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diff --git a/source/Noise.cpp b/source/Noise.cpp
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index 000000000..fab46d652
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+++ b/source/Noise.cpp
@@ -0,0 +1,377 @@
+
+#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
+
+#include "Noise.h"
+#include <math.h>
+
+#if NOISE_USE_SSE
+#include <smmintrin.h> //_mm_mul_epi32
+#endif
+
+#define FAST_FLOOR( x ) ( (x) < 0 ? ((int)x)-1 : ((int)x) )
+
+
+
+
+
+cNoise::cNoise( unsigned int a_Seed )
+ : m_Seed( a_Seed )
+{
+}
+
+
+cNoise::~cNoise()
+{
+}
+
+#if NOISE_USE_SSE
+/****************
+ * SSE Random value generator
+ **/
+__m128 cNoise::SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3, int a_Y3, int a_X4, int a_Y4 ) const
+{
+ const __m128i X4 = _mm_set_epi32(a_X4, a_X3, a_X2, a_X1);
+ const __m128i Y4 = _mm_set_epi32(a_Y4, a_Y3, a_Y2, a_Y1);
+
+ const __m128 One4 = _mm_set_ps1( 1.f );
+ const __m128i YScale4 = _mm_set1_epi32( 57 );
+
+ const __m128i i15731 = _mm_set1_epi32( 15731 );
+ const __m128i i789221 = _mm_set1_epi32( 789221 );
+ const __m128i i1376312589 = _mm_set1_epi32(1376312589);
+ const __m128i MaskValue4 = _mm_set1_epi32(0x7fffffff);
+ const __m128 f1073741824 = _mm_set_ps1( 1073741824.0f );
+
+ const __m128i Seed4 = _mm_mullo_epi32( _mm_mullo_epi32( _mm_set1_epi32( m_Seed ), YScale4 ), YScale4 );
+
+ const __m128i ScaledY4 = _mm_mullo_epi32( Y4, YScale4 );
+ const __m128i n4 = _mm_add_epi32( _mm_add_epi32( X4, ScaledY4 ), Seed4 );
+ const __m128i nn4 = _mm_slli_epi32( n4, 13 );
+ const __m128i nnn4 = _mm_xor_si128( nn4, n4 );
+
+ const __m128i StepA4 = _mm_mullo_epi32( nnn4, nnn4 );
+ const __m128i StepAA4 = _mm_add_epi32( _mm_mullo_epi32( StepA4, i15731 ), i789221 );
+ const __m128i StepB4 = _mm_add_epi32( _mm_mullo_epi32( nnn4, StepAA4 ), i1376312589 );
+ const __m128i StepC4 = _mm_and_si128( StepB4, MaskValue4 );
+ const __m128 StepD4 = _mm_div_ps( _mm_cvtepi32_ps( StepC4 ), f1073741824 );
+ const __m128 Result4 = _mm_sub_ps( One4, StepD4 );
+
+ return Result4;
+}
+#endif
+
+
+/***************
+ * Interpolated (and 1 smoothed) noise in 1-dimension
+ **/
+float cNoise::LinearNoise1D( float a_X ) const
+{
+ int BaseX = FAST_FLOOR( a_X );
+ float FracX = (a_X) - BaseX;
+ return LinearInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX);
+}
+
+float cNoise::CosineNoise1D( float a_X ) const
+{
+ int BaseX = FAST_FLOOR( a_X );
+ float FracX = (a_X) - BaseX;
+ return CosineInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX);
+}
+
+float cNoise::CubicNoise1D( float a_X ) const
+{
+ int BaseX = FAST_FLOOR( a_X );
+ float FracX = (a_X) - BaseX;
+ return CubicInterpolate( IntNoise( BaseX-1 ), IntNoise( BaseX ), IntNoise( BaseX+1 ), IntNoise( BaseX+2 ), FracX);
+}
+
+float cNoise::SmoothNoise1D( int a_X ) const
+{
+ return IntNoise(a_X)/2 + IntNoise(a_X-1)/4 + IntNoise(a_X+1)/4;
+}
+
+/******************
+ * Interpolated (and 1 smoothed) noise in 2-dimensions
+ **/
+float cNoise::LinearNoise2D( float a_X, float a_Y ) const
+{
+ const int BaseX = FAST_FLOOR( a_X );
+ const int BaseY = FAST_FLOOR( a_Y );
+
+ const float tl = IntNoise2D( BaseX, BaseY );
+ const float tr = IntNoise2D( BaseX+1, BaseY );
+ const float bl = IntNoise2D( BaseX, BaseY+1 );
+ const float br = IntNoise2D( BaseX+1, BaseY+1 );
+
+ const float FracX = (a_X) - BaseX;
+ const float interp1 = LinearInterpolate( tl, tr, FracX );
+ const float interp2 = LinearInterpolate( bl, br, FracX );
+
+ const float FracY = (a_Y) - BaseY;
+ return LinearInterpolate( interp1, interp2, FracY );
+}
+
+float cNoise::CosineNoise2D( float a_X, float a_Y ) const
+{
+ const int BaseX = FAST_FLOOR( a_X );
+ const int BaseY = FAST_FLOOR( a_Y );
+
+ const float tl = IntNoise2D( BaseX, BaseY );
+ const float tr = IntNoise2D( BaseX+1, BaseY );
