c13b1931ff
Spaces around some operators are checked.
1029 lines
32 KiB
C++
1029 lines
32 KiB
C++
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#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
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#include "Noise.h"
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#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
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#if 0
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/** cImprovedPerlin noise test suite:
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- Generate a rather large 2D and 3D noise array and output it to a file
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- Compare performance of cCubicNoise and cImprovedNoise, both in single-value and 3D-array usages */
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static class cImprovedPerlinNoiseTest
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{
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public:
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cImprovedPerlinNoiseTest(void)
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{
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printf("Performing Improved Perlin Noise tests...\n");
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TestImage();
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TestSpeed();
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TestSpeedArr();
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printf("Improved Perlin Noise tests complete.\n");
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}
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/** Tests the noise by generating 2D and 3D images and dumping them to files. */
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void TestImage(void)
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{
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static const int SIZE_X = 256;
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static const int SIZE_Y = 256;
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static const int SIZE_Z = 16;
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cImprovedNoise noise(1);
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std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
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noise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
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Debug3DNoise(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, "ImprovedPerlinNoiseTest3D", 128);
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noise.Generate2D(arr.get(), SIZE_X, SIZE_Y, 0, 14, 15, 28);
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Debug2DNoise(arr.get(), SIZE_X, SIZE_Y, "ImprovedPerlinNoiseTest2D", 128);
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}
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/** Tests the speeds of cImprovedPerlin and cCubicNoise when generating individual values. */
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void TestSpeed(void)
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{
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cImprovedNoise improvedNoise(1);
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cNoise noise(1);
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cTimer timer;
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// Measure the improvedNoise:
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NOISE_DATATYPE sum = 0;
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long long start = timer.GetNowTime();
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for (int i = 0; i < 100000000; i++)
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{
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sum += improvedNoise.GetValueAt(i, 0, -i);
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}
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long long finish = timer.GetNowTime();
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printf("cImprovedNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
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// Measure the cubicNoise:
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sum = 0;
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start = timer.GetNowTime();
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for (int i = 0; i < 100000000; i++)
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{
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sum += noise.IntNoise3D(i, 0, -i);
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}
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finish = timer.GetNowTime();
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printf("cCubicNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum);
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}
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/** Tests the speeds of cImprovedPerlin and cCubicNoise when generating arrays. */
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void TestSpeedArr(void)
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{
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static const int SIZE_X = 256;
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static const int SIZE_Y = 256;
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static const int SIZE_Z = 16;
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std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]);
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cTimer timer;
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cImprovedNoise improvedNoise(1);
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cCubicNoise cubicNoise(1);
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// Measure the improvedNoise:
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long long start = timer.GetNowTime();
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for (int i = 0; i < 40; i++)
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{
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improvedNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
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}
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long long finish = timer.GetNowTime();
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printf("cImprovedNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
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// Measure the cubicNoise:
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start = timer.GetNowTime();
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for (int i = 0; i < 40; i++)
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{
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cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14);
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}
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finish = timer.GetNowTime();
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printf("cCubicNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f);
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}
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} g_Test;
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#endif
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////////////////////////////////////////////////////////////////////////////////
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// Globals:
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void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
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{
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const int BUF_SIZE = 512;
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ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
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// Save in XY cuts:
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cFile f1;
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if (f1.Open(Printf("%s_XY (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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for (int y = 0; y < a_SizeY; y++)
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{
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int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
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}
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f1.Write(buf, a_SizeX);
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} // for y
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unsigned char buf[BUF_SIZE];
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memset(buf, 0, a_SizeX);
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f1.Write(buf, a_SizeX);
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} // for z
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} // if (XY file open)
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cFile f2;
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if (f2.Open(Printf("%s_XZ (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
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{
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for (int y = 0; y < a_SizeY; y++)
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{
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for (int z = 0; z < a_SizeZ; z++)
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{
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int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
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}
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f2.Write(buf, a_SizeX);
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} // for z
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unsigned char buf[BUF_SIZE];
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memset(buf, 0, a_SizeX);
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f2.Write(buf, a_SizeX);
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} // for y
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} // if (XZ file open)
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}
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void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
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{
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const int BUF_SIZE = 512;
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ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
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cFile f1;
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if (f1.Open(Printf("%s (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
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{
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for (int y = 0; y < a_SizeY; y++)
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{
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int idx = y * a_SizeX;
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unsigned char buf[BUF_SIZE];
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for (int x = 0; x < a_SizeX; x++)
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{
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buf[x] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255));
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}
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f1.Write(buf, a_SizeX);
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} // for y
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} // if (file open)
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}
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////////////////////////////////////////////////////////////////////////////////
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// cCubicCell2D:
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class cCubicCell2D
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{
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public:
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cCubicCell2D(
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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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/// Uses current m_WorkRnds[] to generate part of the array
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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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/// Initializes m_WorkRnds[] with the specified Floor values
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void InitWorkRnds(int a_FloorX, int a_FloorY);
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/// Updates m_WorkRnds[] for the new Floor values.
