commit
f1bddc607c
@ -9,6 +9,7 @@ include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/polarssl/include
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set(FOLDERS
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OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++ Bindings
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WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs
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Noise
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)
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SET (SRCS
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@ -50,7 +51,6 @@ SET (SRCS
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MobProximityCounter.cpp
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MobSpawner.cpp
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MonsterConfig.cpp
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Noise.cpp
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ProbabDistrib.cpp
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RankManager.cpp
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RCONServer.cpp
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@ -65,7 +65,8 @@ SET (SRCS
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VoronoiMap.cpp
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WebAdmin.cpp
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World.cpp
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main.cpp)
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main.cpp
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)
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SET (HDRS
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AllocationPool.h
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@ -120,7 +121,6 @@ SET (HDRS
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MobProximityCounter.h
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MobSpawner.h
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MonsterConfig.h
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Noise.h
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ProbabDistrib.h
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RankManager.h
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RCONServer.h
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@ -137,7 +137,8 @@ SET (HDRS
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VoronoiMap.h
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WebAdmin.h
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World.h
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XMLParser.h)
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XMLParser.h
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)
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include_directories(".")
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include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/sqlite")
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@ -314,7 +315,7 @@ endif ()
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if (NOT MSVC)
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target_link_libraries(${EXECUTABLE}
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OSSupport HTTPServer Bindings Items Blocks
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OSSupport HTTPServer Bindings Items Blocks Noise
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Protocol Generating Generating_Prefabs WorldStorage
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Mobs Entities Simulator UI BlockEntities PolarSSL++
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)
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@ -25,7 +25,7 @@
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#include "BlockEntities/FlowerPotEntity.h"
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#include "Entities/Pickup.h"
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#include "Item.h"
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#include "Noise.h"
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#include "Noise/Noise.h"
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#include "Root.h"
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#include "MersenneTwister.h"
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#include "Entities/Player.h"
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@ -6,7 +6,7 @@
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#include "Enchantments.h"
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#include "WorldStorage/FastNBT.h"
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#include "FastRandom.h"
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#include "Noise.h"
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#include "Noise/Noise.h"
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@ -15,7 +15,7 @@ Interfaces to the various biome generators:
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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#include "../VoronoiMap.h"
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@ -13,7 +13,6 @@
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#pragma once
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#include "GridStructGen.h"
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#include "../Noise.h"
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@ -7,7 +7,7 @@
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#include "ChunkDesc.h"
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#include "../BlockArea.h"
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#include "../Cuboid.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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#include "../BlockEntities/BlockEntity.h"
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@ -17,7 +17,7 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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@ -11,7 +11,6 @@
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#include "ComposableGenerator.h"
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#include "HeiGen.h"
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#include "../Noise.h"
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@ -10,7 +10,7 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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@ -10,7 +10,6 @@
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#include "Globals.h"
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#include "FinishGen.h"
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#include "../Noise.h"
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#include "../BlockID.h"
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#include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway()
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#include "../Simulator/FireSimulator.h"
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@ -16,7 +16,7 @@
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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#include "../ProbabDistrib.h"
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@ -10,7 +10,7 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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@ -15,7 +15,7 @@ Interfaces to the various height generators:
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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@ -10,7 +10,6 @@
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#pragma once
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#include "GridStructGen.h"
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#include "../Noise.h"
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@ -6,6 +6,7 @@
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#include "Globals.h"
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#include "Noise3DGenerator.h"
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#include "../OSSupport/File.h"
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#include "../OSSupport/Timer.h"
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#include "../IniFile.h"
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#include "../LinearInterpolation.h"
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#include "../LinearUpscale.h"
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@ -61,30 +62,86 @@ public:
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/** Linearly interpolates between two values.
