Noise3D generator is now using linear upscaling
Measured 30% performance increase. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1482 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@ -340,8 +340,8 @@ void cBioGenDistortedVoronoi::GenBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::B
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Distort(BaseX + x * 4, BaseZ + z * 4, DistortX[4 * x][4 * z], DistortZ[4 * x][4 * z]);
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}
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ArrayLinearUpscale2DInPlace(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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ArrayLinearUpscale2DInPlace(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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LinearUpscale2DArrayInPlace(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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LinearUpscale2DArrayInPlace(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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@ -447,8 +447,8 @@ void cBioGenMultiStepMap::DecideOceanLandMushroom(int a_ChunkX, int a_ChunkZ, cC
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{
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Distort(BaseX + x * 4, BaseZ + z * 4, DistortX[4 * x][4 * z], DistortZ[4 * x][4 * z], DistortSize);
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}
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ArrayLinearUpscale2DInPlace(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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ArrayLinearUpscale2DInPlace(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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LinearUpscale2DArrayInPlace(&DistortX[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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LinearUpscale2DArrayInPlace(&DistortZ[0][0], cChunkDef::Width + 1, cChunkDef::Width + 1, 4, 4);
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// Prepare a 9x9 area of neighboring cell seeds
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// (assuming that 7x7 cell area is larger than a chunk being generated)
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@ -621,8 +621,8 @@ void cBioGenMultiStepMap::BuildTemperatureHumidityMaps(int a_ChunkX, int a_Chunk
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HumidityMap[x + 17 * z] = NoiseH;
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} // for x
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} // for z
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ArrayLinearUpscale2DInPlace(TemperatureMap, 17, 17, 8, 8);
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ArrayLinearUpscale2DInPlace(HumidityMap, 17, 17, 8, 8);
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LinearUpscale2DArrayInPlace(TemperatureMap, 17, 17, 8, 8);
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LinearUpscale2DArrayInPlace(HumidityMap, 17, 17, 8, 8);
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// Re-map into integral values in [0 .. 255] range:
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for (int idx = 0; idx < ARRAYCOUNT(a_TemperatureMap); idx++)
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@ -442,7 +442,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, 0, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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ArrayLinearUpscale2DInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
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LinearUpscale2DArrayInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate segments:
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for (int Segment = 0; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
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@ -455,7 +455,7 @@ void cCompoGenNether::ComposeTerrain(cChunkDesc & a_ChunkDesc)
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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ArrayLinearUpscale2DInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
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LinearUpscale2DArrayInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate between FloorLo and FloorHi:
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for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
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@ -158,7 +158,7 @@ void cDistortedHeightmap::GenerateHeightArray(void)
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CurFloor[idx + x * INTERPOL_X] = (NOISE_DATATYPE)GetHeightmapAt(DistX, DistZ) + (NOISE_DATATYPE)0.5;
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} // for x
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} // for z
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ArrayLinearUpscale2DInPlace(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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LinearUpscale2DArrayInPlace(CurFloor, 17, 17, INTERPOL_X, INTERPOL_Z);
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} // for y
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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@ -381,8 +381,8 @@ void cDistortedHeightmap::UpdateDistortAmps(void)
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GetDistortAmpsAt(Biomes, x, z, m_DistortAmpX[x + 17 * z], m_DistortAmpZ[x + 17 * z]);
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}
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}
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ArrayLinearUpscale2DInPlace(m_DistortAmpX, 17, 17, STEPX, STEPZ);
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ArrayLinearUpscale2DInPlace(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
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LinearUpscale2DArrayInPlace(m_DistortAmpX, 17, 17, STEPX, STEPZ);
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LinearUpscale2DArrayInPlace(m_DistortAmpZ, 17, 17, STEPX, STEPZ);
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}
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@ -266,7 +266,7 @@ void cHeiGenBiomal::GenHeightMap(int a_ChunkX, int a_ChunkZ, cChunkDef::HeightMa
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Height[x + 17 * z] = GetHeightAt(x, z, a_ChunkX, a_ChunkZ, Biomes);
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}
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}
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ArrayLinearUpscale2DInPlace(Height, 17, 17, STEPX, STEPZ);
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LinearUpscale2DArrayInPlace(Height, 17, 17, STEPX, STEPZ);
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// Copy into the heightmap
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for (int z = 0; z < cChunkDef::Width; z++)
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@ -31,7 +31,7 @@ void Debug3DNoise(NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_Size
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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}
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f1.Write(buf, a_SizeX);
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} // for y
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@ -52,7 +52,7 @@ void Debug3DNoise(NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_Size
