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authorMattes D <github@xoft.cz>2014-11-18 12:07:08 +0100
committerMattes D <github@xoft.cz>2014-11-18 12:07:08 +0100
commit2467d29a4ec63936d0af20ae4d5cfb8e897e75be (patch)
treec144dc21b6c297edc011c8dcaf5f5b13d49aee65 /src/Noise.cpp
parentRefactored cRidgedNoise into a separate template. (diff)
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Diffstat (limited to 'src/Noise.cpp')
-rw-r--r--src/Noise.cpp1053
1 files changed, 0 insertions, 1053 deletions
diff --git a/src/Noise.cpp b/src/Noise.cpp
deleted file mode 100644
index c4a7e2d5f..000000000
--- a/src/Noise.cpp
+++ /dev/null
@@ -1,1053 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "Noise.h"
-#include "OSSupport/Timer.h"
-
-#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
-
-
-
-
-
-#if 0
-/** cImprovedPerlin noise test suite:
-- Generate a rather large 2D and 3D noise array and output it to a file
-- Compare performance of cCubicNoise and cImprovedNoise, both in single-value and 3D-array usages */
-static class cImprovedPerlinNoiseTest
-{
-public:
- cImprovedPerlinNoiseTest(void)
- {
- printf("Performing Improved Perlin Noise tests...\n");
- TestImage();
- TestSpeed();
- TestSpeedArr();
- printf("Improved Perlin Noise tests complete.\n");
- }
-
-
- /** Tests the noise by generating 2D and 3D images and dumping them to files. */
- void TestImage(void)
- {
- static const int SIZE_X = 256;
- static const int SIZE_Y = 256;
- static const int SIZE_Z = 16;
-
- cImprovedNoise noise(1);
- std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
- noise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
- Debug3DNoise(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, "ImprovedPerlinNoiseTest3D", 128);
- noise.Generate2D(arr.get(), SIZE_X, SIZE_Y, 0, 14, 15, 28);
- Debug2DNoise(arr.get(), SIZE_X, SIZE_Y, "ImprovedPerlinNoiseTest2D", 128);
- }
-
-
- /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating individual values. */
- void TestSpeed(void)
- {
- cImprovedNoise improvedNoise(1);
- cNoise noise(1);
- cTimer timer;
-
- // Measure the improvedNoise:
- NOISE_DATATYPE sum = 0;
- long long start = timer.GetNowTime();
- for (int i = 0; i < 100000000; i++)
- {
- sum += improvedNoise.GetValueAt(i, 0, -i);
- }
- long long finish = timer.GetNowTime();
- printf("cImprovedNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
-
- // Measure the cubicNoise:
- sum = 0;
- start = timer.GetNowTime();
- for (int i = 0; i < 100000000; i++)
- {
- sum += noise.IntNoise3D(i, 0, -i);
- }
- finish = timer.GetNowTime();
- printf("cCubicNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
- }
-
-
- /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating arrays. */
- void TestSpeedArr(void)
- {
- static const int SIZE_X = 256;
- static const int SIZE_Y = 256;
- static const int SIZE_Z = 16;
-
- std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
- cTimer timer;
- cImprovedNoise improvedNoise(1);
- cCubicNoise cubicNoise(1);
-
- // Measure the improvedNoise:
- long long start = timer.GetNowTime();
- for (int i = 0; i < 40; i++)
- {
- improvedNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
- }
- long long finish = timer.GetNowTime();
- printf("cImprovedNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
-
- // Measure the cubicNoise:
- start = timer.GetNowTime();
- for (int i = 0; i < 40; i++)
- {
- cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
- }
- finish = timer.GetNowTime();
- printf("cCubicNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
- }
-} g_Test;
-
-#endif
-
-
-
-
-
-////////////////////////////////////////////////////////////////////////////////
-// Globals:
-
-void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
-{
- 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
- }
- 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
- }
- 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, NOISE_DATATYPE a_Coeff)
-{
- 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
- }
- 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_CurFloorX(0),
- m_CurFloorY(0),
- 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_CurFloorX(0),
- m_CurFloorY(0),
- m_CurFloorZ(0),
- 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(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 > 0);
- ASSERT(a_SizeY > 0);
- 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
-{
- ASSERT(a_Size > 0);
-
- 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;
- }
-}
-
-
-
-
-
-////////////////////////////////////////////////////////////////////////////////
