Using SSE instructions for noise (terrain generation)
Unfortunately the noise functions is only like 7% faster, so you won't even notice git-svn-id: http://mc-server.googlecode.com/svn/trunk@9 0a769ca7-a7f5-676a-18bf-c427514a06d6
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makefile
2
makefile
@ -10,7 +10,7 @@
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# Macros
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#
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CC = /usr/bin/g++
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CC = /usr/bin/g++ -msse4
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CC_OPTIONS = -O2 -s
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CCE_OPTIONS = -O2 -s -x c
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LNK_OPTIONS = -lstdc++ -pthread
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@ -678,13 +678,13 @@ void cChunk::SpreadLight(char* a_LightBuffer)
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float GetNoise( float x, float y, cNoise & a_Noise )
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{
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float oct1 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
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float oct2 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
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float oct3 = a_Noise.CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
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float oct1 = a_Noise.SSE_CubicNoise2D( x*cGenSettings::HeightFreq1, y*cGenSettings::HeightFreq1 )*cGenSettings::HeightAmp1;
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float oct2 = a_Noise.SSE_CubicNoise2D( x*cGenSettings::HeightFreq2, y*cGenSettings::HeightFreq2 )*cGenSettings::HeightAmp2;
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float oct3 = a_Noise.SSE_CubicNoise2D( x*cGenSettings::HeightFreq3, y*cGenSettings::HeightFreq3 )*cGenSettings::HeightAmp3;
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float height = a_Noise.CubicNoise2D( x*0.1f, y*0.1f )*2;
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float height = a_Noise.SSE_CubicNoise2D( x*0.1f, y*0.1f )*2;
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float flatness = ((a_Noise.CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
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float flatness = ((a_Noise.SSE_CubicNoise2D( x*0.5f, y*0.5f ) + 1.f ) * 0.5f) * 1.1f; // 0 ... 1.5
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flatness *= flatness * flatness;
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return (oct1 + oct2 + oct3) * flatness + height;
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@ -836,8 +836,8 @@ void cChunk::GenerateTerrain()
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// int yy = TopY;
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int zz = z + m_PosZ*16;
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float val1 = m_Noise.CubicNoise2D( xx*0.1f, zz*0.1f );
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float val2 = m_Noise.CubicNoise2D( xx*0.01f, zz*0.01f );
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float val1 = m_Noise.SSE_CubicNoise2D( xx*0.1f, zz*0.1f );
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float val2 = m_Noise.SSE_CubicNoise2D( xx*0.01f, zz*0.01f );
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if( m_BlockType[index] == SandID )
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{
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if( (val1 + val2 > 0.f) && (rand()%128) > 124 && m_BlockType[index] == E_BLOCK_SAND )
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@ -852,8 +852,8 @@ void cChunk::GenerateTerrain()
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}
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else if( m_BlockType[index] == GrassID )
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{
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float val3 = m_Noise.CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
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float val4 = m_Noise.CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
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float val3 = m_Noise.SSE_CubicNoise2D( xx*0.01f+10, zz*0.01f+10 );
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float val4 = m_Noise.SSE_CubicNoise2D( xx*0.05f+20, zz*0.05f+20 );
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if( val1 + val2 > 0.2f && (rand()%128) > 124 )
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cRoot::Get()->GetWorld()->GrowTree( xx, TopY, zz );
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else if( val3 > 0.2f && (rand()%128) > 124 )
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@ -1,6 +1,8 @@
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#include "cNoise.h"
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#include <math.h>
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#include <smmintrin.h> //_mm_mul_epi32
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#define FAST_FLOOR( x ) ( (x) < 0 ? ((int)x)-1 : ((int)x) )
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cNoise::cNoise( unsigned int a_Seed )
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@ -36,6 +38,41 @@ float cNoise::IntNoise3D( int a_X, int a_Y, int a_Z ) const
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return ( 1.0f - ( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f);
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}
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/****************
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* SSE Random value generator
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**/
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__m128 cNoise::SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3, int a_Y3, int a_X4, int a_Y4 ) const
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{
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const __m128i X4 = _mm_set_epi32(a_X4, a_X3, a_X2, a_X1);
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const __m128i Y4 = _mm_set_epi32(a_Y4, a_Y3, a_Y2, a_Y1);
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const __m128 One4 = _mm_set_ps1( 1.f );
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const __m128i YScale4 = _mm_set1_epi32( 57 );
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const __m128i i15731 = _mm_set1_epi32( 15731 );
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const __m128i i789221 = _mm_set1_epi32( 789221 );
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const __m128i i1376312589 = _mm_set1_epi32(1376312589);
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const __m128i MaskValue4 = _mm_set1_epi32(0x7fffffff);
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const __m128 f1073741824 = _mm_set_ps1( 1073741824.0f );
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const __m128i Seed4 = _mm_mullo_epi32( _mm_mullo_epi32( _mm_set1_epi32( m_Seed ), YScale4 ), YScale4 );
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const __m128i ScaledY4 = _mm_mullo_epi32( Y4, YScale4 );
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const __m128i n4 = _mm_add_epi32( _mm_add_epi32( X4, ScaledY4 ), Seed4 );
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const __m128i nn4 = _mm_slli_epi32( n4, 13 );