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void Move(int a_NewFloorX, int a_NewFloorY);
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protected:
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typedef NOISE_DATATYPE Workspace[4][4];
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const cNoise & m_Noise;
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Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
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Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
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Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
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int m_CurFloorX;
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int m_CurFloorY;
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NOISE_DATATYPE * m_Array;
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int m_SizeX, m_SizeY;
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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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cCubicCell2D::cCubicCell2D(
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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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void cCubicCell2D::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[4];
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NOISE_DATATYPE FracY = m_FracY[y];
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Interp[0] = cNoise::CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY);
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Interp[1] = cNoise::CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY);
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Interp[2] = cNoise::CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY);
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Interp[3] = cNoise::CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], 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++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]);
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} // for x
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} // for y
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}
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void cCubicCell2D::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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for (int x = 0; x < 4; x++)
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{
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int cx = a_FloorX + x - 1;
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for (int y = 0; y < 4; y++)
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{
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int cy = a_FloorY + y - 1;
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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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void cCubicCell2D::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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int DiffX = OldFloorX - a_NewFloorX;
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int DiffY = OldFloorY - a_NewFloorY;
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for (int x = 0; x < 4; x++)
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{
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int cx = a_NewFloorX + x - 1;
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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 < 4; y++)
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{
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int cy = a_NewFloorY + y - 1;
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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 < 4) && (OldY >= 0) && (OldY < 4))
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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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////////////////////////////////////////////////////////////////////////////////
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// cCubicCell3D:
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class cCubicCell3D
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{
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public:
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cCubicCell3D(
