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cuberite-2a/source/cNoise.h

95 lines
2.4 KiB
C++

#pragma once
// Some settings
#define NOISE_USE_INLINE 1
#define NOISE_USE_SSE 0
// Do not touch
#if NOISE_USE_INLINE
#ifdef _MSC_VER
#define __NOISE_INLINE__ __forceinline
#else
#define __NOISE_INLINE__ inline
#endif // _MSC_VER
#else
#define __NOISE_INLINE__
#endif
#if NOISE_USE_SSE
# include <emmintrin.h>
#endif
class cNoise
{
public:
cNoise( unsigned int a_Seed );
~cNoise();
#if NOISE_USE_SSE
__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;
#endif
__NOISE_INLINE__ float IntNoise( int a_X ) const;
__NOISE_INLINE__ float IntNoise2D( int a_X, int a_Y ) const;
__NOISE_INLINE__ float IntNoise3D( int a_X, int a_Y, int a_Z ) const;
// Note: These functions have a mod8-irregular chance - each of the mod8 remainders has different chance of occurrence. Divide by 8 to rectify.
__NOISE_INLINE__ int IntNoise1DInt( int a_X ) const;
__NOISE_INLINE__ int IntNoise2DInt( int a_X, int a_Y ) const;
__NOISE_INLINE__ int IntNoise3DInt( int a_X, int a_Y, int a_Z ) const;
float LinearNoise1D( float a_X ) const;
float CosineNoise1D( float a_X ) const;
float CubicNoise1D( float a_X ) const;
float SmoothNoise1D( int a_X ) const;
float LinearNoise2D( float a_X, float a_Y ) const;
float CosineNoise2D( float a_X, float a_Y ) const;
float CubicNoise2D( float a_X, float a_Y ) const;
float SSE_CubicNoise2D( float a_X, float a_Y ) const;
float CosineNoise3D( float a_X, float a_Y, float a_Z ) const;
float CubicNoise3D( float a_X, float a_Y, float a_Z ) const;
void SetSeed( unsigned int a_Seed ) { m_Seed = a_Seed; }
__NOISE_INLINE__ static float CubicInterpolate( float a_A, float a_B, float a_C, float a_D, float a_Pct );
__NOISE_INLINE__ static float CosineInterpolate( float a_A, float a_B, float a_Pct );
__NOISE_INLINE__ static float LinearInterpolate( float a_A, float a_B, float a_Pct );
private:
#if NOISE_USE_SSE
__m128 CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const;
#endif
unsigned int m_Seed;
};
/// Linearly interpolates values in the array between the anchor points
extern void IntArrayLinearInterpolate2D(
int * a_Array,
int a_SizeX, int a_SizeY, // Dimensions of the array
int a_AnchorStepX, int a_AnchorStepY // Distances between the anchor points in each direction
);
#if NOISE_USE_INLINE
# include "cNoise.inc"
#endif