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = (unsigned char)(std::min(256, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
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}
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f2.Write(buf, a_SizeX);
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} // for z
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@ -69,6 +69,37 @@ void Debug3DNoise(NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_Size
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/*
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// Perform an automatic test of upscaling upon program start (use breakpoints to debug):
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class Test
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{
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public:
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Test(void)
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{
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DoTest1();
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}
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void DoTest1(void)
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{
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float In[3 * 3 * 3];
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for (int i = 0; i < ARRAYCOUNT(In); i++)
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{
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In[i] = (float)(i % 5);
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}
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Debug3DNoise(In, 3, 3, 3, "Upscale in");
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float Out[17 * 33 * 35];
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LinearUpscale3DArray(In, 3, 3, 3, Out, 8, 16, 17);
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Debug3DNoise(Out, 17, 33, 35, "Upscale test");
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}
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} gTest;
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//*/
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise3DGenerator:
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@ -190,15 +221,15 @@ void cNoise3DGenerator::GenerateBiomes(int a_ChunkX, int a_ChunkZ, cChunkDef::Bi
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void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc)
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{
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NOISE_DATATYPE Noise[cChunkDef::Width * cChunkDef::Height * cChunkDef::Width];
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NOISE_DATATYPE Noise[17 * 257 * 17];
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GenerateNoiseArray(a_ChunkX, a_ChunkZ, Noise);
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// Output noise into chunk:
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int idx = 0;
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for (int z = 0; z < cChunkDef::Width; z++)
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{
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for (int y = 0; y < cChunkDef::Height; y++)
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{
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int idx = z * 17 * 257 + y * 17;
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for (int x = 0; x < cChunkDef::Width; x++)
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{
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NOISE_DATATYPE n = Noise[idx++];
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@ -226,8 +257,8 @@ void cNoise3DGenerator::DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_Ch
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void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DATATYPE * a_OutNoise)
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{
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NOISE_DATATYPE NoiseO[DIMX * DIMY * DIMZ]; // Output for the Perlin noise
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NOISE_DATATYPE NoiseW[DIMX * DIMY * DIMZ]; // Workspace that the noise calculation can use and trash
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NOISE_DATATYPE NoiseO[DIM_X * DIM_Y * DIM_Z]; // Output for the Perlin noise
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NOISE_DATATYPE NoiseW[DIM_X * DIM_Y * DIM_Z]; // Workspace that the noise calculation can use and trash
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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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@ -237,51 +268,42 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
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NOISE_DATATYPE StartY = 0;
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NOISE_DATATYPE EndY = ((NOISE_DATATYPE)256) / m_FrequencyY;
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m_Perlin.Generate3D(NoiseO, DIMX, DIMY, DIMZ, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW);
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m_Perlin.Generate3D(NoiseO, DIM_X, DIM_Y, DIM_Z, StartX, EndX, StartY, EndY, StartZ, EndZ, NoiseW);
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// DEBUG: Debug3DNoise(NoiseO, DIMX, DIMY, DIMZ, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ));
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// Linearly interpolate the Perlin noise into full-blown chunk dimensions:
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LinearInterpolate3DArray(
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NoiseO, DIMX, DIMY, DIMZ,
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a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width
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);
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// DEBUG: Debug3DNoise(a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ));
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// Modify the noise to account for the wanted elevation:
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// DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_orig", a_ChunkX, a_ChunkZ));
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// Precalculate a "height" array:
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NOISE_DATATYPE Test1 = 0;
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NOISE_DATATYPE HeightS[DIMX * DIMZ]; // Output for the cubic noise heightmap ("source")
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NOISE_DATATYPE Test2 = 0;
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NOISE_DATATYPE Height[cChunkDef::Width * cChunkDef::Width]; // Lerp-ed heightmap [x + Width * z]
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m_Cubic.Generate2D(HeightS, DIMX, DIMZ, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
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LinearInterpolate2DArray(
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HeightS, DIMX, DIMZ,
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Height, cChunkDef::Width, cChunkDef::Width
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);
