From a4be800a91949d0920b9fa51a71644d120d67fb6 Mon Sep 17 00:00:00 2001 From: "madmaxoft@gmail.com" Date: Wed, 17 Apr 2013 20:57:05 +0000 Subject: Noise: removed the unused SSE branches and unused interpolation methods. Removed the Noise.inc file. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1391 0a769ca7-a7f5-676a-18bf-c427514a06d6 --- source/Noise.cpp | 422 +++++++++++++++---------------------------------------- 1 file changed, 115 insertions(+), 307 deletions(-) (limited to 'source/Noise.cpp') diff --git a/source/Noise.cpp b/source/Noise.cpp index 5261f967c..93a710970 100644 --- a/source/Noise.cpp +++ b/source/Noise.cpp @@ -17,20 +17,59 @@ -NOISE_DATATYPE CubicInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct) -{ - NOISE_DATATYPE P = (a_D - a_C) - (a_A - a_B); - NOISE_DATATYPE Q = (a_A - a_B) - P; - NOISE_DATATYPE R = a_C - a_A; - NOISE_DATATYPE S = a_B; +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// Globals: - return ((P * a_Pct + Q) * a_Pct + R) * a_Pct + S; +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 +) +{ + // First interpolate columns where the anchor points are: + int LastYCell = a_SizeY - a_AnchorStepY; + for (int y = 0; y < LastYCell; y += a_AnchorStepY) + { + int Idx = a_SizeX * y; + for (int x = 0; x < a_SizeX; x += a_AnchorStepX) + { + int StartValue = a_Array[Idx]; + int EndValue = a_Array[Idx + a_SizeX * a_AnchorStepY]; + int Diff = EndValue - StartValue; + for (int CellY = 1; CellY < a_AnchorStepY; CellY++) + { + a_Array[Idx + a_SizeX * CellY] = StartValue + CellY * Diff / a_AnchorStepY; + } // for CellY + Idx += a_AnchorStepX; + } // for x + } // for y + + // Now interpolate in rows, each row has values in the anchor columns + int LastXCell = a_SizeX - a_AnchorStepX; + for (int y = 0; y < a_SizeY; y++) + { + int Idx = a_SizeX * y; + for (int x = 0; x < LastXCell; x += a_AnchorStepX) + { + int StartValue = a_Array[Idx]; + int EndValue = a_Array[Idx + a_AnchorStepX]; + int Diff = EndValue - StartValue; + for (int CellX = 1; CellX < a_AnchorStepX; CellX++) + { + a_Array[Idx + CellX] = StartValue + CellX * Diff / a_AnchorStepX; + } // for CellY + Idx += a_AnchorStepX; + } + } } +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCubicCell2D: + class cCubicCell2D { public: @@ -105,14 +144,14 @@ void cCubicCell2D::Generate( { NOISE_DATATYPE Interp[4]; NOISE_DATATYPE FracY = m_FracY[y]; - Interp[0] = CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY); - Interp[1] = CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY); - Interp[2] = CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY); - Interp[3] = CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY); + 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++] = CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]); + m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]); } // for x } // for y } @@ -189,291 +228,138 @@ cNoise::cNoise(unsigned int a_Seed) : -#if NOISE_USE_SSE -/**************** - * SSE Random value generator - **/ -__m128 cNoise::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 +NOISE_DATATYPE cNoise::LinearNoise1D(NOISE_DATATYPE a_X) const { - const __m128i X4 = _mm_set_epi32(a_X4, a_X3, a_X2, a_X1); - const __m128i Y4 = _mm_set_epi32(a_Y4, a_Y3, a_Y2, a_Y1); - - const __m128 One4 = _mm_set_ps1( 1.f ); - const __m128i YScale4 = _mm_set1_epi32( 57 ); - - const __m128i i15731 = _mm_set1_epi32( 15731 ); - const __m128i i789221 = _mm_set1_epi32( 789221 ); - const __m128i i1376312589 = _mm_set1_epi32(1376312589); - const __m128i MaskValue4 = _mm_set1_epi32(0x7fffffff); - const __m128 f1073741824 = _mm_set_ps1( 1073741824.0f ); - - const __m128i Seed4 = _mm_mullo_epi32( _mm_mullo_epi32( _mm_set1_epi32( m_Seed ), YScale4 ), YScale4 ); - - const __m128i ScaledY4 = _mm_mullo_epi32( Y4, YScale4 ); - const __m128i n4 = _mm_add_epi32( _mm_add_epi32( X4, ScaledY4 ), Seed4 ); - const __m128i nn4 = _mm_slli_epi32( n4, 13 ); - const __m128i nnn4 = _mm_xor_si128( nn4, n4 ); - - const __m128i StepA4 = _mm_mullo_epi32( nnn4, nnn4 ); - const __m128i StepAA4 = _mm_add_epi32( _mm_mullo_epi32( StepA4, i15731 ), i789221 ); - const __m128i StepB4 = _mm_add_epi32( _mm_mullo_epi32( nnn4, StepAA4 ), i1376312589 ); - const __m128i StepC4 = _mm_and_si128( StepB4, MaskValue4 ); - const __m128 StepD4 = _mm_div_ps( _mm_cvtepi32_ps( StepC4 ), f1073741824 ); - const __m128 Result4 = _mm_sub_ps( One4, StepD4 ); - - return Result4; -} -#endif - - - - - -/*************** - * Interpolated (and 1 smoothed) noise in 1-dimension - **/ -float cNoise::LinearNoise1D( float a_X ) const -{ - int BaseX = FAST_FLOOR( a_X ); - float FracX = (a_X) - BaseX; - return LinearInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX); + int BaseX = FAST_FLOOR(a_X); + NOISE_DATATYPE FracX = a_X - BaseX; + return LinearInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX); } -float cNoise::CosineNoise1D( float a_X ) const +NOISE_DATATYPE cNoise::CosineNoise1D(NOISE_DATATYPE a_X) const { - int BaseX = FAST_FLOOR( a_X ); - float FracX = (a_X) - BaseX; - return CosineInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX); + int BaseX = FAST_FLOOR(a_X); + NOISE_DATATYPE FracX = a_X - BaseX; + return CosineInterpolate(IntNoise1D(BaseX), IntNoise1D(BaseX + 1), FracX); } -float cNoise::CubicNoise1D( float a_X ) const +NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const { - int BaseX = FAST_FLOOR( a_X ); - float FracX = (a_X) - BaseX; - return CubicInterpolate( IntNoise( BaseX-1 ), IntNoise( BaseX ), IntNoise( BaseX+1 ), IntNoise( BaseX+2 ), FracX); + 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); } -float cNoise::SmoothNoise1D( int a_X ) const +NOISE_DATATYPE cNoise::SmoothNoise1D(int a_X) const { - return IntNoise(a_X)/2 + IntNoise(a_X-1)/4 + IntNoise(a_X+1)/4; + return IntNoise1D(a_X) / 2 + IntNoise1D(a_X - 1) / 4 + IntNoise1D(a_X + 1) / 4; } -/****************** - * Interpolated (and 1 smoothed) noise in 2-dimensions - **/ -float cNoise::LinearNoise2D( float a_X, float a_Y ) const +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 float tl = IntNoise2D( BaseX, BaseY ); - const float tr = IntNoise2D( BaseX+1, BaseY ); - const float bl = IntNoise2D( BaseX, BaseY+1 ); - const float br = IntNoise2D( BaseX+1, BaseY+1 ); - - const float FracX = (a_X) - BaseX; - const float interp1 = LinearInterpolate( tl, tr, FracX ); - const float interp2 = LinearInterpolate( bl, br, FracX ); - - const float FracY = (a_Y) - BaseY; - return LinearInterpolate( interp1, interp2, FracY ); -} - - - - - -float cNoise::CosineNoise2D( float a_X, float a_Y ) const -{ - const int BaseX = FAST_FLOOR( a_X ); - const int BaseY = FAST_FLOOR( a_Y ); - - const float tl = IntNoise2D( BaseX, BaseY ); - const float tr = IntNoise2D( BaseX+1, BaseY ); - const float bl = IntNoise2D( BaseX, BaseY+1 ); - const float br = IntNoise2D( BaseX+1, BaseY+1 ); - - const float FracX = (a_X) - BaseX; - const float interp1 = CosineInterpolate( tl, tr, FracX ); - const float interp2 = CosineInterpolate( bl, br, FracX ); - - const float FracY = (a_Y) - BaseY; - return CosineInterpolate( interp1, interp2, FracY ); -} - - - - - -float cNoise::CubicNoise2D( float a_X, float a_Y ) const -{ - const int BaseX = FAST_FLOOR( a_X ); - const int BaseY = FAST_FLOOR( a_Y ); + const int BaseX = FAST_FLOOR(a_X); + const int BaseY = FAST_FLOOR(a_Y); - const float points[4][4] = + 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 float FracX = (a_X) - BaseX; - const float interp1 = CubicInterpolate( points[0][0], points[0][1], points[0][2], points[0][3], FracX ); - const float interp2 = CubicInterpolate( points[1][0], points[1][1], points[1][2], points[1][3], FracX ); - const float interp3 = CubicInterpolate( points[2][0], points[2][1], points[2][2], points[2][3], FracX ); - const float interp4 = CubicInterpolate( points[3][0], points[3][1], points[3][2], points[3][3], FracX ); - - - const float FracY = (a_Y) - BaseY; - return CubicInterpolate( interp1, interp2, interp3, interp4, FracY ); -} - - - - - -#if NOISE_USE_SSE -float cNoise::SSE_CubicNoise2D( float a_X, float a_Y ) const -{ - const int BaseX = FAST_FLOOR( a_X ); - const int BaseY = FAST_FLOOR( a_Y ); - - __m128 points4[4] = { - SSE_IntNoise2D( BaseX-1, BaseY-1, BaseX-1, BaseY, BaseX-1, BaseY+1, BaseX-1, BaseY+2 ), - SSE_IntNoise2D( BaseX, BaseY-1, BaseX, BaseY, BaseX, BaseY+1, BaseX, BaseY+2 ), - SSE_IntNoise2D( BaseX+1, BaseY-1, BaseX+1, BaseY, BaseX+1, BaseY+1, BaseX+1, BaseY+2 ), - SSE_IntNoise2D( BaseX+2, BaseY-1, BaseX+2, BaseY, BaseX+2, BaseY+1, BaseX+2, BaseY+2 ), + 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 float FracX = (a_X) - BaseX; - union { __m128 p4; float p[4]; } - AllInterp = { CubicInterpolate4( points4[0], points4[1], points4[2], points4[3], FracX ) }; - - const float FracY = (a_Y) - BaseY; - return CubicInterpolate( AllInterp.p[0], AllInterp.p[1], AllInterp.p[2], AllInterp.p[3], FracY ); -} -#endif - - - + 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); -/****************** - * Interpolated (and 1 smoothed) noise in 3-dimensions - **/ -float cNoise::CosineNoise3D( float a_X, float a_Y, float 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 float ftl = IntNoise3D( BaseX, BaseY, BaseZ ); - const float ftr = IntNoise3D( BaseX+1, BaseY, BaseZ ); - const float fbl = IntNoise3D( BaseX, BaseY+1, BaseZ ); - const float fbr = IntNoise3D( BaseX+1, BaseY+1, BaseZ ); - - const float btl = IntNoise3D( BaseX, BaseY, BaseZ+1 ); - const float btr = IntNoise3D( BaseX+1, BaseY, BaseZ+1 ); - const float bbl = IntNoise3D( BaseX, BaseY+1, BaseZ+1 ); - const float bbr = IntNoise3D( BaseX+1, BaseY+1, BaseZ+1 ); - - const float FracX = (a_X) - BaseX; - const float finterp1 = CosineInterpolate( ftl, ftr, FracX ); - const float finterp2 = CosineInterpolate( fbl, fbr, FracX ); - const float binterp1 = CosineInterpolate( btl, btr, FracX ); - const float binterp2 = CosineInterpolate( bbl, bbr, FracX ); - - const float FracY = (a_Y) - BaseY; - const float interp1 = CosineInterpolate( finterp1, finterp2, FracY ); - const float interp2 = CosineInterpolate( binterp1, binterp2, FracY ); - - const float FracZ = (a_Z) - BaseZ; - return CosineInterpolate( interp1, interp2, FracZ ); + const NOISE_DATATYPE FracY = a_Y - BaseY; + return CubicInterpolate(interp1, interp2, interp3, interp4, FracY); } -float cNoise::CubicNoise3D( float a_X, float a_Y, float a_Z ) const +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 int BaseX = FAST_FLOOR(a_X); + const int BaseY = FAST_FLOOR(a_Y); + const int BaseZ = FAST_FLOOR(a_Z); - const float 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 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 float FracX = (a_X) - BaseX; - const float x1interp1 = CubicInterpolate( points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX ); - const float x1interp2 = CubicInterpolate( points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX ); - const float x1interp3 = CubicInterpolate( points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX ); - const float x1interp4 = CubicInterpolate( points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX ); + 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 float points2[4][4] = { + 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 float x2interp1 = CubicInterpolate( points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX ); - const float x2interp2 = CubicInterpolate( points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX ); - const float x2interp3 = CubicInterpolate( points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX ); - const float x2interp4 = CubicInterpolate( points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX ); + 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 float points3[4][4] = { + 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 float x3interp1 = CubicInterpolate( points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX ); - const float x3interp2 = CubicInterpolate( points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX ); - const float x3interp3 = CubicInterpolate( points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX ); - const float x3interp4 = CubicInterpolate( points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX ); + 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 float points4[4][4] = { + 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 float x4interp1 = CubicInterpolate( points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX ); - const float x4interp2 = CubicInterpolate( points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX ); - const float x4interp3 = CubicInterpolate( points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX ); - const float x4interp4 = CubicInterpolate( points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX ); + 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 float FracY = (a_Y) - BaseY; - const float yinterp1 = CubicInterpolate( x1interp1, x1interp2, x1interp3, x1interp4, FracY ); - const float yinterp2 = CubicInterpolate( x2interp1, x2interp2, x2interp3, x2interp4, FracY ); - const float yinterp3 = CubicInterpolate( x3interp1, x3interp2, x3interp3, x3interp4, FracY ); - const float yinterp4 = CubicInterpolate( x4interp1, x4interp2, x4interp3, x4interp4, FracY ); + 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 float FracZ = (a_Z) - BaseZ; + const NOISE_DATATYPE FracZ = (a_Z) - BaseZ; return CubicInterpolate( yinterp1, yinterp2, yinterp3, yinterp4, FracZ ); } @@ -481,84 +367,6 @@ float cNoise::CubicNoise3D( float a_X, float a_Y, float a_Z ) const -/****************** - * Private - **/ - -#if NOISE_USE_SSE -__m128 cNoise::CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const -{ - const __m128 P = _mm_sub_ps( _mm_sub_ps( a_D, a_C ), _mm_sub_ps( a_A, a_B ) ); - const __m128 Q = _mm_sub_ps( _mm_sub_ps( a_A, a_B ), P ); - const __m128 R = _mm_sub_ps( a_C, a_A ); - - const __m128 Pct = _mm_set_ps1( a_Pct ); - const __m128 Pct2 = _mm_mul_ps( Pct, Pct ); - const __m128 Pct3 = _mm_mul_ps( Pct2, Pct ); - - return _mm_add_ps( _mm_add_ps( _mm_add_ps( _mm_mul_ps(P, Pct3), _mm_mul_ps( Q, Pct2 ) ), _mm_mul_ps( R, Pct ) ), a_B ); -} -#endif - - - - - -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 -) -{ - // First interpolate columns where the anchor points are: - int LastYCell = a_SizeY - a_AnchorStepY; - for (int y = 0; y < LastYCell; y += a_AnchorStepY) - { - int Idx = a_SizeX * y; - for (int x = 0; x < a_SizeX; x += a_AnchorStepX) - { - int StartValue = a_Array[Idx]; - int EndValue = a_Array[Idx + a_SizeX * a_AnchorStepY]; - int Diff = EndValue - StartValue; - for (int CellY = 1; CellY < a_AnchorStepY; CellY++) - { - a_Array[Idx + a_SizeX * CellY] = StartValue + CellY * Diff / a_AnchorStepY; - } // for CellY - Idx += a_AnchorStepX; - } // for x - } // for y - - // Now interpolate in rows, each row has values in the anchor columns - int LastXCell = a_SizeX - a_AnchorStepX; - for (int y = 0; y < a_SizeY; y++) - { - int Idx = a_SizeX * y; - for (int x = 0; x < LastXCell; x += a_AnchorStepX) - { - int StartValue = a_Array[Idx]; - int EndValue = a_Array[Idx + a_AnchorStepX]; - int Diff = EndValue - StartValue; - for (int CellX = 1; CellX < a_AnchorStepX; CellX++) - { - a_Array[Idx + CellX] = StartValue + CellX * Diff / a_AnchorStepX; - } // for CellY - Idx += a_AnchorStepX; - } - } -} - - - - - -#if NOISE_USE_INLINE - #include "Noise.inc" -#endif - - - - - /////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // cCubicNoise: -- cgit v1.2.3