a_SizeY < MAX_SIZE); + ASSERT(a_StartX < a_EndX); + ASSERT(a_StartY < a_EndY); + + // Calculate the integral and fractional parts of each coord: + int FloorX[MAX_SIZE]; + int FloorY[MAX_SIZE]; + NOISE_DATATYPE FracX[MAX_SIZE]; + NOISE_DATATYPE FracY[MAX_SIZE]; + int SameX[MAX_SIZE]; + int SameY[MAX_SIZE]; + int NumSameX, NumSameY; + CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX); + CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY); + + cCubicCell2D Cell(m_Noise, a_Array, a_SizeX, a_SizeY, FracX, FracY); + + Cell.InitWorkRnds(FloorX[0], FloorY[0]); + + #ifdef _DEBUG + // Statistics on the noise-space coords: + if (NumSameX == 1) + { + m_NumSingleX++; + if (NumSameY == 1) + { + m_NumSingleXY++; + } + } + if (NumSameY == 1) + { + m_NumSingleY++; + } + m_NumCalls++; + #endif // _DEBUG + + // Calculate query values using Cell: + int FromY = 0; + for (int y = 0; y < NumSameY; y++) + { + int ToY = FromY + SameY[y]; + int FromX = 0; + int CurFloorY = FloorY[FromY]; + for (int x = 0; x < NumSameX; x++) + { + int ToX = FromX + SameX[x]; + Cell.Generate(FromX, ToX, FromY, ToY); + Cell.Move(FloorX[ToX], CurFloorY); + FromX = ToX; + } + Cell.Move(FloorX[0], FloorY[ToY]); + FromY = ToY; + } +} + + + + + +void cCubicNoise::Generate3D( + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, int a_SizeZ, ///< Size of the array (num doubles), in each direction + NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction + NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction + NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Y direction +) const +{ + ASSERT(a_SizeX < MAX_SIZE); + ASSERT(a_SizeY < MAX_SIZE); + ASSERT(a_SizeZ < MAX_SIZE); + ASSERT(a_StartX < a_EndX); + ASSERT(a_StartY < a_EndY); + ASSERT(a_StartZ < a_EndZ); + + // Calculate the integral and fractional parts of each coord: + int FloorX[MAX_SIZE]; + int FloorY[MAX_SIZE]; + int FloorZ[MAX_SIZE]; + NOISE_DATATYPE FracX[MAX_SIZE]; + NOISE_DATATYPE FracY[MAX_SIZE]; + NOISE_DATATYPE FracZ[MAX_SIZE]; + int SameX[MAX_SIZE]; + int SameY[MAX_SIZE]; + int SameZ[MAX_SIZE]; + int NumSameX, NumSameY, NumSameZ; + CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX); + CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY); + CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ); + + cCubicCell3D Cell( + m_Noise, a_Array, + a_SizeX, a_SizeY, a_SizeZ, + FracX, FracY, FracZ + ); + + Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]); + + // Calculate query values using Cell: + int FromZ = 0; + for (int z = 0; z < NumSameZ; z++) + { + int ToZ = FromZ + SameZ[z]; + int CurFloorZ = FloorZ[FromZ]; + int FromY = 0; + for (int y = 0; y < NumSameY; y++) + { + int ToY = FromY + SameY[y]; + int CurFloorY = FloorY[FromY]; + int FromX = 0; + for (int x = 0; x < NumSameX; x++) + { + int ToX = FromX + SameX[x]; + Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ); + Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ); + FromX = ToX; + } + Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ); + FromY = ToY; + } // for y + Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]); + FromZ = ToZ; + } // for z +} + + + + + +void cCubicNoise::CalcFloorFrac( + int a_Size, + NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End, + int * a_Floor, NOISE_DATATYPE * a_Frac, + int * a_Same, int & a_NumSame +) const +{ + NOISE_DATATYPE val = a_Start; + NOISE_DATATYPE dif = (a_End - a_Start) / (a_Size - 1); + for (int i = 0; i < a_Size; i++) + { + a_Floor[i] = FAST_FLOOR(val); + a_Frac[i] = val - a_Floor[i]; + val += dif; + } + + // Mark up the same floor values into a_Same / a_NumSame: + int CurFloor = a_Floor[0]; + int LastSame = 0; + a_NumSame = 0; + for (int i = 1; i < a_Size; i++) + { + if (a_Floor[i] != CurFloor) + { + a_Same[a_NumSame] = i - LastSame; + LastSame = i; + a_NumSame += 1; + CurFloor = a_Floor[i]; + } + } // for i - a_Floor[] + if (LastSame < a_Size) + { + a_Same[a_NumSame] = a_Size - LastSame; + a_NumSame += 