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Assumes that a_Ratio is in range [0, 1]. */
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inline static NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
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#if 0
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// Perform speed test of the cInterpolNoise class
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static class cInterpolNoiseSpeedTest
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{
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return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
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public:
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cInterpolNoiseSpeedTest(void)
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{
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TestSpeed2D();
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TestSpeed3D();
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printf("InterpolNoise speed comparison finished.\n");
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}
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/** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */
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void TestSpeed3D(void)
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{
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printf("Evaluating 3D noise performance...\n");
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static const int SIZE_X = 128;
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static const int SIZE_Y = 128;
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static const int SIZE_Z = 128;
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static const NOISE_DATATYPE MUL = 80;
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std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
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cTimer timer;
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// Test the cInterpolNoise:
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cInterpolNoise<Interp5Deg> interpNoise(1);
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long long start = timer.GetNowTime();
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for (int i = 0; i < 30; i++)
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{
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interpNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
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}
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long long end = timer.GetNowTime();
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printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
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// Test the cCubicNoise:
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cCubicNoise cubicNoise(1);
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start = timer.GetNowTime();
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for (int i = 0; i < 30; i++)
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{
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cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, MUL * i, MUL * i + MUL, 0, MUL, 0, MUL);
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}
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end = timer.GetNowTime();
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printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
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printf("3D noise performance comparison finished.\n");
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}
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/** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
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void TestSpeed2D(void)
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{
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printf("Evaluating 2D noise performance...\n");
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static const int SIZE_X = 128;
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static const int SIZE_Y = 128;
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static const NOISE_DATATYPE MUL = 80;
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std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y]);
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cTimer timer;
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/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */
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inline static NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
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// Test the cInterpolNoise:
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cInterpolNoise<Interp5Deg> interpNoise(1);
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long long start = timer.GetNowTime();
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for (int i = 0; i < 500; i++)
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{
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if (a_Ratio < 0)
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interpNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
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}
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long long end = timer.GetNowTime();
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printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
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// Test the cCubicNoise:
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cCubicNoise cubicNoise(1);
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start = timer.GetNowTime();
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for (int i = 0; i < 500; i++)
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{
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return a_Val1;
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cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
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}
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if (a_Ratio > 1)
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{
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return a_Val2;
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}
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return Lerp(a_Val1, a_Val2, a_Ratio);
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end = timer.GetNowTime();
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printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
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printf("2D noise performance comparison finished.\n");
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}
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} g_InterpolNoiseSpeedTest;
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#endif
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@ -98,9 +155,17 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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m_Perlin(1000),
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m_Cubic(1000)
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{
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m_Perlin.AddOctave(1, (NOISE_DATATYPE)0.5);
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m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 1);
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m_Perlin.AddOctave((NOISE_DATATYPE)0.5, 2);
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m_Perlin.AddOctave(1, 1);
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m_Perlin.AddOctave(2, 0.5);
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m_Perlin.AddOctave(4, 0.25);
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m_Perlin.AddOctave(8, 0.125);
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m_Perlin.AddOctave(16, 0.0625);
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m_Cubic.AddOctave(1, 1);
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m_Cubic.AddOctave(2, 0.5);
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m_Cubic.AddOctave(4, 0.25);
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m_Cubic.AddOctave(8, 0.125);
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m_Cubic.AddOctave(16, 0.0625);
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#if 0
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// DEBUG: Test the noise generation:
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@ -183,8 +248,8 @@ void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
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{
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// Params:
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m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
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m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0);
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m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
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m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
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m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
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m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
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m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8);
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m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8);
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@ -250,9 +315,9 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
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// Our noise array has different layout, XZY, instead of regular chunk's XYZ, that's why the coords are "renamed"
