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Refactored cRidgedNoise into a separate template.

This allows us to make the ridges out of any noise and to combine the cRidgedNoise with cOctavedNoise.
This commit is contained in:
Mattes D 2014-11-18 09:49:53 +01:00
parent 8c54fc0f7d
commit f683872f54
5 changed files with 104 additions and 243 deletions

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@ -124,6 +124,7 @@ SET (HDRS
OctavedNoise.h
ProbabDistrib.h
RankManager.h
RidgedNoise.h
RCONServer.h
Root.h
Scoreboard.h

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@ -1044,179 +1044,10 @@ NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
int A = m_Perm[a_X] + a_Y;
int AA = m_Perm[A] + a_Z;
return Grad(m_Perm[AA], 0, 0, 0);
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;
}
}

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@ -11,6 +11,7 @@
typedef float NOISE_DATATYPE;
#include "OctavedNoise.h"
#include "RidgedNoise.h"
@ -186,70 +187,7 @@ protected:
typedef cOctavedNoise<cCubicNoise> cPerlinNoise;
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<cRidgedNoise<cCubicNoise>> cRidgedMultiNoise;

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@ -32,7 +32,7 @@ public:
oct->SetSeed(a_Seed);
}
}
/** */
void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude)
@ -56,7 +56,7 @@ public:
ASSERT(!"Perlin: 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)
@ -78,7 +78,7 @@ public:
{
a_Array[i] = a_Workspace[i] * Amplitude;
}
// Add each octave:
for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
{
@ -96,8 +96,8 @@ public:
}
} // 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]
@ -114,7 +114,7 @@ public:
ASSERT(!"Perlin: 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)
@ -137,7 +137,7 @@ public:
{
a_Array[i] = a_Workspace[i] * Amplitude;
}
// Add each octave:
for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr)
{
@ -169,7 +169,7 @@ protected:
/** 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),
@ -181,7 +181,7 @@ protected:
/** The seed used by the underlying generators. */
int m_Seed;
int m_Seed;
/** The octaves that compose this noise. */
cOctaves m_Octaves;

91
src/RidgedNoise.h Normal file
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@ -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;
} ;