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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /source/Noise.cpp
parentLineBlockTracer: Using the coord-based block faces. (diff)
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Diffstat (limited to 'source/Noise.cpp')
-rw-r--r--source/Noise.cpp951
1 files changed, 0 insertions, 951 deletions
diff --git a/source/Noise.cpp b/source/Noise.cpp
deleted file mode 100644
index 729641961..000000000
--- a/source/Noise.cpp
+++ /dev/null
@@ -1,951 +0,0 @@
-
-#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules
-
-#include "Noise.h"
-
-
-
-
-
-#if NOISE_USE_SSE
- #include <smmintrin.h> //_mm_mul_epi32
-#endif
-
-#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x))
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// Globals:
-
-void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase)
-{
- const int BUF_SIZE = 512;
- ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
-
- // Save in XY cuts:
- cFile f1;
- if (f1.Open(Printf("%s_XY (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
- {
- for (int z = 0; z < a_SizeZ; z++)
- {
- for (int y = 0; y < a_SizeY; y++)
- {
- int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
- unsigned char buf[BUF_SIZE];
- for (int x = 0; x < a_SizeX; x++)
- {
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
- }
- f1.Write(buf, a_SizeX);
- } // for y
- unsigned char buf[BUF_SIZE];
- memset(buf, 0, a_SizeX);
- f1.Write(buf, a_SizeX);
- } // for z
- } // if (XY file open)
-
- cFile f2;
- if (f2.Open(Printf("%s_XZ (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
- {
- for (int y = 0; y < a_SizeY; y++)
- {
- for (int z = 0; z < a_SizeZ; z++)
- {
- int idx = y * a_SizeX + z * a_SizeX * a_SizeY;
- unsigned char buf[BUF_SIZE];
- for (int x = 0; x < a_SizeX; x++)
- {
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
- }
- f2.Write(buf, a_SizeX);
- } // for z
- unsigned char buf[BUF_SIZE];
- memset(buf, 0, a_SizeX);
- f2.Write(buf, a_SizeX);
- } // for y
- } // if (XZ file open)
-}
-
-
-
-
-
-void Debug2DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, const AString & a_FileNameBase)
-{
- const int BUF_SIZE = 512;
- ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
-
- cFile f1;
- if (f1.Open(Printf("%s (%d).grab", a_FileNameBase.c_str(), a_SizeX), cFile::fmWrite))
- {
- for (int y = 0; y < a_SizeY; y++)
- {
- int idx = y * a_SizeX;
- unsigned char buf[BUF_SIZE];
- for (int x = 0; x < a_SizeX; x++)
- {
- buf[x] = (unsigned char)(std::min(255, std::max(0, (int)(128 + 32 * a_Noise[idx++]))));
- }
- f1.Write(buf, a_SizeX);
- } // for y
- } // if (file open)
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cCubicCell2D:
-
-class cCubicCell2D
-{
-public:
- cCubicCell2D(
- 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
- );
-
- /// Uses current m_WorkRnds[] to generate part of the array
- void Generate(
- int a_FromX, int a_ToX,
- int a_FromY, int a_ToY
- );
-
- /// Initializes m_WorkRnds[] with the specified Floor values
- void InitWorkRnds(int a_FloorX, int a_FloorY);
-
- /// Updates m_WorkRnds[] for the new Floor values.
- void Move(int a_NewFloorX, int a_NewFloorY);
-
-protected:
- typedef NOISE_DATATYPE Workspace[4][4];
-
- const cNoise & m_Noise;
-
- Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
- Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
- Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
- int m_CurFloorX;
- int m_CurFloorY;
-
- NOISE_DATATYPE * m_Array;
- int m_SizeX, m_SizeY;
- const NOISE_DATATYPE * m_FracX;
- const NOISE_DATATYPE * m_FracY;
-} ;
-
-
-
-
-
-cCubicCell2D::cCubicCell2D(
- 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_Array(a_Array),
- m_SizeX(a_SizeX),
- m_SizeY(a_SizeY),
- m_FracX(a_FracX),
- m_FracY(a_FracY)
-{
-}
-
-
-
-
-
-void cCubicCell2D::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[4];
- NOISE_DATATYPE FracY = m_FracY[y];
- Interp[0] = cNoise::CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY);
- Interp[1] = cNoise::CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY);
- Interp[2] = cNoise::CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY);
- Interp[3] = cNoise::CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY);
- int idx = 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
-}
-
-
-
-
-
-void cCubicCell2D::InitWorkRnds(int a_FloorX, int a_FloorY)
-{
- m_CurFloorX = a_FloorX;
- m_CurFloorY = a_FloorY;
- 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;
- (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy);
- }
- }
-}
-
-
-
-
-
-void cCubicCell2D::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:
- int DiffX = OldFloorX - a_NewFloorX;
- int DiffY = OldFloorY - a_NewFloorY;
- 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?
- if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4))
- {
- (*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;
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cCubicCell3D:
-
-class cCubicCell3D
-{
-public:
- cCubicCell3D(
- 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, int a_SizeZ, ///< 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
- const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
- );
-
- /// Uses current m_WorkRnds[] to generate part of the array
- void Generate(
- int a_FromX, int a_ToX,
- int a_FromY, int a_ToY,
- int a_FromZ, int a_ToZ
- );
-
- /// Initializes m_WorkRnds[] with the specified Floor values
- void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ);
-
- /// Updates m_WorkRnds[] for the new Floor values.