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NOISE_DATATYPE StartX = ((NOISE_DATATYPE)(a_ChunkX * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width) - 1) / m_FrequencyX;
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NOISE_DATATYPE EndX = ((NOISE_DATATYPE)((a_ChunkX + 1) * cChunkDef::Width)) / m_FrequencyX;
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NOISE_DATATYPE StartZ = ((NOISE_DATATYPE)(a_ChunkZ * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width) - 1) / m_FrequencyZ;
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NOISE_DATATYPE EndZ = ((NOISE_DATATYPE)((a_ChunkZ + 1) * cChunkDef::Width)) / m_FrequencyZ;
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY;
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@ -262,23 +327,23 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
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// Precalculate a "height" array:
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NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
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m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
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m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 5, EndX / 5, StartZ / 5, EndZ / 5);
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for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
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{
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Height[i] = std::abs(Height[i]) * m_HeightAmplification + 1;
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Height[i] = Height[i] * m_HeightAmplification;
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}
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// Modify the noise by height data:
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for (int y = 0; y < DIM_Y; y++)
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{
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NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 30;
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// AddHeight *= AddHeight * AddHeight;
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for (int z = 0; z < DIM_Z; z++)
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{
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NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]);
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for (int x = 0; x < DIM_X; x++)
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{
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CurRow[x] += AddHeight / Height[x + DIM_X * z];
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CurRow[x] += AddHeight + Height[x + DIM_X * z];
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}
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}
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}
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@ -13,7 +13,8 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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#include "../Noise/InterpolNoise.h"
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@ -34,17 +35,20 @@ public:
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protected:
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// Linear interpolation step sizes, must be divisors of cChunkDef::Width and cChunkDef::Height, respectively:
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static const int UPSCALE_X = 8;
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static const int UPSCALE_Y = 4;
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static const int UPSCALE_Z = 8;
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static const int UPSCALE_X = 4;
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static const int UPSCALE_Y = 8;
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static const int UPSCALE_Z = 4;
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// Linear interpolation buffer dimensions, calculated from the step sizes:
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static const int DIM_X = 1 + cChunkDef::Width / UPSCALE_X;
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static const int DIM_Y = 1 + cChunkDef::Height / UPSCALE_Y;
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static const int DIM_Z = 1 + cChunkDef::Width / UPSCALE_Z;
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cPerlinNoise m_Perlin; // The base 3D noise source for the actual composition
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cCubicNoise m_Cubic; // The noise used for heightmap directing
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/** The base 3D noise source for the actual composition */
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cOctavedNoise<cInterp5DegNoise> m_Perlin;
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/** The noise used for heightmap directing. */
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cOctavedNoise<cInterp5DegNoise> m_Cubic;
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int m_SeaLevel;
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NOISE_DATATYPE m_HeightAmplification;
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|
@ -20,7 +20,7 @@ Each uses a slightly different approach to generating:
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#include "../Defines.h"
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#include "../Cuboid.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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|
@ -10,7 +10,6 @@
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#pragma once
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#include "GridStructGen.h"
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#include "../Noise.h"
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|
@ -14,7 +14,7 @@
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#pragma once
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#include "ComposableGenerator.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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|
@ -18,7 +18,7 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is
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#pragma once
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#include "../ChunkDef.h"
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#include "../Noise.h"
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#include "../Noise/Noise.h"
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|
@ -6,7 +6,7 @@
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#include "Globals.h"
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#include "ItemGrid.h"
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#include "Items/ItemHandler.h"
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#include "Noise.h"
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#include "Noise/Noise.h"
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|
21
src/Noise/CMakeLists.txt
Normal file
21
src/Noise/CMakeLists.txt
Normal file
@ -0,0 +1,21 @@
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|
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cmake_minimum_required (VERSION 2.6)
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||||
project (MCServer)
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||||
|
||||
include_directories ("${PROJECT_SOURCE_DIR}/../")
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||||
|
||||
SET (SRCS
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||||
Noise.cpp
|
||||
)
|
||||
|
||||
SET (HDRS
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||||
Noise.h
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||||
OctavedNoise.h
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RidgedNoise.h
|
||||
)
|
||||
|
||||
if(NOT MSVC)
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||||
add_library(Noise ${SRCS} ${HDRS})
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|
||||
target_link_libraries(Noise OSSupport)
|
||||
endif()
|
524
src/Noise/InterpolNoise.h
Normal file
524
src/Noise/InterpolNoise.h
Normal file
@ -0,0 +1,524 @@
|
||||
|
||||
// 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))
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cInterpolCell2D:
|
||||
|
||||
template <typename T>
|
||||
class cInterpolCell2D
|
||||
{
|
||||
public:
|
||||
cInterpolCell2D(
|
||||
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)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/** Generates part of the output noise array using the current m_WorkRnds[] values */
|
||||
void 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[2];
|
||||
NOISE_DATATYPE FracY = T::coeff(m_FracY[y]);
|
||||
Interp[0] = Lerp((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], FracY);
|
||||
Interp[1] = Lerp((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], FracY);
|
||||
int idx = 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
|
||||
}
|
||||
|
||||
|
||||
/** Initializes m_WorkRnds[] with the specified values of the noise at the specified integral coords. */
|
||||
void InitWorkRnds(int a_FloorX, int a_FloorY)
|
||||
{
|
||||
m_CurFloorX = a_FloorX;
|
||||
m_CurFloorY = a_FloorY;
|
||||
(*m_WorkRnds)[0][0] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY);
|
||||
(*m_WorkRnds)[0][1] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY + 1);
|
||||
(*m_WorkRnds)[1][0] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY);
|
||||
(*m_WorkRnds)[1][1] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY + 1);
|
||||
}
|
||||
|
||||
|
||||
/** Updates m_WorkRnds[] for the new integral coords */
|
||||
void 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:
|
||||
// TODO: Try out if simply calculating all 4 elements each time is faster than this monster loop
|
||||
int DiffX = OldFloorX - a_NewFloorX;
|
||||
int DiffY = OldFloorY - a_NewFloorY;
|
||||
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?