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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, int a_SizeZ, ///< 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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const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
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);
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/// Uses current m_WorkRnds[] to generate part of the array
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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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int a_FromZ, int a_ToZ
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);
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/// Initializes m_WorkRnds[] with the specified Floor values
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void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ);
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/// Updates m_WorkRnds[] for the new Floor values.
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void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ);
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protected:
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typedef NOISE_DATATYPE Workspace[4][4][4];
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const cNoise & m_Noise;
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Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
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Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
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Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
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int m_CurFloorX;
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int m_CurFloorY;
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int m_CurFloorZ;
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NOISE_DATATYPE * m_Array;
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int m_SizeX, m_SizeY, m_SizeZ;
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const NOISE_DATATYPE * m_FracX;
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const NOISE_DATATYPE * m_FracY;
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const NOISE_DATATYPE * m_FracZ;
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} ;
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cCubicCell3D::cCubicCell3D(
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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, int a_SizeZ, ///< 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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const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z 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_CurFloorZ(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_SizeZ(a_SizeZ),
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m_FracX(a_FracX),
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m_FracY(a_FracY),
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m_FracZ(a_FracZ)
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{
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}
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void cCubicCell3D::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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int a_FromZ, int a_ToZ
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)
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{
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for (int z = a_FromZ; z < a_ToZ; z++)
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{
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int idxZ = z * m_SizeX * m_SizeY;
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NOISE_DATATYPE Interp2[4][4];
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NOISE_DATATYPE FracZ = m_FracZ[z];
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for (int x = 0; x < 4; x++)
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{
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for (int y = 0; y < 4; y++)
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{
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Interp2[x][y] = cNoise::CubicInterpolate((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], (*m_WorkRnds)[x][y][2], (*m_WorkRnds)[x][y][3], FracZ);