-// cImprovedNoise:
-
-cImprovedNoise::cImprovedNoise(int a_Seed)
-{
- // Initialize the permutations with identity:
- for (int i = 0; i < 256; i++)
- {
- m_Perm[i] = i;
- }
-
- // Randomize the permutation table - swap each element with a random other element:
- cNoise noise(a_Seed);
- for (int i = 0; i < 256; i++)
- {
- int rnd = (noise.IntNoise1DInt(i) / 7) % 256;
- std::swap(m_Perm[i], m_Perm[rnd]);
- }
-
- // Copy the lower 256 entries into upper 256 entries:
- for (int i = 0; i < 256; i++)
- {
- m_Perm[i + 256] = m_Perm[i];
- }
-}
-
-
-
-
-
-void cImprovedNoise::Generate2D(
- NOISE_DATATYPE * a_Array,
- int a_SizeX, int a_SizeY,
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY
-) const
-{
- size_t idx = 0;
- for (int y = 0; y < a_SizeY; y++)
- {
- NOISE_DATATYPE ratioY = static_cast<NOISE_DATATYPE>(y) / (a_SizeY - 1);
- NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY);
- int noiseYInt = FAST_FLOOR(noiseY);
- int yCoord = noiseYInt & 255;
- NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
- NOISE_DATATYPE fadeY = Fade(noiseYFrac);
- for (int x = 0; x < a_SizeX; x++)
- {
- NOISE_DATATYPE ratioX = static_cast<NOISE_DATATYPE>(x) / (a_SizeX - 1);
- NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX);
- int noiseXInt = FAST_FLOOR(noiseX);
- int xCoord = noiseXInt & 255;
- NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
- NOISE_DATATYPE fadeX = Fade(noiseXFrac);
-
- // Hash the coordinates:
- int A = m_Perm[xCoord] + yCoord;
- int AA = m_Perm[A];
- int AB = m_Perm[A + 1];
- int B = m_Perm[xCoord + 1] + yCoord;
- int BA = m_Perm[B];
- int BB = m_Perm[B + 1];
-
- // Lerp the gradients:
- a_Array[idx++] = Lerp(
- Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, 0), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, 0), fadeX),
- Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, 0), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, 0), fadeX),
- fadeY
- );
- } // for x
- } // for y
-}
-
-
-
-
-
-void cImprovedNoise::Generate3D(
- NOISE_DATATYPE * a_Array,
- int a_SizeX, int a_SizeY, int a_SizeZ,
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY,
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ
-) const
-{
- size_t idx = 0;
- for (int z = 0; z < a_SizeZ; z++)
- {
- NOISE_DATATYPE ratioZ = static_cast<NOISE_DATATYPE>(z) / (a_SizeZ - 1);
- NOISE_DATATYPE noiseZ = Lerp(a_StartZ, a_EndZ, ratioZ);
- int noiseZInt = FAST_FLOOR(noiseZ);
- int zCoord = noiseZInt & 255;
- NOISE_DATATYPE noiseZFrac = noiseZ - noiseZInt;
- NOISE_DATATYPE fadeZ = Fade(noiseZFrac);
- for (int y = 0; y < a_SizeY; y++)
- {
- NOISE_DATATYPE ratioY = static_cast<NOISE_DATATYPE>(y) / (a_SizeY - 1);
- NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY);
- int noiseYInt = FAST_FLOOR(noiseY);
- int yCoord = noiseYInt & 255;
- NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
- NOISE_DATATYPE fadeY = Fade(noiseYFrac);
- for (int x = 0; x < a_SizeX; x++)
- {
- NOISE_DATATYPE ratioX = static_cast<NOISE_DATATYPE>(x) / (a_SizeX - 1);
- NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX);
- int noiseXInt = FAST_FLOOR(noiseX);
- int xCoord = noiseXInt & 255;
- NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
- NOISE_DATATYPE fadeX = Fade(noiseXFrac);
-
- // Hash the coordinates:
- int A = m_Perm[xCoord] + yCoord;
- int AA = m_Perm[A] + zCoord;
- int AB = m_Perm[A + 1] + zCoord;
- int B = m_Perm[xCoord + 1] + yCoord;
- int BA = m_Perm[B] + zCoord;
- int BB = m_Perm[B + 1] + zCoord;
-
- // Lerp the gradients:
- // TODO: This may be optimized by swapping the coords and recalculating most lerps only "once every x"
- a_Array[idx++] = Lerp(
- Lerp(
- Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, noiseZFrac), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, noiseZFrac), fadeX),
- Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, noiseZFrac), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac), fadeX),
- fadeY
- ),
- Lerp(
- Lerp(Grad(m_Perm[AA + 1], noiseXFrac, noiseYFrac, noiseZFrac - 1), Grad(m_Perm[BA + 1], noiseXFrac - 1, noiseYFrac, noiseZFrac - 1), fadeX),
- Lerp(Grad(m_Perm[AB + 1], noiseXFrac, noiseYFrac - 1, noiseZFrac - 1), Grad(m_Perm[BB + 1], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac - 1), fadeX),
- fadeY
- ),
- fadeZ
- );
- } // for x
- } // for y
- } // for z
-}
-
-
-
-
-
-NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
-{
- // Hash the coordinates:
- a_X = a_X & 255;
- a_Y = a_Y & 255;
- a_Z = a_Z & 255;
- int A = m_Perm[a_X] + a_Y;
- int AA = m_Perm[A] + a_Z;
-
- return Grad(m_Perm[AA], 1, 1, 1);
-}
-
-
-
-
-