|
||||
if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2))
|
||||
{
|
||||
(*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;
|
||||
}
|
||||
|
||||
protected:
|
||||
typedef NOISE_DATATYPE Workspace[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;
|
||||
|
||||
/** Coords of the currently calculated m_WorkRnds[]. */
|
||||
int m_CurFloorX, m_CurFloorY;
|
||||
|
||||
/** The output array to generate into. */
|
||||
NOISE_DATATYPE * m_Array;
|
||||
|
||||
/** Dimensions of the output array. */
|
||||
int m_SizeX, m_SizeY;
|
||||
|
||||
/** Arrays holding the fractional values of the coords in each direction. */
|
||||
const NOISE_DATATYPE * m_FracX;
|
||||
const NOISE_DATATYPE * m_FracY;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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 <typename T>
|
||||
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 <typename T>
|
||||
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
|
||||
{
|
||||
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);
|
||||
|
||||
cInterpolCell2D<T> 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;
|
||||
} // for x
|
||||
Cell.Move(FloorX[0], FloorY[ToY]);
|
||||
FromY = ToY;
|
||||
} // 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<T> 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<Interp5Deg> cInterp5DegNoise;
|
||||
|
||||
|
||||
|
@ -2,6 +2,7 @@
|
||||
#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))
|
||||
|
||||
@ -9,10 +10,110 @@
|
||||
|
||||
|
||||
|
||||
#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)
|
||||
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
|
||||
@ -29,7 +130,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
|
||||
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++]))));
|
||||
buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
|
||||
}
|
||||
f1.Write(buf, a_SizeX);
|
||||
} // for y
|
||||
@ -50,7 +151,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
|
||||
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++]))));
|
||||
buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
|
||||
}
|
||||
f2.Write(buf, a_SizeX);
|
||||
} // for z
|
||||
@ -65,7 +166,7 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int
|
||||
|
||||
|
||||
|
||||
void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase)
|
||||
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
|
||||
@ -79,7 +180,7 @@ void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, cons
|
||||
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++]))));
|
||||
buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
|
||||
}
|
||||
f1.Write(buf, a_SizeX);
|
||||
} // for y
|
||||
@ -594,13 +695,6 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// 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)
|
||||
{
|
||||
@ -639,23 +733,6 @@ void cCubicNoise::Generate2D(
|
||||
|
||||
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++)
|
||||
@ -792,341 +869,161 @@ void cCubicNoise::CalcFloorFrac(
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cPerlinNoise:
|
||||
// cImprovedNoise:
|
||||
|
||||
cPerlinNoise::cPerlinNoise(void) :
|
||||
m_Seed(0)
|
||||
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];
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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 * ((int)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
|
||||
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
|
||||
{
|
||||
if (m_Octaves.empty())
|
||||
size_t idx = 0;
|
||||
for (int y = 0; y < a_SizeY; y++)
|
||||
{
|
||||
// No work to be done
|
||||
ASSERT(!"Perlin: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
bool ShouldFreeWorkspace = (a_Workspace == nullptr);
|
||||
int ArrayCount = a_SizeX * a_SizeY;
|
||||
if (ShouldFreeWorkspace)
|
||||
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++)
|
||||
{
|
||||
a_Workspace = new NOISE_DATATYPE[ArrayCount];
|
||||
}
|
||||
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);
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
// 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];
|
||||
|
||||
FirstOctave.m_Noise.Generate2D(
|
||||
a_Workspace, a_SizeX, a_SizeY,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
|
||||
// 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
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.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.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;
|
||||
a_Workspace = nullptr;
|
||||
}
|
||||
} // for x
|
||||
} // for y
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
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
|
||||
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
|
||||
{
|
||||
if (m_Octaves.empty())
|
||||
size_t idx = 0;
|
||||
for (int z = 0; z < a_SizeZ; z++)
|
||||
{
|
||||
// No work to be done
|
||||
ASSERT(!"Perlin: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
bool ShouldFreeWorkspace = (a_Workspace == nullptr);
|
||||
int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
|
||||
if (ShouldFreeWorkspace)
|
||||
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++)
|
||||
{
|
||||
a_Workspace = new NOISE_DATATYPE[ArrayCount];
|
||||
}
|
||||
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);
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
// 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;
|
||||
|
||||
FirstOctave.m_Noise.Generate3D(
|
||||
a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
|
||||
a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
|
||||
// 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