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const __m128i nnn4 = _mm_xor_si128( nn4, n4 );
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const __m128i StepA4 = _mm_mullo_epi32( nnn4, nnn4 );
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const __m128i StepAA4 = _mm_add_epi32( _mm_mullo_epi32( StepA4, i15731 ), i789221 );
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const __m128i StepB4 = _mm_add_epi32( _mm_mullo_epi32( nnn4, StepAA4 ), i1376312589 );
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const __m128i StepC4 = _mm_and_si128( StepB4, MaskValue4 );
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const __m128 StepD4 = _mm_div_ps( _mm_cvtepi32_ps( StepC4 ), f1073741824 );
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const __m128 Result4 = _mm_sub_ps( One4, StepD4 );
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return Result4;
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}
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/***************
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* Interpolated (and 1 smoothed) noise in 1-dimension
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**/
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@ -129,6 +166,26 @@ float cNoise::CubicNoise2D( float a_X, float a_Y ) const
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return CubicInterpolate( interp1, interp2, interp3, interp4, FracY );
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}
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float cNoise::SSE_CubicNoise2D( float a_X, float a_Y ) const
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{
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const int BaseX = FAST_FLOOR( a_X );
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const int BaseY = FAST_FLOOR( a_Y );
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__m128 points4[4] = {
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SSE_IntNoise2D( BaseX-1, BaseY-1, BaseX-1, BaseY, BaseX-1, BaseY+1, BaseX-1, BaseY+2 ),
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SSE_IntNoise2D( BaseX, BaseY-1, BaseX, BaseY, BaseX, BaseY+1, BaseX, BaseY+2 ),
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SSE_IntNoise2D( BaseX+1, BaseY-1, BaseX+1, BaseY, BaseX+1, BaseY+1, BaseX+1, BaseY+2 ),
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SSE_IntNoise2D( BaseX+2, BaseY-1, BaseX+2, BaseY, BaseX+2, BaseY+1, BaseX+2, BaseY+2 ),
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};
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const float FracX = (a_X) - BaseX;
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union { __m128 p4; float p[4]; }
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AllInterp = { CubicInterpolate4( points4[0], points4[1], points4[2], points4[3], FracX ) };
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const float FracY = (a_Y) - BaseY;
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return CubicInterpolate( AllInterp.p[0], AllInterp.p[1], AllInterp.p[2], AllInterp.p[3], FracY );
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}
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/******************
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* Interpolated (and 1 smoothed) noise in 3-dimensions
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**/
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@ -240,6 +297,19 @@ float cNoise::CubicInterpolate( float a_A, float a_B, float a_C, float a_D, floa
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return P*(a_Pct*a_Pct*a_Pct) + Q*(a_Pct*a_Pct) + R*a_Pct + S;
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}
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__m128 cNoise::CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const
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{
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const __m128 P = _mm_sub_ps( _mm_sub_ps( a_D, a_C ), _mm_sub_ps( a_A, a_B ) );
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const __m128 Q = _mm_sub_ps( _mm_sub_ps( a_A, a_B ), P );
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const __m128 R = _mm_sub_ps( a_C, a_A );
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const __m128 Pct = _mm_set_ps1( a_Pct );
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const __m128 Pct2 = _mm_mul_ps( Pct, Pct );
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const __m128 Pct3 = _mm_mul_ps( Pct2, Pct );
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return _mm_add_ps( _mm_add_ps( _mm_add_ps( _mm_mul_ps(P, Pct3), _mm_mul_ps( Q, Pct2 ) ), _mm_mul_ps( R, Pct ) ), a_B );
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}
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float cNoise::CosineInterpolate( float a_A, float a_B, float a_Pct ) const
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{
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const float ft = a_Pct * 3.1415927f;
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@ -1,5 +1,7 @@
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#pragma once
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#include <emmintrin.h>
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class cNoise
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{
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public:
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@ -8,6 +10,7 @@ public:
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float IntNoise( int a_X ) const;
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float IntNoise2D( int a_X, int a_Y ) const;
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__m128 SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3, int a_Y3, int a_X4, int a_Y4 ) const;
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float IntNoise3D( int a_X, int a_Y, int a_Z ) const;
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float LinearNoise1D( float a_X ) const;
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@ -18,6 +21,7 @@ public:
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float LinearNoise2D( float a_X, float a_Y ) const;
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float CosineNoise2D( float a_X, float a_Y ) const;
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float CubicNoise2D( float a_X, float a_Y ) const;
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float SSE_CubicNoise2D( float a_X, float a_Y ) const;
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float CosineNoise3D( float a_X, float a_Y, float a_Z ) const;
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float CubicNoise3D( float a_X, float a_Y, float a_Z ) const;
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@ -25,6 +29,7 @@ public:
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void SetSeed( unsigned int a_Seed ) { m_Seed = a_Seed; }
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private:
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float CubicInterpolate( float a_A, float a_B, float a_C, float a_D, float a_Pct ) const;
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__m128 CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const;
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float CosineInterpolate( float a_A, float a_B, float a_Pct ) const;
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float LinearInterpolate( float a_A, float a_B, float a_Pct ) const;
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