- void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ);
-
-protected:
- typedef NOISE_DATATYPE Workspace[4][4][4];
-
- const cNoise & m_Noise;
-
- Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
- Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
- Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
- int m_CurFloorX;
- int m_CurFloorY;
- int m_CurFloorZ;
-
- NOISE_DATATYPE * m_Array;
- int m_SizeX, m_SizeY, m_SizeZ;
- const NOISE_DATATYPE * m_FracX;
- const NOISE_DATATYPE * m_FracY;
- const NOISE_DATATYPE * m_FracZ;
-} ;
-
-
-
-
-
-cCubicCell3D::cCubicCell3D(
- 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, int a_SizeZ, ///< 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
- const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
-) :
- m_Noise(a_Noise),
- m_WorkRnds(&m_Workspace1),
- m_Array(a_Array),
- m_SizeX(a_SizeX),
- m_SizeY(a_SizeY),
- m_SizeZ(a_SizeZ),
- m_FracX(a_FracX),
- m_FracY(a_FracY),
- m_FracZ(a_FracZ)
-{
-}
-
-
-
-
-
-void cCubicCell3D::Generate(
- int a_FromX, int a_ToX,
- int a_FromY, int a_ToY,
- int a_FromZ, int a_ToZ
-)
-{
- for (int z = a_FromZ; z < a_ToZ; z++)
- {
- int idxZ = z * m_SizeX * m_SizeY;
- NOISE_DATATYPE Interp2[4][4];
- NOISE_DATATYPE FracZ = m_FracZ[z];
- for (int x = 0; x < 4; x++)
- {
- for (int y = 0; y < 4; y++)
- {
- 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);
- }
- }
- for (int y = a_FromY; y < a_ToY; y++)
- {
- NOISE_DATATYPE Interp[4];
- NOISE_DATATYPE FracY = m_FracY[y];
- Interp[0] = cNoise::CubicInterpolate(Interp2[0][0], Interp2[0][1], Interp2[0][2], Interp2[0][3], FracY);
- Interp[1] = cNoise::CubicInterpolate(Interp2[1][0], Interp2[1][1], Interp2[1][2], Interp2[1][3], FracY);
- Interp[2] = cNoise::CubicInterpolate(Interp2[2][0], Interp2[2][1], Interp2[2][2], Interp2[2][3], FracY);
- 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(unsigned 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:
-
-#ifdef _DEBUG
- int cCubicNoise::m_NumSingleX = 0;
- int cCubicNoise::m_NumSingleXY = 0;
- int cCubicNoise::m_NumSingleY = 0;
- int cCubicNoise::m_NumCalls = 0;
-#endif // _DEBUG
-
-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 < 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]);
-
- #ifdef _DEBUG
- // Statistics on the noise-space coords:
- if (NumSameX == 1)
- {
- m_NumSingleX++;
- if (NumSameY == 1)
- {
- m_NumSingleXY++;
- }
- }
- if (NumSameY == 1)
- {
- m_NumSingleY++;
- }
- m_NumCalls++;
- #endif // _DEBUG
-
- // 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
-{
- 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;
- }
-}
-
-
-
-
-
-///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
-// cPerlinNoise:
-
-cPerlinNoise::cPerlinNoise(void) :
- m_Seed(0)
-{
-}
-
-
-
-
-
-cPerlinNoise::cPerlinNoise(int a_Seed) :
- m_Seed(a_Seed)
-{
-}
-
-
-
-
-
-void cPerlinNoise::SetSeed(int a_Seed)
-{
- m_Seed = a_Seed;
-}
-
-
-
-
-
-void cPerlinNoise::AddOctave(float a_Frequency, float a_Amplitude)
-{
- m_Octaves.push_back(cOctave(m_Seed * (m_Octaves.size() + 4) * 4 + 1024, a_Frequency, a_Amplitude));
-}
-
-
-
-
-
-void cPerlinNoise::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(!"Perlin: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == NULL);
- int ArrayCount = a_SizeX * a_SizeY;
- if (ShouldFreeWorkspace)
- {
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- m_Octaves.front().m_Noise.Generate2D(
- a_Workspace, a_SizeX, a_SizeY,
- a_StartX * m_Octaves.front().m_Frequency, a_EndX * m_Octaves.front().m_Frequency,
- a_StartY * m_Octaves.front().m_Frequency, a_EndY * m_Octaves.front().m_Frequency
- );
- NOISE_DATATYPE Amplitude = m_Octaves.front().m_Amplitude;
- for (int i = 0; i < ArrayCount; i++)
- {
- a_Array[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] += a_Workspace[i] * Amplitude;
- }
- }
-
- if (ShouldFreeWorkspace)
- {
- delete[] a_Workspace;
- }
-}
-
-
-
-
-
-void cPerlinNoise::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(!"Perlin: No octaves to generate!");
- return;
- }
-
- bool ShouldFreeWorkspace = (a_Workspace == NULL);
- int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
- if (ShouldFreeWorkspace)
- {
- a_Workspace = new NOISE_DATATYPE[ArrayCount];
- }
-
- // Generate the first octave directly into array:
- m_Octaves.front().m_Noise.Generate3D(
- a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
- a_StartX * m_Octaves.front().m_Frequency, a_EndX * m_Octaves.front().m_Frequency,
- a_StartY * m_Octaves.front().m_Frequency, a_EndY * m_Octaves.front().m_Frequency,
- a_StartZ * m_Octaves.front().m_Frequency, a_EndZ * m_Octaves.front().m_Frequency
- );
- NOISE_DATATYPE Amplitude = m_Octaves.front().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;
- }
-}
-
-
-
-