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authorworktycho <work.tycho@gmail.com>2013-12-09 18:51:12 +0100
committerworktycho <work.tycho@gmail.com>2013-12-09 18:51:12 +0100
commit843605d59ebc128be0a578dc6f45ef8c05da6e79 (patch)
tree3ffebc6ba27baf7a9e1d4bc51501ffeea9b14226 /src/Noise.cpp
parentmerged makefile changes (diff)
parentFix Undefined behavior at Bindings/LuaWindow line 32 (diff)
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Diffstat (limited to 'src/Noise.cpp')
-rw-r--r--src/Noise.cpp951
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;
+ }
+}
+
+
+
+