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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[4];
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NOISE_DATATYPE FracY = m_FracY[y];
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Interp[0] = cNoise::CubicInterpolate(Interp2[0][0], Interp2[0][1], Interp2[0][2], Interp2[0][3], FracY);
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Interp[1] = cNoise::CubicInterpolate(Interp2[1][0], Interp2[1][1], Interp2[1][2], Interp2[1][3], FracY);
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Interp[2] = cNoise::CubicInterpolate(Interp2[2][0], Interp2[2][1], Interp2[2][2], Interp2[2][3], FracY);
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Interp[3] = cNoise::CubicInterpolate(Interp2[3][0], Interp2[3][1], Interp2[3][2], Interp2[3][3], FracY);
|
|
int idx = idxZ + y * m_SizeX + a_FromX;
|
|
for (int x = a_FromX; x < a_ToX; x++)
|
|
{
|
|
m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]);
|
|
} // for x
|
|
} // for y
|
|
} // for z
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCubicCell3D::InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ)
|
|
{
|
|
m_CurFloorX = a_FloorX;
|
|
m_CurFloorY = a_FloorY;
|
|
m_CurFloorZ = a_FloorZ;
|
|
for (int x = 0; x < 4; x++)
|
|
{
|
|
int cx = a_FloorX + x - 1;
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
int cy = a_FloorY + y - 1;
|
|
for (int z = 0; z < 4; z++)
|
|
{
|
|
int cz = a_FloorZ + z - 1;
|
|
(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCubicCell3D::Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ)
|
|
{
|
|
// Swap the doublebuffer:
|
|
int OldFloorX = m_CurFloorX;
|
|
int OldFloorY = m_CurFloorY;
|
|
int OldFloorZ = m_CurFloorZ;
|
|
Workspace * OldWorkRnds = m_WorkRnds;
|
|
m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
|
|
|
|
// Reuse as much of the old workspace as possible:
|
|
int DiffX = OldFloorX - a_NewFloorX;
|
|
int DiffY = OldFloorY - a_NewFloorY;
|
|
int DiffZ = OldFloorZ - a_NewFloorZ;
|
|
for (int x = 0; x < 4; x++)
|
|
{
|
|
int cx = a_NewFloorX + x - 1;
|
|
int OldX = x - DiffX; // Where would this X be in the old grid?
|
|
for (int y = 0; y < 4; y++)
|
|
{
|
|
int cy = a_NewFloorY + y - 1;
|
|
int OldY = y - DiffY; // Where would this Y be in the old grid?
|
|
for (int z = 0; z < 4; z++)
|
|
{
|
|
int cz = a_NewFloorZ + z - 1;
|
|
int OldZ = z - DiffZ;
|
|
if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4) && (OldZ >= 0) && (OldZ < 4))
|
|
{
|
|
(*m_WorkRnds)[x][y][z] = (*OldWorkRnds)[OldX][OldY][OldZ];
|
|
}
|
|
else
|
|
{
|
|
(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
|
|
}
|
|
} // for z
|
|
} // for y
|
|
} // for x
|
|
m_CurFloorX = a_NewFloorX;
|
|
m_CurFloorY = a_NewFloorY;
|
|
m_CurFloorZ = a_NewFloorZ;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cNoise:
|
|
|
|
cNoise::cNoise(int a_Seed) :
|
|
m_Seed(a_Seed)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
cNoise::cNoise(const cNoise & a_Noise) :
|
|
m_Seed(a_Noise.m_Seed)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::LinearNoise1D(NOISE_DATATYPE a_X) const
|
|
{
|
|
int BaseX = FAST_FLOOR(a_X);
|
|
NOISE_DATATYPE FracX = a_X - BaseX;
|
|
return LinearInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::CosineNoise1D(NOISE_DATATYPE a_X) const
|
|
{
|
|
int BaseX = FAST_FLOOR(a_X);
|
|
NOISE_DATATYPE FracX = a_X - BaseX;
|
|
return CosineInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const
|
|
{
|
|
int BaseX = FAST_FLOOR(a_X);
|
|
NOISE_DATATYPE FracX = a_X - BaseX;
|
|
return CubicInterpolate(IntNoise1D(BaseX - 1), IntNoise1D(BaseX), IntNoise1D(BaseX + 1), IntNoise1D(BaseX + 2), FracX);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::SmoothNoise1D(int a_X) const
|
|
{
|
|
return IntNoise1D(a_X) / 2 + IntNoise1D(a_X - 1) / 4 + IntNoise1D(a_X + 1) / 4;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::CubicNoise2D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) const
|
|
{
|
|
const int BaseX = FAST_FLOOR(a_X);
|
|
const int BaseY = FAST_FLOOR(a_Y);
|
|
|
|
const NOISE_DATATYPE points[4][4] =
|
|
{
|
|
{ IntNoise2D(BaseX - 1, BaseY - 1), IntNoise2D(BaseX, BaseY - 1), IntNoise2D(BaseX + 1, BaseY - 1), IntNoise2D(BaseX + 2, BaseY - 1), },
|
|
{ IntNoise2D(BaseX - 1, BaseY), IntNoise2D(BaseX, BaseY), IntNoise2D(BaseX + 1, BaseY), IntNoise2D(BaseX + 2, BaseY), },
|
|