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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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for (int i = 0; i < ARRAYCOUNT(Height); i++)
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{
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Height[i] = abs(Height[i]) * m_HeightAmplification + 1;
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}
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// Modify noise by height data
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for (int y = 0; y < cChunkDef::Height; y++)
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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 - m_MidPoint) / 20;
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NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
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AddHeight *= AddHeight * AddHeight;
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for (int z = 0; z < cChunkDef::Width; z++)
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for (int z = 0; z < DIM_Z; z++)
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{
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NOISE_DATATYPE * CurRow = &(a_OutNoise[y * cChunkDef::Width + z * cChunkDef::Width * cChunkDef::Height]);
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for (int x = 0; x < cChunkDef::Width; x++)
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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 + cChunkDef::Width * 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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// DEBUG: Debug3DNoise(NoiseO, DIM_X, DIM_Y, DIM_Z, Printf("Chunk_%d_%d_hei", a_ChunkX, a_ChunkZ));
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// DEBUG: Debug3DNoise(a_OutNoise, cChunkDef::Width, cChunkDef::Height, cChunkDef::Width, Printf("Chunk_%d_%d", a_ChunkX, a_ChunkZ);
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// Upscale the Perlin noise into full-blown chunk dimensions:
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LinearUpscale3DArray(
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NoiseO, DIM_X, DIM_Y, DIM_Z,
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a_OutNoise, UPSCALE_X, UPSCALE_Y, UPSCALE_Z
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);
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// DEBUG: Debug3DNoise(a_OutNoise, 17, 257, 17, Printf("Chunk_%d_%d_lerp", a_ChunkX, a_ChunkZ));
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}
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@ -444,7 +466,7 @@ void cNoise3DComposable::GenerateNoiseArrayIfNeeded(int a_ChunkX, int a_ChunkZ)
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}
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}
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// Linear-interpolate this XZ floor:
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ArrayLinearUpscale2DInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z);
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LinearUpscale2DArrayInPlace(CurFloor, 17, 17, UPSCALE_X, UPSCALE_Z);
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}
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// Finish the 3D linear interpolation by interpolating between each XZ-floors on the Y axis
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@ -29,10 +29,15 @@ public:
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virtual void DoGenerate(int a_ChunkX, int a_ChunkZ, cChunkDesc & a_ChunkDesc) override;
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protected:
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// Linear interpolation dimensions:
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static const int DIMX = 5;
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static const int DIMY = 65;
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static const int DIMZ = 5;
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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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// 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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@ -559,7 +559,7 @@ void cStructGenDirectOverhangs::GenStructures(cChunkDesc & a_ChunkDesc)
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_X * x, BaseY, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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ArrayLinearUpscale2DInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
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LinearUpscale2DArrayInPlace(FloorLo, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate segments:
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for (int Segment = BaseY; Segment < MaxHeight; Segment += SEGMENT_HEIGHT)
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@ -572,7 +572,7 @@ void cStructGenDirectOverhangs::GenStructures(cChunkDesc & a_ChunkDesc)
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m_Noise2.IntNoise3DInt(BaseX + INTERPOL_Z * x, Segment + SEGMENT_HEIGHT, BaseZ + INTERPOL_Z * z) /
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256;
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} // for x, z - FloorLo[]
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ArrayLinearUpscale2DInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
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LinearUpscale2DArrayInPlace(FloorHi, 17, 17, INTERPOL_X, INTERPOL_Z);
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// Interpolate between FloorLo and FloorHi:
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for (int z = 0; z < 16; z++) for (int x = 0; x < 16; x++)
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@ -26,8 +26,11 @@ Regular upscaling takes two arrays and "moves" the input from src to dst; src is
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/// Linearly interpolates values in the array between the equidistant anchor points; universal data type
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template<typename TYPE> void ArrayLinearUpscale2DInPlace(
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/**
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Linearly interpolates values in the array between the equidistant anchor points (upscales).
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Works in-place (input is already present at the correct output coords)
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*/
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template<typename TYPE> void LinearUpscale2DArrayInPlace(
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TYPE * a_Array,
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int a_SizeX, int a_SizeY, // Dimensions of the array
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int a_AnchorStepX, int a_AnchorStepY // Distances between the anchor points in each direction
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@ -74,3 +77,158 @@ template<typename TYPE> void ArrayLinearUpscale2DInPlace(
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/**
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Linearly interpolates values in the array between the equidistant anchor points (upscales).
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Works on two arrays, input is packed and output is to be completely constructed.