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
} // for x
|
||||
} // for y
|
||||
} // for z
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
|
||||
{
|
||||
a_Array[i] = a_Workspace[i] * Amplitude;
|
||||
}
|
||||
// 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;
|
||||
|
||||
// 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;
|
||||
a_Workspace = nullptr;
|
||||
}
|
||||
return Grad(m_Perm[AA], 1, 1, 1);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// cRidgedMultiNoise:
|
||||
|
||||
cRidgedMultiNoise::cRidgedMultiNoise(void) :
|
||||
m_Seed(0)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
cRidgedMultiNoise::cRidgedMultiNoise(int a_Seed) :
|
||||
m_Seed(a_Seed)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cRidgedMultiNoise::SetSeed(int a_Seed)
|
||||
{
|
||||
m_Seed = a_Seed;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cRidgedMultiNoise::AddOctave(float a_Frequency, float a_Amplitude)
|
||||
{
|
||||
m_Octaves.push_back(cOctave(m_Seed * ((int)m_Octaves.size() + 4) * 4 + 1024, a_Frequency, a_Amplitude));
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cRidgedMultiNoise::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(!"RidgedMulti: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
bool ShouldFreeWorkspace = (a_Workspace == nullptr);
|
||||
int ArrayCount = a_SizeX * a_SizeY;
|
||||
if (ShouldFreeWorkspace)
|
||||
{
|
||||
a_Workspace = new NOISE_DATATYPE[ArrayCount];
|
||||
}
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
|
||||
FirstOctave.m_Noise.Generate2D(
|
||||
a_Workspace, a_SizeX, a_SizeY,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] = fabs(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.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] += fabs(a_Workspace[i] * Amplitude);
|
||||
}
|
||||
}
|
||||
|
||||
if (ShouldFreeWorkspace)
|
||||
{
|
||||
delete[] a_Workspace;
|
||||
a_Workspace = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
void cRidgedMultiNoise::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(!"RidgedMulti: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
bool ShouldFreeWorkspace = (a_Workspace == nullptr);
|
||||
int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
|
||||
if (ShouldFreeWorkspace)
|
||||
{
|
||||
a_Workspace = new NOISE_DATATYPE[ArrayCount];
|
||||
}
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
|
||||
FirstOctave.m_Noise.Generate3D(
|
||||
a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
|
||||
a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.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;
|
||||
a_Workspace = nullptr;
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
@ -7,22 +7,11 @@
|
||||
|
||||
#include <cmath>
|
||||
|
||||
/** The datatype used by all the noise generators. */
|
||||
typedef float NOISE_DATATYPE;
|
||||
|
||||
|
||||
|
||||
|
||||
// Some settings
|
||||
#define NOISE_DATATYPE float
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#ifdef _MSC_VER
|
||||
#define INLINE __forceinline
|
||||
#else
|
||||
#define INLINE inline
|
||||
#endif
|
||||
#include "OctavedNoise.h"
|
||||
#include "RidgedNoise.h"
|
||||
|
||||
|
||||
|
||||
@ -35,20 +24,20 @@ public:
|
||||
cNoise(const cNoise & a_Noise);
|
||||
|
||||
// The following functions, if not marked INLINE, are about 20 % slower
|
||||
INLINE NOISE_DATATYPE IntNoise1D(int a_X) const;
|
||||
INLINE NOISE_DATATYPE IntNoise2D(int a_X, int a_Y) const;
|
||||
INLINE NOISE_DATATYPE IntNoise3D(int a_X, int a_Y, int a_Z) const;
|
||||
inline NOISE_DATATYPE IntNoise1D(int a_X) const;
|
||||
inline NOISE_DATATYPE IntNoise2D(int a_X, int a_Y) const;
|
||||
inline NOISE_DATATYPE IntNoise3D(int a_X, int a_Y, int a_Z) const;
|
||||
|
||||
// Return a float number in the specified range:
|
||||
INLINE NOISE_DATATYPE IntNoise2DInRange(int a_X, int a_Y, float a_Min, float a_Max) const
|
||||
inline NOISE_DATATYPE IntNoise2DInRange(int a_X, int a_Y, float a_Min, float a_Max) const
|
||||
{
|
||||
return a_Min + std::abs(IntNoise2D(a_X, a_Y)) * (a_Max - a_Min);
|
||||
}
|
||||
|
||||
// Note: These functions have a mod8-irregular chance - each of the mod8 remainders has different chance of occurrence. Divide by 8 to rectify.
|
||||
INLINE int IntNoise1DInt(int a_X) const;
|
||||
INLINE int IntNoise2DInt(int a_X, int a_Y) const;
|
||||
INLINE int IntNoise3DInt(int a_X, int a_Y, int a_Z) const;
|
||||
inline int IntNoise1DInt(int a_X) const;
|
||||
inline int IntNoise2DInt(int a_X, int a_Y) const;
|
||||
inline int IntNoise3DInt(int a_X, int a_Y, int a_Z) const;
|
||||
|
||||
NOISE_DATATYPE LinearNoise1D(NOISE_DATATYPE a_X) const;
|
||||
NOISE_DATATYPE CosineNoise1D(NOISE_DATATYPE a_X) const;
|
||||
@ -61,9 +50,9 @@ public:
|
||||
|
||||
void SetSeed(int a_Seed) { m_Seed = a_Seed; }
|
||||
|
||||
INLINE static NOISE_DATATYPE CubicInterpolate (NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct);
|
||||
INLINE static NOISE_DATATYPE CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
|
||||
INLINE static NOISE_DATATYPE LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
|
||||
inline static NOISE_DATATYPE CubicInterpolate (NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct);
|
||||
inline static NOISE_DATATYPE CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
|
||||
inline static NOISE_DATATYPE LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct);
|
||||
|
||||
private:
|
||||
int m_Seed;
|
||||
@ -76,19 +65,15 @@ private:
|
||||
class cCubicNoise
|
||||
{
|
||||
public:
|
||||
static const int MAX_SIZE = 512; ///< Maximum size of each dimension of the query arrays.