{ IntNoise2D(BaseX - 1, BaseY + 1), IntNoise2D(BaseX, BaseY + 1), IntNoise2D(BaseX + 1, BaseY + 1), IntNoise2D(BaseX + 2, BaseY + 1), },
|
|
{ IntNoise2D(BaseX - 1, BaseY + 2), IntNoise2D(BaseX, BaseY + 2), IntNoise2D(BaseX + 1, BaseY + 2), IntNoise2D(BaseX + 2, BaseY + 2), },
|
|
};
|
|
|
|
const NOISE_DATATYPE FracX = a_X - BaseX;
|
|
const NOISE_DATATYPE interp1 = CubicInterpolate(points[0][0], points[0][1], points[0][2], points[0][3], FracX);
|
|
const NOISE_DATATYPE interp2 = CubicInterpolate(points[1][0], points[1][1], points[1][2], points[1][3], FracX);
|
|
const NOISE_DATATYPE interp3 = CubicInterpolate(points[2][0], points[2][1], points[2][2], points[2][3], FracX);
|
|
const NOISE_DATATYPE interp4 = CubicInterpolate(points[3][0], points[3][1], points[3][2], points[3][3], FracX);
|
|
|
|
|
|
const NOISE_DATATYPE FracY = a_Y - BaseY;
|
|
return CubicInterpolate(interp1, interp2, interp3, interp4, FracY);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) const
|
|
{
|
|
const int BaseX = FAST_FLOOR(a_X);
|
|
const int BaseY = FAST_FLOOR(a_Y);
|
|
const int BaseZ = FAST_FLOOR(a_Z);
|
|
|
|
const NOISE_DATATYPE points1[4][4] =
|
|
{
|
|
{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY, BaseZ - 1), IntNoise3D(BaseX, BaseY, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY, BaseZ - 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1), },
|
|
};
|
|
|
|
const NOISE_DATATYPE FracX = (a_X) - BaseX;
|
|
const NOISE_DATATYPE x1interp1 = CubicInterpolate(points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX);
|
|
const NOISE_DATATYPE x1interp2 = CubicInterpolate(points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX);
|
|
const NOISE_DATATYPE x1interp3 = CubicInterpolate(points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX);
|
|
const NOISE_DATATYPE x1interp4 = CubicInterpolate(points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX);
|
|
|
|
const NOISE_DATATYPE points2[4][4] =
|
|
{
|
|
{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ), IntNoise3D(BaseX, BaseY - 1, BaseZ), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ), },
|
|
{ IntNoise3D(BaseX - 1, BaseY, BaseZ), IntNoise3D(BaseX, BaseY, BaseZ), IntNoise3D(BaseX + 1, BaseY, BaseZ), IntNoise3D(BaseX + 2, BaseY, BaseZ), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ), IntNoise3D(BaseX, BaseY + 1, BaseZ), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ), IntNoise3D(BaseX, BaseY + 2, BaseZ), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ), },
|
|
};
|
|
|
|
const NOISE_DATATYPE x2interp1 = CubicInterpolate(points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX);
|
|
const NOISE_DATATYPE x2interp2 = CubicInterpolate(points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX);
|
|
const NOISE_DATATYPE x2interp3 = CubicInterpolate(points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX);
|
|
const NOISE_DATATYPE x2interp4 = CubicInterpolate(points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX);
|
|
|
|
const NOISE_DATATYPE points3[4][4] =
|
|
{
|
|
{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY, BaseZ + 1), IntNoise3D(BaseX, BaseY, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY, BaseZ + 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 1), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 1), },
|
|
};
|
|
|
|
const NOISE_DATATYPE x3interp1 = CubicInterpolate(points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX);
|
|
const NOISE_DATATYPE x3interp2 = CubicInterpolate(points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX);
|
|
const NOISE_DATATYPE x3interp3 = CubicInterpolate(points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX);
|
|
const NOISE_DATATYPE x3interp4 = CubicInterpolate(points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX);
|
|
|
|
const NOISE_DATATYPE points4[4][4] =
|
|
{
|
|
{ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 2), },
|
|
{ IntNoise3D(BaseX - 1, BaseY, BaseZ + 2), IntNoise3D(BaseX, BaseY, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY, BaseZ + 2), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 2), },
|
|
{ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 2), },
|
|
};
|
|
|
|
const NOISE_DATATYPE x4interp1 = CubicInterpolate(points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX);
|
|
const NOISE_DATATYPE x4interp2 = CubicInterpolate(points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX);
|
|