+ const float bl = IntNoise2D( BaseX, BaseY+1 );
+ const float br = IntNoise2D( BaseX+1, BaseY+1 );
+
+ const float FracX = (a_X) - BaseX;
+ const float interp1 = CosineInterpolate( tl, tr, FracX );
+ const float interp2 = CosineInterpolate( bl, br, FracX );
+
+ const float FracY = (a_Y) - BaseY;
+ return CosineInterpolate( interp1, interp2, FracY );
+}
+
+
+
+
+
+float cNoise::CubicNoise2D( float a_X, float a_Y ) const
+{
+ const int BaseX = FAST_FLOOR( a_X );
+ const int BaseY = FAST_FLOOR( a_Y );
+
+ const float 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 float FracX = (a_X) - BaseX;
+ const float interp1 = CubicInterpolate( points[0][0], points[0][1], points[0][2], points[0][3], FracX );
+ const float interp2 = CubicInterpolate( points[1][0], points[1][1], points[1][2], points[1][3], FracX );
+ const float interp3 = CubicInterpolate( points[2][0], points[2][1], points[2][2], points[2][3], FracX );
+ const float interp4 = CubicInterpolate( points[3][0], points[3][1], points[3][2], points[3][3], FracX );
+
+
+ const float FracY = (a_Y) - BaseY;
+ return CubicInterpolate( interp1, interp2, interp3, interp4, FracY );
+}
+
+
+
+
+
+#if NOISE_USE_SSE
+float cNoise::SSE_CubicNoise2D( float a_X, float a_Y ) const
+{
+ const int BaseX = FAST_FLOOR( a_X );
+ const int BaseY = FAST_FLOOR( a_Y );
+
+ __m128 points4[4] = {
+ SSE_IntNoise2D( BaseX-1, BaseY-1, BaseX-1, BaseY, BaseX-1, BaseY+1, BaseX-1, BaseY+2 ),
+ SSE_IntNoise2D( BaseX, BaseY-1, BaseX, BaseY, BaseX, BaseY+1, BaseX, BaseY+2 ),
+ SSE_IntNoise2D( BaseX+1, BaseY-1, BaseX+1, BaseY, BaseX+1, BaseY+1, BaseX+1, BaseY+2 ),
+ SSE_IntNoise2D( BaseX+2, BaseY-1, BaseX+2, BaseY, BaseX+2, BaseY+1, BaseX+2, BaseY+2 ),
+ };
+
+ const float FracX = (a_X) - BaseX;
+ union { __m128 p4; float p[4]; }
+ AllInterp = { CubicInterpolate4( points4[0], points4[1], points4[2], points4[3], FracX ) };
+
+ const float FracY = (a_Y) - BaseY;
+ return CubicInterpolate( AllInterp.p[0], AllInterp.p[1], AllInterp.p[2], AllInterp.p[3], FracY );
+}
+#endif
+
+
+
+
+
+/******************
+ * Interpolated (and 1 smoothed) noise in 3-dimensions
+ **/
+float cNoise::CosineNoise3D( float a_X, float a_Y, float 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 float ftl = IntNoise3D( BaseX, BaseY, BaseZ );
+ const float ftr = IntNoise3D( BaseX+1, BaseY, BaseZ );
+ const float fbl = IntNoise3D( BaseX, BaseY+1, BaseZ );
+ const float fbr = IntNoise3D( BaseX+1, BaseY+1, BaseZ );
+
+ const float btl = IntNoise3D( BaseX, BaseY, BaseZ+1 );
+ const float btr = IntNoise3D( BaseX+1, BaseY, BaseZ+1 );
+ const float bbl = IntNoise3D( BaseX, BaseY+1, BaseZ+1 );
+ const float bbr = IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 );
+
+ const float FracX = (a_X) - BaseX;
+ const float finterp1 = CosineInterpolate( ftl, ftr, FracX );
+ const float finterp2 = CosineInterpolate( fbl, fbr, FracX );
+ const float binterp1 = CosineInterpolate( btl, btr, FracX );
+ const float binterp2 = CosineInterpolate( bbl, bbr, FracX );
+
+ const float FracY = (a_Y) - BaseY;
+ const float interp1 = CosineInterpolate( finterp1, finterp2, FracY );
+ const float interp2 = CosineInterpolate( binterp1, binterp2, FracY );
+
+ const float FracZ = (a_Z) - BaseZ;
+ return CosineInterpolate( interp1, interp2, FracZ );
+}
+
+
+
+
+
+float cNoise::CubicNoise3D( float a_X, float a_Y, float 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 float 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 float FracX = (a_X) - BaseX;
+ const float x1interp1 = CubicInterpolate( points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX );
+ const float x1interp2 = CubicInterpolate( points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX );
+ const float x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX );
+ const float x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX );
+