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*/
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template<typename TYPE> void LinearUpscale2DArray(
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TYPE * a_Src, ///< Source array of size a_SrcSizeX x a_SrcSizeY
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int a_SrcSizeX, int a_SrcSizeY, ///< Dimensions of the src array
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TYPE * a_Dst, ///< Dest array, of size (a_SrcSizeX * a_UpscaleX + 1) x (a_SrcSizeY * a_UpscaleY + 1)
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int a_UpscaleX, int a_UpscaleY ///< Upscale factor for each direction
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)
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{
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ASSERT(a_Src != NULL);
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ASSERT(a_Dst != NULL);
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ASSERT(a_SrcSizeX > 0);
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ASSERT(a_SrcSizeY > 0);
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ASSERT(a_UpscaleX > 0);
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ASSERT(a_UpscaleY > 0);
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// First interpolate columns (same-Y) where the anchor points are:
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int idx = 0;
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for (int y = 0; y < a_SrcSizeY; y++)
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{
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int DstY = y * a_UpscaleY;
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for (int x = 0; x < a_SrcSizeX; x++)
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{
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int DstX = x * a_UpscaleX;
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TYPE StartValue = a_Src[idx]; // [x, y]
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TYPE EndValue = a_Src[idx + a_SrcSizeX]; // [x, y + 1]
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TYPE Diff = EndValue - StartValue;
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for (int CellY = 0; CellY <= a_UpscaleY; CellY++)
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{
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a_Dst[DstX + (DstY + CellY) * a_SizeY] = StartValue + Diff * CellY / a_AnchorStepY;
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} // for CellY
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} // for x
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} // for y
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||||
|
||||
// Now interpolate in rows (same-X), each row already has valid values in the anchor columns
|
||||
int DstSizeY = a_SizeY * a_UpscaleY;
|
||||
int DstSizeX = a_SizeX * a_UpscaleX;
|
||||
for (int y = 0; y < DstSizeY; y++)
|
||||
{
|
||||
int Idx = y * DstSizeX;
|
||||
for (int x = 0; x < a_SizeX; x++)
|
||||
{
|
||||
TYPE StartValue = a_Dst[Idx]; // [x, y] in the src coords
|
||||
TYPE EndValue = a_Dst[Idx + a_UpscaleX]; // [x + 1, y] in the src coords
|
||||
TYPE Diff = EndValue - StartValue;
|
||||
for (int CellX = 0; CellX <= a_UpscaleX; CellX++)
|
||||
{
|
||||
a_Dst[Idx + CellX] = StartValue + CellX * Diff / a_UpscaleX;
|
||||
} // for CellY
|
||||
Idx += a_UpscaleX;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
/**
|
||||
Linearly interpolates values in the array between the equidistant anchor points (upscales).
|
||||
Works on two arrays, input is packed and output is to be completely constructed.
|
||||
*/
|
||||
template<typename TYPE> void LinearUpscale3DArray(
