cInterpolNoise: Implemented optimized 2D generating.
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@ -68,6 +68,15 @@ static class cInterpolNoiseSpeedTest
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{
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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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@ -99,6 +108,38 @@ public:
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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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// 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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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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cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + 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("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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@ -120,6 +161,12 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
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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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// NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
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@ -201,8 +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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@ -280,23 +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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@ -47,7 +47,8 @@ protected:
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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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cCubicNoise m_Cubic; // The noise used for heightmap directing
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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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@ -17,6 +17,134 @@
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////////////////////////////////////////////////////////////////////////////////
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// cInterpolCell2D:
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template <typename T>
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class cInterpolCell2D
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{
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public:
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cInterpolCell2D(
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const cNoise & a_Noise, ///< Noise to use for generating the random values
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, ///< Count of the array, in each direction
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const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
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const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values
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):
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m_Noise(a_Noise),
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m_WorkRnds(&m_Workspace1),
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m_CurFloorX(0),
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m_CurFloorY(0),
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m_Array(a_Array),
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m_SizeX(a_SizeX),
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m_SizeY(a_SizeY),
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m_FracX(a_FracX),
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m_FracY(a_FracY)
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{
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}
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/** Generates part of the output noise array using the current m_WorkRnds[] values */
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void Generate(
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int a_FromX, int a_ToX,
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int a_FromY, int a_ToY
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)
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{
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for (int y = a_FromY; y < a_ToY; y++)
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{
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NOISE_DATATYPE Interp[2];
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NOISE_DATATYPE FracY = T::coeff(m_FracY[y]);
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Interp[0] = Lerp((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], FracY);
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Interp[1] = Lerp((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], FracY);
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int idx = y * m_SizeX + a_FromX;
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for (int x = a_FromX; x < a_ToX; x++)
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{
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m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x]));
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} // for x
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} // for y
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}
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/** Initializes m_WorkRnds[] with the specified values of the noise at the specified integral coords. */
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void InitWorkRnds(int a_FloorX, int a_FloorY)
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{
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m_CurFloorX = a_FloorX;
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m_CurFloorY = a_FloorY;
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(*m_WorkRnds)[0][0] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY);
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(*m_WorkRnds)[0][1] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY + 1);
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(*m_WorkRnds)[1][0] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY);
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(*m_WorkRnds)[1][1] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY + 1);
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}
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/** Updates m_WorkRnds[] for the new integral coords */
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void Move(int a_NewFloorX, int a_NewFloorY)
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{
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// Swap the doublebuffer:
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int OldFloorX = m_CurFloorX;
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int OldFloorY = m_CurFloorY;
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Workspace * OldWorkRnds = m_WorkRnds;
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m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
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// Reuse as much of the old workspace as possible:
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// TODO: Try out if simply calculating all 4 elements each time is faster than this monster loop
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int DiffX = OldFloorX - a_NewFloorX;
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int DiffY = OldFloorY - a_NewFloorY;
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for (int x = 0; x < 2; x++)
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{
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int cx = a_NewFloorX + x;
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int OldX = x - DiffX; // Where would this X be in the old grid?
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for (int y = 0; y < 2; y++)
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{
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int cy = a_NewFloorY + y;
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int OldY = y - DiffY; // Where would this Y be in the old grid?
