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cInterpolNoise: Implemented optimized 2D generating.

This commit is contained in:
Mattes D 2014-11-19 16:58:27 +01:00
parent b177ff8ec5
commit fef4133f6d
3 changed files with 219 additions and 32 deletions

View File

@ -68,6 +68,15 @@ static class cInterpolNoiseSpeedTest
{
public:
cInterpolNoiseSpeedTest(void)
{
TestSpeed2D();
TestSpeed3D();
printf("InterpolNoise speed comparison finished.\n");
}
/** Compare the speed of the 3D InterpolNoise vs 3D CubicNoise. */
void TestSpeed3D(void)
{
printf("Evaluating 3D noise performance...\n");
static const int SIZE_X = 128;
@ -99,6 +108,38 @@ public:
printf("3D noise performance comparison finished.\n");
}
/** Compare the speed of the 2D InterpolNoise vs 2D CubicNoise. */
void TestSpeed2D(void)
{
printf("Evaluating 2D noise performance...\n");
static const int SIZE_X = 128;
static const int SIZE_Y = 128;
static const NOISE_DATATYPE MUL = 80;
std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y]);
cTimer timer;
// Test the cInterpolNoise:
cInterpolNoise<Interp5Deg> interpNoise(1);
long long start = timer.GetNowTime();
for (int i = 0; i < 500; i++)
{
interpNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
}
long long end = timer.GetNowTime();
printf("InterpolNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
// Test the cCubicNoise:
cCubicNoise cubicNoise(1);
start = timer.GetNowTime();
for (int i = 0; i < 500; i++)
{
cubicNoise.Generate2D(arr.get(), SIZE_X, SIZE_Y, MUL * i, MUL * i + MUL, 0, MUL);
}
end = timer.GetNowTime();
printf("CubicNoise took %.02f sec\n", static_cast<float>(end - start) / 1000);
printf("2D noise performance comparison finished.\n");
}
} g_InterpolNoiseSpeedTest;
#endif
@ -120,6 +161,12 @@ cNoise3DGenerator::cNoise3DGenerator(cChunkGenerator & a_ChunkGenerator) :
m_Perlin.AddOctave(8, 0.125);
m_Perlin.AddOctave(16, 0.0625);
m_Cubic.AddOctave(1, 1);
m_Cubic.AddOctave(2, 0.5);
m_Cubic.AddOctave(4, 0.25);
m_Cubic.AddOctave(8, 0.125);
m_Cubic.AddOctave(16, 0.0625);
#if 0
// DEBUG: Test the noise generation:
// NOTE: In order to be able to run MCS with this code, you need to increase the default thread stack size
@ -201,8 +248,8 @@ void cNoise3DGenerator::Initialize(cIniFile & a_IniFile)
{
// Params:
m_SeaLevel = a_IniFile.GetValueSetI("Generator", "Noise3DSeaLevel", 62);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 75);
m_HeightAmplification = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DHeightAmplification", 0.1);
m_MidPoint = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DMidPoint", 68);
m_FrequencyX = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyX", 8);
m_FrequencyY = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyY", 8);
m_FrequencyZ = (NOISE_DATATYPE)a_IniFile.GetValueSetF("Generator", "Noise3DFrequencyZ", 8);
@ -280,23 +327,23 @@ void cNoise3DGenerator::GenerateNoiseArray(int a_ChunkX, int a_ChunkZ, NOISE_DAT
// Precalculate a "height" array:
NOISE_DATATYPE Height[DIM_X * DIM_Z]; // Output for the cubic noise heightmap ("source")
m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 25, EndX / 25, StartZ / 25, EndZ / 25);
m_Cubic.Generate2D(Height, DIM_X, DIM_Z, StartX / 5, EndX / 5, StartZ / 5, EndZ / 5);
for (size_t i = 0; i < ARRAYCOUNT(Height); i++)
{
Height[i] = std::abs(Height[i]) * m_HeightAmplification + 1;
Height[i] = Height[i] * m_HeightAmplification;
}
// Modify the noise by height data:
for (int y = 0; y < DIM_Y; y++)
{
NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 20;
AddHeight *= AddHeight * AddHeight;
NOISE_DATATYPE AddHeight = (y * UPSCALE_Y - m_MidPoint) / 30;
// AddHeight *= AddHeight * AddHeight;
for (int z = 0; z < DIM_Z; z++)
{
NOISE_DATATYPE * CurRow = &(NoiseO[y * DIM_X + z * DIM_X * DIM_Y]);
for (int x = 0; x < DIM_X; x++)
{
CurRow[x] += AddHeight / Height[x + DIM_X * z];
CurRow[x] += AddHeight + Height[x + DIM_X * z];
}
}
}

View File

@ -47,7 +47,8 @@ protected:
/** The base 3D noise source for the actual composition */
cOctavedNoise<cInterp5DegNoise> m_Perlin;
cCubicNoise m_Cubic; // The noise used for heightmap directing
/** The noise used for heightmap directing. */
cOctavedNoise<cInterp5DegNoise> m_Cubic;
int m_SeaLevel;
NOISE_DATATYPE m_HeightAmplification;

View File

@ -17,6 +17,134 @@
////////////////////////////////////////////////////////////////////////////////
// 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:
@ -212,33 +340,44 @@ public:
NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction
) const
{
// Check params:
ASSERT(a_SizeX > 1);
ASSERT(a_SizeY > 1);
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);
// Generate the noise:
size_t idx = 0;
for (int y = 0; y < a_SizeY; y++)
{
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);
NOISE_DATATYPE ratioY = typename T(noiseY - static_cast<NOISE_DATATYPE>(noiseYInt));
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);
NOISE_DATATYPE ratioX = typename T(noiseX - static_cast<NOISE_DATATYPE>(noiseXInt));
// 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);
NOISE_DATATYPE valx0y0 = m_Noise.IntNoise2D(noiseXInt, noiseYInt);
NOISE_DATATYPE valx1y0 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt);
NOISE_DATATYPE valx0y1 = m_Noise.IntNoise2D(noiseXInt, noiseYInt + 1);
NOISE_DATATYPE valx1y1 = m_Noise.IntNoise2D(noiseXInt + 1, noiseYInt + 1);
NOISE_DATATYPE valx0 = Lerp(valx0y0, valx0y1, ratioY);
NOISE_DATATYPE valx1 = Lerp(valx1y1, valx1y1, ratioY);
a_Array[idx++] = Lerp(valx0, valx1, ratioX);
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
}