+ const float 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 float x2interp1 = CubicInterpolate( points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX );
+ const float x2interp2 = CubicInterpolate( points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX );
+ const float x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX );
+ const float x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX );
+
+ const float 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 float x3interp1 = CubicInterpolate( points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX );
+ const float x3interp2 = CubicInterpolate( points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX );
+ const float x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX );
+ const float x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX );
+
+ const float 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 float x4interp1 = CubicInterpolate( points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX );
+ const float x4interp2 = CubicInterpolate( points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX );
+ const float x4interp3 = CubicInterpolate( points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX );
+ const float x4interp4 = CubicInterpolate( points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX );
+
+ const float FracY = (a_Y) - BaseY;
+ const float yinterp1 = CubicInterpolate( x1interp1, x1interp2, x1interp3, x1interp4, FracY );
+ const float yinterp2 = CubicInterpolate( x2interp1, x2interp2, x2interp3, x2interp4, FracY );
+ const float yinterp3 = CubicInterpolate( x3interp1, x3interp2, x3interp3, x3interp4, FracY );
+ const float yinterp4 = CubicInterpolate( x4interp1, x4interp2, x4interp3, x4interp4, FracY );
+
+ const float FracZ = (a_Z) - BaseZ;
+ return CubicInterpolate( yinterp1, yinterp2, yinterp3, yinterp4, FracZ );
+}
+
+
+
+
+
+/******************
+ * Private
+ **/
+
+#if NOISE_USE_SSE
+__m128 cNoise::CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const
+{
+ const __m128 P = _mm_sub_ps( _mm_sub_ps( a_D, a_C ), _mm_sub_ps( a_A, a_B ) );
+ const __m128 Q = _mm_sub_ps( _mm_sub_ps( a_A, a_B ), P );
+ const __m128 R = _mm_sub_ps( a_C, a_A );
+
+ const __m128 Pct = _mm_set_ps1( a_Pct );
+ const __m128 Pct2 = _mm_mul_ps( Pct, Pct );
+ const __m128 Pct3 = _mm_mul_ps( Pct2, Pct );
+
+ return _mm_add_ps( _mm_add_ps( _mm_add_ps( _mm_mul_ps(P, Pct3), _mm_mul_ps( Q, Pct2 ) ), _mm_mul_ps( R, Pct ) ), a_B );
+}
+#endif
+
+
+
+
+
+void IntArrayLinearInterpolate2D(
+ int * a_Array,
+ int a_SizeX, int a_SizeY, // Dimensions of the array
+ int a_AnchorStepX, int a_AnchorStepY // Distances between the anchor points in each direction
+)
+{
+ // First interpolate columns where the anchor points are:
+ int LastYCell = a_SizeY - a_AnchorStepY;
+ for (int y = 0; y < LastYCell; y += a_AnchorStepY)
+ {
+ int Idx = a_SizeX * y;
+ for (int x = 0; x < a_SizeX; x += a_AnchorStepX)
+ {
+ int StartValue = a_Array[Idx];
+ int EndValue = a_Array[Idx + a_SizeX * a_AnchorStepY];
+ int Diff = EndValue - StartValue;
+ for (int CellY = 1; CellY < a_AnchorStepY; CellY++)
+ {
+ a_Array[Idx + a_SizeX * CellY] = StartValue + CellY * Diff / a_AnchorStepY;
+ } // for CellY
+ Idx += a_AnchorStepX;
+ } // for x
+ } // for y
+
+ // Now interpolate in rows, each row has values in the anchor columns
+ int LastXCell = a_SizeX - a_AnchorStepX;
+ for (int y = 0; y < a_SizeY; y++)
+ {
+ int Idx = a_SizeX * y;
+ for (int x = 0; x < LastXCell; x += a_AnchorStepX)
+ {
+ int StartValue = a_Array[Idx];
+ int EndValue = a_Array[Idx + a_AnchorStepX];
+ int Diff = EndValue - StartValue;
+ for (int CellX = 1; CellX < a_AnchorStepX; CellX++)
+ {
+ a_Array[Idx + CellX] = StartValue + CellX * Diff / a_AnchorStepX;
+ } // for CellY
+ Idx += a_AnchorStepX;
+ }
+ }
+}
+
+
+
+
+
+
+
+
+
+
+#if NOISE_USE_INLINE
+ #include "Noise.inc"
+#endif
+
+
+
+