1; + } +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cPerlinNoise: + +cPerlinNoise::cPerlinNoise(void) : + m_Seed(0) +{ +} + + + + + +cPerlinNoise::cPerlinNoise(int a_Seed) : + m_Seed(a_Seed) +{ +} + + + + + +void cPerlinNoise::SetSeed(int a_Seed) +{ + m_Seed = a_Seed; +} + + + + + +void cPerlinNoise::AddOctave(float a_Frequency, float a_Amplitude) +{ + m_Octaves.push_back(cOctave(m_Seed * (m_Octaves.size() + 4) * 4 + 1024, a_Frequency, a_Amplitude)); +} + + + + + +void cPerlinNoise::Generate2D( + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Count of the array, in each direction + NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction + NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction + NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash +) const +{ + if (m_Octaves.empty()) + { + // No work to be done + ASSERT(!"Perlin: No octaves to generate!"); + return; + } + + bool ShouldFreeWorkspace = (a_Workspace == NULL); + int ArrayCount = a_SizeX * a_SizeY; + if (ShouldFreeWorkspace) + { + a_Workspace = new NOISE_DATATYPE[ArrayCount]; + } + + // Generate the first octave directly into array: + m_Octaves.front().m_Noise.Generate2D( + a_Workspace, a_SizeX, a_SizeY, + a_StartX * m_Octaves.front().m_Frequency, a_EndX * m_Octaves.front().m_Frequency, + a_StartY * m_Octaves.front().m_Frequency, a_EndY * m_Octaves.front().m_Frequency + ); + NOISE_DATATYPE Amplitude = m_Octaves.front().m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] *= Amplitude; + } + + // Add each octave: + for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr) + { + // Generate cubic noise for the octave: + itr->m_Noise.Generate2D( + a_Workspace, a_SizeX, a_SizeY, + a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency, + a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency + ); + // Add the cubic noise into the output: + NOISE_DATATYPE Amplitude = itr->m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] += a_Workspace[i] * Amplitude; + } + } + + if (ShouldFreeWorkspace) + { + delete[] a_Workspace; + } +} + + + + + +void cPerlinNoise::Generate3D( + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z] + int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction + NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction + NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction + NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ, ///< Noise-space coords of the array in the Z direction + NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash +) const +{ + if (m_Octaves.empty()) + { + // No work to be done + ASSERT(!"Perlin: No octaves to generate!"); + return; + } + + bool ShouldFreeWorkspace = (a_Workspace == NULL); + int ArrayCount = a_SizeX * a_SizeY * a_SizeZ; + if (ShouldFreeWorkspace) + { + a_Workspace = new NOISE_DATATYPE[ArrayCount]; + } + + // Generate the first octave directly into array: + m_Octaves.front().m_Noise.Generate3D( + a_Workspace, a_SizeX, a_SizeY, a_SizeZ, + a_StartX * m_Octaves.front().m_Frequency, a_EndX * m_Octaves.front().m_Frequency, + a_StartY * m_Octaves.front().m_Frequency, a_EndY * m_Octaves.front().m_Frequency, + a_StartZ * m_Octaves.front().m_Frequency, a_EndZ * m_Octaves.front().m_Frequency + ); + NOISE_DATATYPE Amplitude = m_Octaves.front().m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] = a_Workspace[i] * Amplitude; + } + + // Add each octave: + for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr) + { + // Generate cubic noise for the octave: + itr->m_Noise.Generate3D( + a_Workspace, a_SizeX, a_SizeY, a_SizeZ, + a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency, + a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency, + a_StartZ * itr->m_Frequency, a_EndZ * itr->m_Frequency + ); + // Add the cubic noise into the output: + NOISE_DATATYPE Amplitude = itr->m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] += a_Workspace[i] * Amplitude; + } + } + + if (ShouldFreeWorkspace) + { + delete[] a_Workspace; + } +} + + + + |