const NOISE_DATATYPE x4interp3 = CubicInterpolate(points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX);
|
|
const NOISE_DATATYPE x4interp4 = CubicInterpolate(points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX);
|
|
|
|
const NOISE_DATATYPE FracY = (a_Y) - BaseY;
|
|
const NOISE_DATATYPE yinterp1 = CubicInterpolate(x1interp1, x1interp2, x1interp3, x1interp4, FracY);
|
|
const NOISE_DATATYPE yinterp2 = CubicInterpolate(x2interp1, x2interp2, x2interp3, x2interp4, FracY);
|
|
const NOISE_DATATYPE yinterp3 = CubicInterpolate(x3interp1, x3interp2, x3interp3, x3interp4, FracY);
|
|
const NOISE_DATATYPE yinterp4 = CubicInterpolate(x4interp1, x4interp2, x4interp3, x4interp4, FracY);
|
|
|
|
const NOISE_DATATYPE FracZ = (a_Z) - BaseZ;
|
|
return CubicInterpolate(yinterp1, yinterp2, yinterp3, yinterp4, FracZ);
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cCubicNoise:
|
|
|
|
cCubicNoise::cCubicNoise(int a_Seed) :
|
|
m_Noise(a_Seed)
|
|
{
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCubicNoise::Generate2D(
|
|
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
|
|
int a_SizeX, int a_SizeY, ///< Size of the array (num doubles), 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
|
|
{
|
|
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);
|
|
|
|
// 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);
|
|
|
|
cCubicCell2D 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;
|
|
}
|
|
Cell.Move(FloorX[0], FloorY[ToY]);
|
|
FromY = ToY;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCubicNoise::Generate3D(
|
|
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
|
|
int a_SizeX, int a_SizeY, int a_SizeZ, ///< Size of the array (num doubles), 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 Y direction
|
|
) const
|
|
{
|
|
ASSERT(a_SizeX < MAX_SIZE);
|
|
ASSERT(a_SizeY < MAX_SIZE);
|
|
ASSERT(a_SizeZ < MAX_SIZE);
|
|
ASSERT(a_StartX < a_EndX);
|
|
ASSERT(a_StartY < a_EndY);
|
|
ASSERT(a_StartZ < a_EndZ);
|
|
|
|
// Calculate the integral and fractional parts of each coord:
|
|
int FloorX[MAX_SIZE];
|
|
int FloorY[MAX_SIZE];
|
|
int FloorZ[MAX_SIZE];
|
|
NOISE_DATATYPE FracX[MAX_SIZE];
|
|
NOISE_DATATYPE FracY[MAX_SIZE];
|
|
NOISE_DATATYPE FracZ[MAX_SIZE];
|
|
int SameX[MAX_SIZE];
|
|
int SameY[MAX_SIZE];
|
|
int SameZ[MAX_SIZE];
|
|
int NumSameX, NumSameY, NumSameZ;
|
|
CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
|
|
CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
|
|
CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ);
|
|
|
|
cCubicCell3D Cell(
|
|
m_Noise, a_Array,
|
|
a_SizeX, a_SizeY, a_SizeZ,
|
|
FracX, FracY, FracZ
|
|
);
|
|
|
|
Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]);
|
|
|
|
// Calculate query values using Cell:
|
|
int FromZ = 0;
|
|
for (int z = 0; z < NumSameZ; z++)
|
|
{
|
|
int ToZ = FromZ + SameZ[z];
|
|
int CurFloorZ = FloorZ[FromZ];
|
|
int FromY = 0;
|
|
for (int y = 0; y < NumSameY; y++)
|
|
{
|
|
int ToY = FromY + SameY[y];
|
|
int CurFloorY = FloorY[FromY];
|
|
int FromX = 0;
|
|
for (int x = 0; x < NumSameX; x++)
|
|
{
|
|
int ToX = FromX + SameX[x];
|
|
Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ);
|
|
Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ);
|
|
FromX = ToX;
|
|
}
|
|
Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ);
|
|
FromY = ToY;
|
|
} // for y
|
|
Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]);
|
|
FromZ = ToZ;
|
|
} // for z
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cCubicNoise::CalcFloorFrac(
|
|
int a_Size,
|
|
NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
|
|
int * a_Floor, NOISE_DATATYPE * a_Frac,
|
|
int * a_Same, int & a_NumSame
|
|
) const
|
|
{
|
|
ASSERT(a_Size > 0);
|
|
|
|
NOISE_DATATYPE val = a_Start;
|
|
NOISE_DATATYPE dif = (a_End - a_Start) / (a_Size - 1);
|
|
for (int i = 0; i < a_Size; i++)
|
|
{
|
|
a_Floor[i] = FAST_FLOOR(val);
|
|
a_Frac[i] = val - a_Floor[i];
|
|
val += dif;
|
|
}
|
|
|
|
// Mark up the same floor values into a_Same / a_NumSame:
|
|
int CurFloor = a_Floor[0];
|
|
int LastSame = 0;
|
|
a_NumSame = 0;
|
|
for (int i = 1; i < a_Size; i++)
|
|
{
|
|
if (a_Floor[i] != CurFloor)
|
|
{
|
|
a_Same[a_NumSame] = i - LastSame;
|
|
LastSame = i;
|
|
a_NumSame += 1;
|
|
CurFloor = a_Floor[i];
|
|
}
|
|
} // for i - a_Floor[]
|
|
if (LastSame < a_Size)
|
|
{
|
|
a_Same[a_NumSame] = a_Size - LastSame;
|
|
a_NumSame += 1;
