From c048f2bd95bd74c54f32e37978da47d450ac567b Mon Sep 17 00:00:00 2001 From: Mattes D Date: Tue, 18 Nov 2014 23:21:57 +0100 Subject: Added a cInterpolNoise template for faster noise generator. Used an instance of it in the Noise3D generator. --- src/Generating/Noise3DGenerator.cpp | 53 ++++- src/Generating/Noise3DGenerator.h | 5 +- src/Noise/InterpolNoise.h | 385 ++++++++++++++++++++++++++++++++++++ 3 files changed, 439 insertions(+), 4 deletions(-) create mode 100644 src/Noise/InterpolNoise.h diff --git a/src/Generating/Noise3DGenerator.cpp b/src/Generating/Noise3DGenerator.cpp index 654e9d01f..d051948c4 100644 --- a/src/Generating/Noise3DGenerator.cpp +++ b/src/Generating/Noise3DGenerator.cpp @@ -6,6 +6,7 @@ #include "Globals.h" #include "Noise3DGenerator.h" #include "../OSSupport/File.h" +#include "../OSSupport/Timer.h" #include "../IniFile.h" #include "../LinearInterpolation.h" #include "../LinearUpscale.h" @@ -61,6 +62,50 @@ public: +#if 0 +// Perform speed test of the cInterpolNoise class +static class cInterpolNoiseSpeedTest +{ +public: + cInterpolNoiseSpeedTest(void) + { + printf("Evaluating 3D noise performance...\n"); + static const int SIZE_X = 128; + static const int SIZE_Y = 128; + static const int SIZE_Z = 128; + static const NOISE_DATATYPE MUL = 80; + std::unique_ptr arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]); + cTimer timer; + + // Test the cInterpolNoise: + cInterpolNoise interpNoise(1); + long long start = timer.GetNowTime(); + for (int i = 0; i < 30; i++) + { + interpNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL); + } + long long end = timer.GetNowTime(); + printf("InterpolNoise took %.02f sec\n", static_cast(end - start) / 1000); + + // Test the cCubicNoise: + cCubicNoise cubicNoise(1); + start = timer.GetNowTime(); + for (int i = 0; i < 30; i++) + { + cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL); + } + end = timer.GetNowTime(); + printf("CubicNoise took %.02f sec\n", static_cast(end - start) / 1000); + printf("3D noise performance comparison finished.\n"); + } + +} g_InterpolNoiseSpeedTest; +#endif + + + + + //////////////////////////////////////////////////////////////////////////////// // cNoise3DGenerator: @@ -69,9 +114,11 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) : m_Perlin(1000), m_Cubic(1000) { - m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5); - m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1); - m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2); + m_Perlin.AddOctave(1, 1); + m_Perlin.AddOctave(2, 0.5); + m_Perlin.AddOctave(4, 0.25); + m_Perlin.AddOctave(8, 0.125); + m_Perlin.AddOctave(16, 0.0625); #if 0 // DEBUG: Test the noise generation: diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index 8a6e97e1c..d198c5498 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -14,6 +14,7 @@ #include "ComposableGenerator.h" #include "../Noise/Noise.h" +#include "../Noise/InterpolNoise.h" @@ -43,7 +44,9 @@ protected: static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y; static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z; - cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition + /** The base 3D noise source for the actual composition */ + cOctavedNoise m_Perlin; + cCubicNoise m_Cubic; // The noise used for heightmap directing int m_SeaLevel; diff --git a/src/Noise/InterpolNoise.h b/src/Noise/InterpolNoise.h new file mode 100644 index 000000000..69e7194c9 --- /dev/null +++ b/src/Noise/InterpolNoise.h @@ -0,0 +1,385 @@ + +// InterpolNoise.h + +// Implements the cInterpolNoise class template representing a noise that interpolates the values between integer coords from a single set of neighbors + + + + + +#pragma once + +#include "Noise.h" + +#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x)) + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cInterpolCell3D: + +/** Holds a cache of the last calculated integral noise values and interpolates between them en masse. +Provides a massive optimization for cInterpolNoise. +Works by calculating multiple noise values (that have the same integral noise coords) at once. The underlying noise values +needn't be recalculated for these values, only the interpolation is done within the unit cube. */ +template +class cInterpolCell3D +{ +public: + cInterpolCell3D( + 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) + { + } + + + /** Generates part of the output array using current m_WorkRnds[]. */ + void 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[2][2]; + NOISE_DATATYPE FracZ = T::coeff(m_FracZ[z]); + for (int x = 0; x < 2; x++) + { + for (int y = 0; y < 2; y++) + { + Interp2[x][y] = Lerp((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], FracZ); + } + } + for (int y = a_FromY; y < a_ToY; y++) + { + NOISE_DATATYPE Interp[2]; + NOISE_DATATYPE FracY = T::coeff(m_FracY[y]); + Interp[0] = Lerp(Interp2[0][0], Interp2[0][1], FracY); + Interp[1] = Lerp(Interp2[1][0], Interp2[1][1], FracY); + int idx = idxZ + y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x])); + } // for x + } // for y + } // for z + } + + + /** Initializes m_WorkRnds[] with the specified Floor values. */ + void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ) + { + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + m_CurFloorZ = a_FloorZ; + (*m_WorkRnds)[0][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ); + (*m_WorkRnds)[0][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ + 1); + (*m_WorkRnds)[0][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ); + (*m_WorkRnds)[0][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ + 1); + (*m_WorkRnds)[1][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ); + (*m_WorkRnds)[1][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ + 1); + (*m_WorkRnds)[1][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ); + (*m_WorkRnds)[1][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ + 1); + } + + + /** Updates m_WorkRnds[] for the new Floor values. */ + void 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: + // TODO: Try out if simply calculating all 8 elements each time is faster than this monster loop + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + int DiffZ = OldFloorZ - a_NewFloorZ; + for (int x = 0; x < 2; x++) + { + int cx = a_NewFloorX + x; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 2; y++) + { + int cy = a_NewFloorY + y; + int OldY = y - DiffY; // Where would this Y be in the old grid? + for (int z = 0; z < 2; z++) + { + int cz = a_NewFloorZ + z; + int OldZ = z - DiffZ; + if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2) && (OldZ >= 0) && (OldZ < 2)) + { + (*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; + } + +protected: + typedef NOISE_DATATYPE Workspace[2][2][2]; + + /** The noise used for generating the values at integral coords. */ + const cNoise & m_Noise; + + /** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */ + Workspace * m_WorkRnds; + + /** Buffer 1 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace1; + + /** Buffer 2 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace2; + + /** The integral coords of the currently calculated WorkRnds[] */ + int m_CurFloorX, m_CurFloorY, m_CurFloorZ; + + /** The output array where the noise is calculated. */ + NOISE_DATATYPE * m_Array; + + /** Dimensions of the output array. */ + int m_SizeX, m_SizeY, m_SizeZ; + + /** Arrays holding the fractional values of the coords in each direction. */ + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; + const NOISE_DATATYPE * m_FracZ; +} ; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cInterpolNoise: + +template +class cInterpolNoise +{ + /** Maximum size, for each direction, of the generated array. */ + static const int MAX_SIZE = 256; + +public: + cInterpolNoise(int a_Seed): + m_Noise(a_Seed) + { + } + + + /** Sets a new seed for the generators. Relays the seed to the underlying noise. */ + void SetSeed(int a_Seed) + { + m_Noise.SetSeed(a_Seed); + } + + + /** Fills a 2D array with the values of the noise. */ + void 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 + ) const + { + // Check params: + ASSERT(a_SizeX > 1); + ASSERT(a_SizeY > 1); + + // Generate the noise: + size_t idx = 0; + for (int y = 0; y < a_SizeY; y++) + { + NOISE_DATATYPE ratioY = static_cast(y) / (a_SizeY - 1); + NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY); + int noiseYInt = FAST_FLOOR(noiseY); + NOISE_DATATYPE ratioY = typename T(noiseY - static_cast(noiseYInt)); + for (int x = 0; x < a_SizeX; x++) + { + NOISE_DATATYPE ratioX = static_cast(x) / (a_SizeX - 1); + NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX); + int noiseXInt = FAST_FLOOR(noiseX); + NOISE_DATATYPE ratioX = typename T(noiseX - static_cast(noiseXInt)); + + NOISE_DATATYPE valx0y0 = m_Noise.IntNoise2D(noiseXInt, noiseYInt); + NOISE_DATATYPE valx1y0 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt); + NOISE_DATATYPE valx0y1 = m_Noise.IntNoise2D(noiseXInt, noiseYInt + 1); + NOISE_DATATYPE valx1y1 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt + 1); + NOISE_DATATYPE valx0 = Lerp(valx0y0, valx0y1, ratioY); + NOISE_DATATYPE valx1 = Lerp(valx1y1, valx1y1, ratioY); + a_Array[idx++] = Lerp(valx0, valx1, ratioX); + } // for x + } // for y + } + + + /** Fills a 3D array with the values of the noise. */ + void 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 + ) const + { + // Check params: + ASSERT(a_SizeX > 1); + ASSERT(a_SizeY > 1); + + 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); + + cInterpolCell3D 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 + } + +protected: + + /** The noise used for the underlying value generation. */ + cNoise m_Noise; + + + /** Calculates the integral and fractional parts along one axis. + a_Floor will receive the integral parts (array of a_Size ints). + a_Frac will receive the fractional parts (array of a_Size floats). + a_Same will receive the counts of items that have the same integral parts (array of up to a_Size ints). + a_NumSame will receive the count of a_Same elements (total count of different integral parts). */ + void 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); + + // Calculate the floor and frac values: + 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; + } + } +}; + + + + + +/** A fifth-degree curve for interpolating. +Implemented as a functor for better chance of inlining. */ +struct Interp5Deg +{ + static NOISE_DATATYPE coeff(NOISE_DATATYPE a_Val) + { + return a_Val * a_Val * a_Val * (a_Val * (a_Val * 6 - 15) + 10); + } +}; + +typedef cInterpolNoise cInterp5DegNoise; + + + -- cgit v1.2.3