|
||||
/** Maximum size of each dimension of the query arrays. */
|
||||
static const int MAX_SIZE = 512;
|
||||
|
||||
|
||||
/** Creates a new instance with the specified seed. */
|
||||
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
|
||||
) const;
|
||||
|
||||
|
||||
/** 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
|
||||
@ -97,6 +82,7 @@ public:
|
||||
) const;
|
||||
|
||||
|
||||
/** 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
|
||||
@ -106,163 +92,87 @@ public:
|
||||
) const;
|
||||
|
||||
protected:
|
||||
typedef NOISE_DATATYPE Workspace1D[4];
|
||||
typedef NOISE_DATATYPE Workspace2D[4][4];
|
||||
|
||||
cNoise m_Noise; // Used for integral rnd values
|
||||
/** Noise used for integral random values. */
|
||||
cNoise m_Noise;
|
||||
|
||||
#ifdef _DEBUG
|
||||
// Statistics on the noise-space coords:
|
||||
static int m_NumSingleX;
|
||||
static int m_NumSingleXY;
|
||||
static int m_NumSingleY;
|
||||
static int m_NumCalls;
|
||||
#endif // _DEBUG
|
||||
|
||||
/// Calculates the integral and fractional parts along one axis.
|
||||
/** 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;
|
||||
|
||||
void UpdateWorkRnds2DX(
|
||||
Workspace2D & a_WorkRnds,
|
||||
Workspace1D & a_Interps,
|
||||
int a_LastFloorX, int a_NewFloorX,
|
||||
int a_FloorY,
|
||||
NOISE_DATATYPE a_FractionY
|
||||
) const;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cPerlinNoise
|
||||
/** Improved noise, as described by Ken Perlin: http://mrl.nyu.edu/~perlin/paper445.pdf
|
||||
Implementation adapted from Perlin's Java implementation: http://mrl.nyu.edu/~perlin/noise/ */
|
||||
class cImprovedNoise
|
||||
{
|
||||
public:
|
||||
cPerlinNoise(void);
|
||||
cPerlinNoise(int a_Seed);
|
||||
|
||||
|
||||
void SetSeed(int a_Seed);
|
||||
|
||||
void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude);
|
||||
|
||||
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 = nullptr ///< Workspace that this function can use and trash
|
||||
) const;
|
||||
/** Constructs a new instance of the noise obbject.
|
||||
Note that this operation is quite expensive (the permutation array being constructed). */
|
||||
cImprovedNoise(int 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
|
||||
NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
|
||||
NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
|
||||
) const;
|
||||
|
||||
|
||||
/** 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
|
||||
NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash
|
||||
NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Z direction
|
||||
) const;
|
||||
|
||||
/** Returns the value at the specified integral coords. Used for raw speed measurement. */
|
||||
NOISE_DATATYPE GetValueAt(int a_X, int a_Y, int a_Z);
|
||||
|
||||
protected:
|
||||
class cOctave
|
||||
{
|
||||
public:
|
||||
cCubicNoise m_Noise;
|
||||
|
||||
NOISE_DATATYPE m_Frequency; // Coord multiplier
|
||||
NOISE_DATATYPE m_Amplitude; // Value multiplier
|
||||
/** The permutation table used by the noise function. Initialized using seed. */
|
||||
int m_Perm[512];
|
||||
|
||||
cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
|
||||
m_Noise(a_Seed),
|
||||
m_Frequency(a_Frequency),
|
||||
m_Amplitude(a_Amplitude)
|
||||
|
||||
/** Calculates the fade curve, 6 * t^5 - 15 * t^4 + 10 * t^3. */
|
||||
inline static NOISE_DATATYPE Fade(NOISE_DATATYPE a_T)
|
||||
{
|
||||
return a_T * a_T * a_T * (a_T * (a_T * 6 - 15) + 10);
|
||||
}
|
||||
|
||||
/** Returns the gradient value based on the hash. */
|
||||
inline static NOISE_DATATYPE Grad(int a_Hash, NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z)
|
||||
{
|
||||
int hash = a_Hash % 16;
|
||||
NOISE_DATATYPE u = (hash < 8) ? a_X : a_Y;
|
||||
NOISE_DATATYPE v = (hash < 4) ? a_Y : (((hash == 12) || (hash == 14)) ? a_X : a_Z);
|
||||
return (((hash & 1) == 0) ? u : -u) + (((hash & 2) == 0) ? v : -v);
|
||||
}
|
||||
};
|
||||
|
||||
typedef std::vector<cOctave> cOctaves;
|
||||
|
||||
int m_Seed;
|
||||
cOctaves m_Octaves;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
class cRidgedMultiNoise
|
||||
{
|
||||
public:
|
||||
cRidgedMultiNoise(void);
|
||||
cRidgedMultiNoise(int a_Seed);
|
||||
|
||||
|
||||
void SetSeed(int a_Seed);
|
||||
|
||||
void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude);
|
||||
|
||||
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 = nullptr ///< Workspace that this function can use and trash
|
||||
) const;
|
||||
|
||||
|
||||
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 = nullptr ///< Workspace that this function can use and trash
|
||||
) const;
|
||||
|
||||
|
||||
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 = nullptr ///< Workspace that this function can use and trash
|
||||
) const;
|
||||
|
||||
protected:
|
||||
class cOctave
|
||||
{
|
||||
public:
|
||||
cCubicNoise m_Noise;
|
||||
|
||||
NOISE_DATATYPE m_Frequency; // Coord multiplier
|
||||
NOISE_DATATYPE m_Amplitude; // Value multiplier
|
||||
|
||||
cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
|
||||
m_Noise(a_Seed),
|
||||
m_Frequency(a_Frequency),
|
||||
m_Amplitude(a_Amplitude)
|
||||
{
|
||||
}
|
||||
} ;
|
||||
|
||||
typedef std::vector<cOctave> cOctaves;
|
||||
|
||||
int m_Seed;
|
||||
cOctaves m_Octaves;
|
||||
} ;
|
||||
typedef cOctavedNoise<cCubicNoise> cPerlinNoise;
|
||||
typedef cOctavedNoise<cRidgedNoise<cCubicNoise>> cRidgedMultiNoise;
|
||||
|
||||
|
||||
|
||||
@ -376,8 +286,46 @@ NOISE_DATATYPE cNoise::LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B,
|
||||
////////////////////////////////////////////////////////////////////////////////
|
||||
// Global functions:
|
||||
|
||||
extern void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase);
|
||||
extern void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase);
|
||||
/** Exports the noise array into a file.
|
||||
a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */
|
||||
extern void Debug2DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32);
|
||||
|
||||
/** Exports the noise array into a set of files, ordered by XY and XZ.
|
||||
a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */
|
||||
extern void Debug3DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32);
|
||||
|
||||
|
||||
|
||||
|
||||
/** Linearly interpolates between two values.
|
||||
Assumes that a_Ratio is in range [0, 1]. */
|
||||
inline NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
|
||||
{
|
||||
return a_Val1 + (a_Val2 - a_Val1) * a_Ratio;
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */
|
||||
inline NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio)
|
||||
{
|
||||
if (a_Ratio < 0)
|
||||
{
|
||||
return a_Val1;
|
||||
}
|
||||
if (a_Ratio > 1)
|
||||
{
|
||||
return a_Val2;
|
||||
}
|
||||
return Lerp(a_Val1, a_Val2, a_Ratio);
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
192
src/Noise/OctavedNoise.h
Normal file
192
src/Noise/OctavedNoise.h
Normal file
@ -0,0 +1,192 @@
|
||||
|
||||
// OctavedNoise.h
|
||||
|
||||
// Implements the cOctavedNoise class template representing a noise generator that layers several octaves of another noise
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
template <typename N>
|
||||
class cOctavedNoise
|
||||
{
|
||||
public:
|
||||
cOctavedNoise(int a_Seed = 0):
|
||||
m_Seed(a_Seed)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/** Sets a new seed for the generators. Relays the seed to all underlying octaves. */
|
||||
void SetSeed(int a_Seed)
|
||||
{
|
||||
m_Seed = a_Seed;
|
||||
for (auto oct: m_Octaves)
|
||||
{
|
||||
oct->SetSeed(a_Seed);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** Adds a new octave to the list of octaves that compose this noise. */
|
||||
void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude)
|
||||
{
|
||||
m_Octaves.emplace_back(m_Seed, a_Frequency, a_Amplitude);
|
||||
}
|
||||
|
||||
|
||||
/** 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
|
||||
NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash.