|
||||
TYPE * a_Src, ///< Source array of size a_SrcSizeX x a_SrcSizeY x a_SrcSizeZ
|
||||
int a_SrcSizeX, int a_SrcSizeY, int a_SrcSizeZ, ///< Dimensions of the src array
|
||||
TYPE * a_Dst, ///< Dest array, of size (a_SrcSizeX * a_UpscaleX + 1) x (a_SrcSizeY * a_UpscaleY + 1) x (a_SrcSizeZ * a_UpscaleZ + 1)
|
||||
int a_UpscaleX, int a_UpscaleY, int a_UpscaleZ ///< Upscale factor for each direction
|
||||
)
|
||||
{
|
||||
// For optimization reasons, we're storing the upscaling ratios in a fixed-size arrays of these sizes
|
||||
// Feel free to enlarge them if needed, but keep in mind that they're on the stack
|
||||
const int MAX_UPSCALE_X = 128;
|
||||
const int MAX_UPSCALE_Y = 128;
|
||||
const int MAX_UPSCALE_Z = 128;
|
||||
|
||||
ASSERT(a_Src != NULL);
|
||||
ASSERT(a_Dst != NULL);
|
||||
ASSERT(a_SrcSizeX > 0);
|
||||
ASSERT(a_SrcSizeY > 0);
|
||||
ASSERT(a_SrcSizeZ > 0);
|
||||
ASSERT(a_UpscaleX > 0);
|
||||
ASSERT(a_UpscaleY > 0);
|
||||
ASSERT(a_UpscaleZ > 0);
|
||||
ASSERT(a_UpscaleX <= MAX_UPSCALE_X);
|
||||
ASSERT(a_UpscaleY <= MAX_UPSCALE_Y);
|
||||
ASSERT(a_UpscaleZ <= MAX_UPSCALE_Z);
|
||||
|
||||
// Pre-calculate the upscaling ratios:
|
||||
TYPE RatioX[MAX_UPSCALE_X];
|
||||
TYPE RatioY[MAX_UPSCALE_Y];
|
||||
TYPE RatioZ[MAX_UPSCALE_Y];
|
||||
for (int x = 0; x <= a_UpscaleX; x++)
|
||||
{
|
||||
RatioX[x] = (TYPE)x / a_UpscaleX;
|
||||
}
|
||||
for (int y = 0; y <= a_UpscaleY; y++)
|
||||
{
|
||||
RatioY[y] = (TYPE)y / a_UpscaleY;
|
||||
}
|
||||
for (int z = 0; z <= a_UpscaleZ; z++)
|
||||
{
|
||||
RatioZ[z] = (TYPE)z / a_UpscaleZ;
|
||||
}
|
||||
|
||||
// Interpolate each XYZ cell:
|
||||
int DstSizeX = (a_SrcSizeX - 1) * a_UpscaleX + 1;
|
||||
int DstSizeY = (a_SrcSizeY - 1) * a_UpscaleY + 1;
|
||||
int DstSizeZ = (a_SrcSizeZ - 1) * a_UpscaleZ + 1;
|
||||
for (int z = 0; z < (a_SrcSizeZ - 1); z++)
|
||||
{
|
||||
int DstZ = z * a_UpscaleZ;
|
||||
for (int y = 0; y < (a_SrcSizeY - 1); y++)
|
||||
{
|
||||
int DstY = y * a_UpscaleY;
|
||||
int idx = y * a_SrcSizeX + z * a_SrcSizeX * a_SrcSizeY;
|
||||
for (int x = 0; x < (a_SrcSizeX - 1); x++, idx++)
|
||||
{
|
||||
int DstX = x * a_UpscaleX;
|
||||
TYPE LoXLoYLoZ = a_Src[idx];
|
||||
TYPE LoXLoYHiZ = a_Src[idx + a_SrcSizeX * a_SrcSizeY];
|
||||
TYPE LoXHiYLoZ = a_Src[idx + a_SrcSizeX];
|
||||
TYPE LoXHiYHiZ = a_Src[idx + a_SrcSizeX + a_SrcSizeX * a_SrcSizeY];
|
||||
TYPE HiXLoYLoZ = a_Src[idx + 1];
|
||||
TYPE HiXLoYHiZ = a_Src[idx + 1 + a_SrcSizeX * a_SrcSizeY];
|
||||
TYPE HiXHiYLoZ = a_Src[idx + 1 + a_SrcSizeX];
|
||||
TYPE HiXHiYHiZ = a_Src[idx + 1 + a_SrcSizeX + a_SrcSizeX * a_SrcSizeY];
|
||||
for (int CellZ = 0; CellZ <= a_UpscaleZ; CellZ++)
|
||||
{
|
||||
TYPE LoXLoYInZ = LoXLoYLoZ + (LoXLoYHiZ - LoXLoYLoZ) * RatioZ[CellZ];
|
||||
TYPE LoXHiYInZ = LoXHiYLoZ + (LoXHiYHiZ - LoXHiYLoZ) * RatioZ[CellZ];
|
||||
TYPE HiXLoYInZ = HiXLoYLoZ + (HiXLoYHiZ - HiXLoYLoZ) * RatioZ[CellZ];
|
||||
TYPE HiXHiYInZ = HiXHiYLoZ + (HiXHiYHiZ - HiXHiYLoZ) * RatioZ[CellZ];
|
||||
for (int CellY = 0; CellY <= a_UpscaleY; CellY++)
|
||||
{
|
||||
int DestIdx = (DstZ + CellZ) * DstSizeX * DstSizeY + (DstY + CellY) * DstSizeX + DstX;
|
||||
ASSERT(DestIdx + a_UpscaleX < DstSizeX * DstSizeY * DstSizeZ);
|
||||
TYPE LoXInY = LoXLoYInZ + (LoXHiYInZ - LoXLoYInZ) * RatioY[CellY];
|
||||
TYPE HiXInY = HiXLoYInZ + (HiXHiYInZ - HiXLoYInZ) * RatioY[CellY];
|
||||
for (int CellX = 0; CellX <= a_UpscaleX; CellX++, DestIdx++)
|
||||
{
|
||||
a_Dst[DestIdx] = LoXInY + (HiXInY - LoXInY) * RatioX[CellX];
|
||||
}
|
||||
} // for CellY
|
||||
} // for CellZ
|
||||
} // for x
|
||||
} // for y
|
||||
} // for z
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user