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////
|
|
// cImprovedNoise:
|
|
|
|
cImprovedNoise::cImprovedNoise(int a_Seed)
|
|
{
|
|
// Initialize the permutations with identity:
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
m_Perm[i] = i;
|
|
}
|
|
|
|
// Randomize the permutation table - swap each element with a random other element:
|
|
cNoise noise(a_Seed);
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
int rnd = (noise.IntNoise1DInt(i) / 7) % 256;
|
|
std::swap(m_Perm[i], m_Perm[rnd]);
|
|
}
|
|
|
|
// Copy the lower 256 entries into upper 256 entries:
|
|
for (int i = 0; i < 256; i++)
|
|
{
|
|
m_Perm[i + 256] = m_Perm[i];
|
|
}
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cImprovedNoise::Generate2D(
|
|
NOISE_DATATYPE * a_Array,
|
|
int a_SizeX, int a_SizeY,
|
|
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
|
|
NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY
|
|
) const
|
|
{
|
|
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);
|
|
int yCoord = noiseYInt & 255;
|
|
NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
|
|
NOISE_DATATYPE fadeY = Fade(noiseYFrac);
|
|
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);
|
|
int xCoord = noiseXInt & 255;
|
|
NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
|
|
NOISE_DATATYPE fadeX = Fade(noiseXFrac);
|
|
|
|
// Hash the coordinates:
|
|
int A = m_Perm[xCoord] + yCoord;
|
|
int AA = m_Perm[A];
|
|
int AB = m_Perm[A + 1];
|
|
int B = m_Perm[xCoord + 1] + yCoord;
|
|
int BA = m_Perm[B];
|
|
int BB = m_Perm[B + 1];
|
|
|
|
// Lerp the gradients:
|
|
a_Array[idx++] = Lerp(
|
|
Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, 0), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, 0), fadeX),
|
|
Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, 0), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, 0), fadeX),
|
|
fadeY
|
|
);
|
|
} // for x
|
|
} // for y
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void cImprovedNoise::Generate3D(
|
|
NOISE_DATATYPE * a_Array,
|
|
int a_SizeX, int a_SizeY, int a_SizeZ,
|
|
NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
|
|
NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY,
|
|
NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ
|
|
) const
|
|
{
|
|
size_t idx = 0;
|
|
for (int z = 0; z < a_SizeZ; z++)
|
|
{
|
|
NOISE_DATATYPE ratioZ = static_cast<NOISE_DATATYPE>(z) / (a_SizeZ - 1);
|
|
NOISE_DATATYPE noiseZ = Lerp(a_StartZ, a_EndZ, ratioZ);
|
|
int noiseZInt = FAST_FLOOR(noiseZ);
|
|
int zCoord = noiseZInt & 255;
|
|
NOISE_DATATYPE noiseZFrac = noiseZ - noiseZInt;
|
|
NOISE_DATATYPE fadeZ = Fade(noiseZFrac);
|
|
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);
|
|
int yCoord = noiseYInt & 255;
|
|
NOISE_DATATYPE noiseYFrac = noiseY - noiseYInt;
|
|
NOISE_DATATYPE fadeY = Fade(noiseYFrac);
|
|
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);
|
|
int xCoord = noiseXInt & 255;
|
|
NOISE_DATATYPE noiseXFrac = noiseX - noiseXInt;
|
|
NOISE_DATATYPE fadeX = Fade(noiseXFrac);
|
|
|
|
// Hash the coordinates:
|
|
int A = m_Perm[xCoord] + yCoord;
|
|
int AA = m_Perm[A] + zCoord;
|
|
int AB = m_Perm[A + 1] + zCoord;
|
|
int B = m_Perm[xCoord + 1] + yCoord;
|
|
int BA = m_Perm[B] + zCoord;
|
|
int BB = m_Perm[B + 1] + zCoord;
|
|
|
|
// Lerp the gradients:
|
|
// TODO: This may be optimized by swapping the coords and recalculating most lerps only "once every x"
|
|
a_Array[idx++] = Lerp(
|
|
Lerp(
|
|
Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, noiseZFrac), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, noiseZFrac), fadeX),
|
|
Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, noiseZFrac), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac), fadeX),
|
|
fadeY
|
|
),
|
|
Lerp(
|
|
Lerp(Grad(m_Perm[AA + 1], noiseXFrac, noiseYFrac, noiseZFrac - 1), Grad(m_Perm[BA + 1], noiseXFrac - 1, noiseYFrac, noiseZFrac - 1), fadeX),
|
|
Lerp(Grad(m_Perm[AB + 1], noiseXFrac, noiseYFrac - 1, noiseZFrac - 1), Grad(m_Perm[BB + 1], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac - 1), fadeX),
|
|
fadeY
|
|
),
|
|
fadeZ
|
|
);
|
|
} // for x
|
|
} // for y
|
|
} // for z
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
|
|
{
|
|
// Hash the coordinates:
|
|
a_X = a_X & 255;
|
|
a_Y = a_Y & 255;
|
|
a_Z = a_Z & 255;
|
|
int A = m_Perm[a_X] + a_Y;
|
|
int AA = m_Perm[A] + a_Z;
|
|
|
|
return Grad(m_Perm[AA], 1, 1, 1);
|
|
}
|
|
|
|
|
|
|
|
|
|
|