|
||||
) const
|
||||
{
|
||||
// Check that state is alright:
|
||||
if (m_Octaves.empty())
|
||||
{
|
||||
ASSERT(!"cOctavedNoise: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate the workspace on the heap, if it wasn't given:
|
||||
std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap;
|
||||
if (a_Workspace == nullptr)
|
||||
{
|
||||
workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY]);
|
||||
a_Workspace = workspaceHeap.get();
|
||||
}
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
int ArrayCount = a_SizeX * a_SizeY;
|
||||
FirstOctave.m_Noise.Generate2D(
|
||||
a_Workspace, a_SizeX, a_SizeY,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] = a_Workspace[i] * Amplitude;
|
||||
}
|
||||
|
||||
// Add each octave:
|
||||
for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
|
||||
{
|
||||
// Generate the 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 it into the output:
|
||||
NOISE_DATATYPE Amplitude = itr->m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] += a_Workspace[i] * Amplitude;
|
||||
}
|
||||
} // for itr - m_Octaves[]
|
||||
}
|
||||
|
||||
|
||||
/** 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
|
||||
NOISE_DATATYPE * a_Workspace = nullptr ///< Workspace that this function can use and trash, same size as a_Array
|
||||
) const
|
||||
{
|
||||
// Check that state is alright:
|
||||
if (m_Octaves.empty())
|
||||
{
|
||||
ASSERT(!"cOctavedNoise: No octaves to generate!");
|
||||
return;
|
||||
}
|
||||
|
||||
// Allocate the workspace on the heap, if it wasn't given:
|
||||
std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap;
|
||||
if (a_Workspace == nullptr)
|
||||
{
|
||||
workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY * a_SizeZ]);
|
||||
a_Workspace = workspaceHeap.get();
|
||||
}
|
||||
|
||||
// Generate the first octave directly into array:
|
||||
const cOctave & FirstOctave = m_Octaves.front();
|
||||
int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
|
||||
FirstOctave.m_Noise.Generate3D(
|
||||
a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
|
||||
a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency,
|
||||
a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency,
|
||||
a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency
|
||||
);
|
||||
NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] = a_Workspace[i] * Amplitude;
|
||||
}
|
||||
|
||||
// Add each octave:
|
||||
for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
|
||||
{
|
||||
// Generate the 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 it into the output:
|
||||
NOISE_DATATYPE Amplitude = itr->m_Amplitude;
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] += a_Workspace[i] * Amplitude;
|
||||
}
|
||||
} // for itr - m_Octaves[]
|
||||
}
|
||||
|
||||
protected:
|
||||
/** Stores information and state for one octave of the noise. */
|
||||
class cOctave
|
||||
{
|
||||
public:
|
||||
N m_Noise;
|
||||
|
||||
/** Coord multiplier. */
|
||||
NOISE_DATATYPE m_Frequency;
|
||||
|
||||
/** Value multiplier. */
|
||||
NOISE_DATATYPE m_Amplitude;
|
||||
|
||||
cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) :
|
||||
m_Noise(a_Seed),
|
||||
m_Frequency(a_Frequency),
|
||||
m_Amplitude(a_Amplitude)
|
||||
{
|
||||
}
|
||||
} ;
|
||||
typedef std::vector<cOctave> cOctaves;
|
||||
|
||||
|
||||
/** The seed used by the underlying generators. */
|
||||
int m_Seed;
|
||||
|
||||
/** The octaves that compose this noise. */
|
||||
cOctaves m_Octaves;
|
||||
};
|
||||
|
||||
|
||||
|
||||
|
91
src/Noise/RidgedNoise.h
Normal file
91
src/Noise/RidgedNoise.h
Normal file
@ -0,0 +1,91 @@
|
||||
|
||||
// RidgedNoise.h
|
||||
|
||||
// Implements the cRidgedNoise template class that generates ridged noise based on another noise provider.
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
#pragma once
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
template <typename N>
|
||||
class cRidgedNoise
|
||||
{
|
||||
public:
|
||||
/** Creates a new instance with the seed set to 0. */
|
||||
cRidgedNoise(void):
|
||||
m_Noise(0)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/** Creates a new instance with the specified seed. */
|
||||
cRidgedNoise(int a_Seed):
|
||||
m_Noise(a_Seed)
|
||||
{
|
||||
}
|
||||
|
||||
|
||||
/** Sets the seed for 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
|
||||
{
|
||||
int ArrayCount = a_SizeX * a_SizeY;
|
||||
m_Noise.Generate2D(
|
||||
a_Array, a_SizeX, a_SizeY,
|
||||
a_StartX, a_EndX,
|
||||
a_StartY, a_EndY
|
||||
);
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] = fabs(a_Array[i]);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
/** 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
|
||||
{
|
||||
int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
|
||||
m_Noise.Generate2D(
|
||||
a_Array, a_SizeX, a_SizeY, a_SizeZ,
|
||||
a_StartX, a_EndX,
|
||||
a_StartY, a_EndY,
|
||||
a_StartZ, a_EndZ
|
||||
);
|
||||
for (int i = 0; i < ArrayCount; i++)
|
||||
{
|
||||
a_Array[i] = fabs(a_Array[i]);
|
||||
}
|
||||
}
|
||||
|
||||
protected:
|
||||
N m_Noise;
|
||||
} ;
|
||||
|
||||
|
||||
|
||||
|
||||
|
@ -9,7 +9,7 @@
|
||||
|
||||
#pragma once
|
||||
|
||||
#include "Noise.h"
|
||||
#include "Noise/Noise.h"
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user