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Implemented the new cCubicNoise in 2D

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1387 0a769ca7-a7f5-676a-18bf-c427514a06d6
This commit is contained in:
madmaxoft@gmail.com 2013-04-16 20:47:43 +00:00
parent f5842062d3
commit 0a7c2d3146
2 changed files with 404 additions and 16 deletions

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@ -2,28 +2,193 @@
#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
#include <smmintrin.h> //_mm_mul_epi32
#endif
#define FAST_FLOOR( x ) ( (x) < 0 ? ((int)x)-1 : ((int)x) )
#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
cNoise::cNoise( unsigned int a_Seed )
: m_Seed( a_Seed )
NOISE_DATATYPE CubicInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct)
{
NOISE_DATATYPE P = (a_D - a_C) - (a_A - a_B);
NOISE_DATATYPE Q = (a_A - a_B) - P;
NOISE_DATATYPE R = a_C - a_A;
NOISE_DATATYPE S = a_B;
return ((P * a_Pct + Q) * a_Pct + R) * a_Pct + S;
}
class cCubicCell2D
{
public:
cCubicCell2D(
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];
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(
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)
{
}
cNoise::~cNoise()
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] = CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY);
Interp[1] = CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY);
Interp[2] = CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY);
Interp[3] = 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++] = 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;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cNoise:
cNoise::cNoise(unsigned int a_Seed) :
m_Seed(a_Seed)
{
}
#if NOISE_USE_SSE
/****************
* SSE Random value generator
@ -61,6 +226,9 @@ __m128 cNoise::SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3,
#endif
/***************
* Interpolated (and 1 smoothed) noise in 1-dimension
**/
@ -71,6 +239,10 @@ float cNoise::LinearNoise1D( float a_X ) const
return LinearInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX);
}
float cNoise::CosineNoise1D( float a_X ) const
{
int BaseX = FAST_FLOOR( a_X );
@ -78,6 +250,10 @@ float cNoise::CosineNoise1D( float a_X ) const
return CosineInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX);
}
float cNoise::CubicNoise1D( float a_X ) const
{
int BaseX = FAST_FLOOR( a_X );
@ -85,11 +261,19 @@ float cNoise::CubicNoise1D( float a_X ) const
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
**/
@ -111,6 +295,10 @@ float cNoise::LinearNoise2D( float a_X, float a_Y ) const
return LinearInterpolate( interp1, interp2, FracY );
}
float cNoise::CosineNoise2D( float a_X, float a_Y ) const
{
const int BaseX = FAST_FLOOR( a_X );
@ -363,11 +551,6 @@ void IntArrayLinearInterpolate2D(
#if NOISE_USE_INLINE
#include "Noise.inc"
#endif
@ -375,3 +558,107 @@ void IntArrayLinearInterpolate2D(
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCubicNoise:
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
NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
)
{
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]);
// 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::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
)
{
NOISE_DATATYPE val = a_Start;
NOISE_DATATYPE dif = (a_End - a_Start) / a_Size;
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;
}
}

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@ -4,6 +4,12 @@
#define NOISE_USE_INLINE 1
#define NOISE_USE_SSE 0
#define NOISE_DATATYPE double
// Do not touch
#if NOISE_USE_INLINE
#ifdef _MSC_VER
@ -16,7 +22,7 @@
#endif
#if NOISE_USE_SSE
# include <emmintrin.h>
#include <emmintrin.h>
#endif
@ -27,7 +33,6 @@ class cNoise
{
public:
cNoise( unsigned int a_Seed );
~cNoise();
#if NOISE_USE_SSE
__m128 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;
@ -57,9 +62,9 @@ public:
void SetSeed( unsigned int a_Seed ) { m_Seed = a_Seed; }
__NOISE_INLINE__ static float CubicInterpolate( float a_A, float a_B, float a_C, float a_D, float a_Pct );
__NOISE_INLINE__ static float CosineInterpolate( float a_A, float a_B, float a_Pct );
__NOISE_INLINE__ static float LinearInterpolate( float a_A, float a_B, float a_Pct );
__NOISE_INLINE__ static float CubicInterpolate (float a_A, float a_B, float a_C, float a_D, float a_Pct);
__NOISE_INLINE__ static float CosineInterpolate(float a_A, float a_B, float a_Pct);
__NOISE_INLINE__ static float LinearInterpolate(float a_A, float a_B, float a_Pct);
private:
@ -140,3 +145,99 @@ template<typename TYPE> void ArrayLinearInterpolate2D(
class cCubicNoise
{
public:
static const int MAX_SIZE = 512; ///< Maximum size of each dimension of the query arrays.
cCubicNoise(int a_Seed);
void Generate1D(
NOISE_DATATYPE * a_Array, ///< Array to generate into
int a_SizeX, ///< Count of the array
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
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
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
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
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
protected:
typedef NOISE_DATATYPE Workspace1D[4];
typedef NOISE_DATATYPE Workspace2D[4][4];
cNoise m_Noise; // Used for integral rnd values
/// Calculates the integral and fractional parts along one axis.
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
);
void UpdateWorkRnds2DX(
Workspace2D & a_WorkRnds,
Workspace1D & a_Interps,
int a_LastFloorX, int a_NewFloorX,
int a_FloorY,
NOISE_DATATYPE a_FractionY
);
} ;
class cPerlinNoise
{
public:
void Generate1D(
NOISE_DATATYPE * a_Array, ///< Array to generate into
int a_SizeX, ///< Count of the array
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
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
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
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
NOISE_DATATYPE * a_Workspace = NULL ///< Workspace that this function can use and trash
);
} ;