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if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2))
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{
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(*m_WorkRnds)[x][y] = (*OldWorkRnds)[OldX][OldY];
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}
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else
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{
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(*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy);
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}
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}
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}
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m_CurFloorX = a_NewFloorX;
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m_CurFloorY = a_NewFloorY;
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}
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protected:
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typedef NOISE_DATATYPE Workspace[2][2];
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/** The noise used for generating the values at integral coords. */
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const cNoise & m_Noise;
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/** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */
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Workspace * m_WorkRnds;
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/** Buffer 1 for workspace doublebuffering, used in Move() */
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Workspace m_Workspace1;
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/** Buffer 2 for workspace doublebuffering, used in Move() */
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Workspace m_Workspace2;
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/** Coords of the currently calculated m_WorkRnds[]. */
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int m_CurFloorX, m_CurFloorY;
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/** The output array to generate into. */
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NOISE_DATATYPE * m_Array;
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/** Dimensions of the output array. */
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int m_SizeX, m_SizeY;
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/** Arrays holding the fractional values of the coords in each direction. */
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const NOISE_DATATYPE * m_FracX;
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const NOISE_DATATYPE * m_FracY;
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} ;
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////////////////////////////////////////////////////////////////////////////////
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// cInterpolCell3D:
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@ -212,33 +340,44 @@ public:
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NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
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) const
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{
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// Check params:
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ASSERT(a_SizeX > 1);
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ASSERT(a_SizeY > 1);
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ASSERT(a_SizeX > 0);
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ASSERT(a_SizeY > 0);
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ASSERT(a_SizeX < MAX_SIZE);
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ASSERT(a_SizeY < MAX_SIZE);
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ASSERT(a_StartX < a_EndX);
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ASSERT(a_StartY < a_EndY);
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// Generate the noise:
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size_t idx = 0;
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for (int y = 0; y < a_SizeY; y++)
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{
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NOISE_DATATYPE ratioY = static_cast<NOISE_DATATYPE>(y) / (a_SizeY - 1);
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NOISE_DATATYPE noiseY = Lerp(a_StartY, a_EndY, ratioY);
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int noiseYInt = FAST_FLOOR(noiseY);
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NOISE_DATATYPE ratioY = typename T(noiseY - static_cast<NOISE_DATATYPE>(noiseYInt));
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for (int x = 0; x < a_SizeX; x++)
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{
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NOISE_DATATYPE ratioX = static_cast<NOISE_DATATYPE>(x) / (a_SizeX - 1);
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NOISE_DATATYPE noiseX = Lerp(a_StartX, a_EndX, ratioX);
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int noiseXInt = FAST_FLOOR(noiseX);
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NOISE_DATATYPE ratioX = typename T(noiseX - static_cast<NOISE_DATATYPE>(noiseXInt));
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// Calculate the integral and fractional parts of each coord:
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int FloorX[MAX_SIZE];
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int FloorY[MAX_SIZE];
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NOISE_DATATYPE FracX[MAX_SIZE];
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NOISE_DATATYPE FracY[MAX_SIZE];
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int SameX[MAX_SIZE];
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int SameY[MAX_SIZE];
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int NumSameX, NumSameY;
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CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
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CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
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NOISE_DATATYPE valx0y0 = m_Noise.IntNoise2D(noiseXInt, noiseYInt);
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NOISE_DATATYPE valx1y0 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt);
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NOISE_DATATYPE valx0y1 = m_Noise.IntNoise2D(noiseXInt, noiseYInt + 1);
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NOISE_DATATYPE valx1y1 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt + 1);
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NOISE_DATATYPE valx0 = Lerp(valx0y0, valx0y1, ratioY);
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NOISE_DATATYPE valx1 = Lerp(valx1y1, valx1y1, ratioY);
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a_Array[idx++] = Lerp(valx0, valx1, ratioX);
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cInterpolCell2D<T> Cell(m_Noise, a_Array, a_SizeX, a_SizeY, FracX, FracY);
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Cell.InitWorkRnds(FloorX[0], FloorY[0]);
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// Calculate query values using Cell:
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int FromY = 0;
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for (int y = 0; y < NumSameY; y++)
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{
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int ToY = FromY + SameY[y];
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int FromX = 0;
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int CurFloorY = FloorY[FromY];
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for (int x = 0; x < NumSameX; x++)
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{
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int ToX = FromX + SameX[x];
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Cell.Generate(FromX, ToX, FromY, ToY);
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Cell.Move(FloorX[ToX], CurFloorY);
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FromX = ToX;
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} // for x
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Cell.Move(FloorX[0], FloorY[ToY]);
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FromY = ToY;
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} // for y
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}
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