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@@ -30,6 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
typedef float (*Interp3dFxn)(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z);
float cos_lookup[16 ] = {
1.0 , 0.9238 , 0.7071 , 0.3826 , 0 , -0.3826 , -0.7071 , -0.9238 ,
1.0 , -0.9238 , -0.7071 , -0.3826 , 0 , 0.3826 , 0.7071 , 0.9238
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@@ -40,7 +45,8 @@ float cos_lookup[16] = {
// noise poly: p(n) = 60493n^3 + 19990303n + 137612589
float noise2d (int x, int y, int seed) {
float noise2d (int x, int y, int seed)
{
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff ;
n = (n >> 13 ) ^ n;
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@@ -49,7 +55,8 @@ float noise2d(int x, int y, int seed) {
}
float noise3d (int x, int y, int z, int seed) {
float noise3d (int x, int y, int z, int seed)
{
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff ;
n = (n >> 13 ) ^ n;
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@@ -58,19 +65,23 @@ float noise3d(int x, int y, int z, int seed) {
}
float dotProduct (float vx, float vy, float wx, float wy) {
float dotProduct (float vx, float vy, float wx, float wy)
{
return vx * wx + vy * wy;
}
inline float linearInterpolation (float v0, float v1, float t) {
inline float linearInterpolation (float v0, float v1, float t)
{
return v0 + (v1 - v0) * t;
}
float biLinearInterpolation (float v00, float v10,
float v01, float v11,
float x, float y) {
float biLinearInterpolation (
float v00, float v10,
float v01, float v11,
float x, float y)
{
float tx = easeCurve (x);
float ty = easeCurve (y);
float u = linearInterpolation (v00, v10, tx);
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@@ -79,38 +90,70 @@ float biLinearInterpolation(float v00, float v10,
}
float biLinearInterpolationNoEase (float x0y0, float x1y0,
float x0y1, float x1y1,
float x, float y) {
float biLinearInterpolationNoEase (
float x0y0, float x1y0,
float x0y1, float x1y1,
float x, float y)
{
float u = linearInterpolation (x0y0, x1y0, x);
float v = linearInterpolation (x0y1, x1y1, x);
return linearInterpolation (u, v, y);
}
/*
float triLinearInterpolation(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z) {
float x, float y, float z)
{
float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
return linearInterpolation(u, v, z);
}
float triLinearInterpolationNoEase(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
return linearInterpolation(u, v, z);
}
*/
#if 0
float triLinearInterpolation (
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
/* float tx = easeCurve(x);
float tx = easeCurve (x);
float ty = easeCurve (y);
float tz = easeCurve(z);*/
float tz = easeCurve (z);
return (
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) +
v110 * tx * ty * (1 - tz) +
v001 * (1 - tx) * (1 - ty) * tz +
v101 * tx * (1 - ty) * tz +
v011 * (1 - tx) * ty * tz +
v111 * tx * ty * tz
);
}
float triLinearInterpolationNoEase (
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
float tx = x;
float ty = y;
float tz = z;
return(
return (
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) +
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@@ -121,7 +164,6 @@ float triLinearInterpolation(
v111 * tx * ty * tz
);
}
#endif
#if 0
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@@ -164,7 +206,7 @@ float noise2d_gradient(float x, float y, int seed)
float v01 = noise2d (x0, y0 +1 , seed);
float v11 = noise2d (x0+1 , y0 +1 , seed);
// Interpolate
return biLinearInterpolation (v00,v10,v01,v11,xl,yl);
return biLinearInterpolation (v00, v10, v01, v11, xl, yl);
}
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@@ -188,9 +230,10 @@ float noise3d_gradient(float x, float y, float z, int seed)
float v011 = noise3d (x0, y0 + 1 , z0 + 1 , seed);
float v111 = noise3d (x0 + 1 , y0 + 1 , z0 + 1 , seed);
// Interpolate
return triLinearInterpolation (v000, v100, v010, v110,
v001, v101, v011, v111,
xl, yl, zl);
return triLinearInterpolationNoEase (
v000, v100, v010, v110,
v001, v101, v011, v111,
xl, yl, zl);
}
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@@ -264,24 +307,15 @@ float contour(float v)
v = fabs (v);
if (v >= 1.0 )
return 0.0 ;
return (1.0 - v);
return (1.0 - v);
}
// /////////////////////// [ New perlin stuff ] ////////////////////////////
Noise::Noise (NoiseParams *np, int seed, int sx, int sy) {
init (np, seed, sx, sy, 1 );
}
Noise::Noise (NoiseParams *np, int seed, int sx, int sy, int sz) {
init (np, seed, sx, sy, sz);
}
void Noise::init (NoiseParams *np, int seed, int sx, int sy, int sz) {
Noise::Noise (NoiseParams *np, int seed, int sx, int sy, int sz)
{
this ->np = np;
this ->seed = seed;
this ->sx = sx;
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@@ -296,19 +330,16 @@ void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
}
Noise::~Noise () {
Noise::~Noise ()
{
delete[] buf;
delete[] result;
delete[] noisebuf;
}
void Noise::setSize (int sx, int sy) {
setSize (sx, sy, 1 );
}
void Noise::setSize (int sx, int sy, int sz) {
void Noise::setSize (int sx, int sy, int sz)
{
this ->sx = sx;
this ->sy = sy;
this ->sz = sz;
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@@ -323,21 +354,24 @@ void Noise::setSize(int sx, int sy, int sz) {
}
void Noise::setSpreadFactor (v3f spread) {
void Noise::setSpreadFactor (v3f spread)
{
this ->np ->spread = spread;
resizeNoiseBuf (sz > 1 );
}
void Noise::setOctaves (int octaves) {
void Noise::setOctaves (int octaves)
{
this ->np ->octaves = octaves;
resizeNoiseBuf (sz > 1 );
}
void Noise::resizeNoiseBuf (bool is3d) {
void Noise::resizeNoiseBuf (bool is3d)
{
int nlx, nly, nlz;
float ofactor;
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@@ -370,7 +404,11 @@ void Noise::resizeNoiseBuf(bool is3d) {
* next octave.
*/
#define idx (x, y ) ((y) * nlx + (x))
void Noise::gradientMap2D (float x, float y, float step_x, float step_y, int seed) {
void Noise::gradientMap2D (
float x, float y,
float step_x, float step_y,
int seed)
{
float v00, v01, v10, v11, u, v, orig_u;
int index , i, j, x0, y0 , noisex, noisey;
int nlx, nly;
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@@ -424,15 +462,20 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed
#define idx (x, y, z ) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D (float x, float y, float z,
float step_x, float step_y, float step_z,
int seed) {
void Noise::gradientMap3D (
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed, bool eased)
{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v;
int index , i, j, k, x0, y0 , z0, noisex, noisey, noisez;
int nlx, nly, nlz;
Interp3dFxn interpolate = eased ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor (x);
y0 = floor (y);
z0 = floor (z);
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@@ -472,10 +515,11 @@ void Noise::gradientMap3D(float x, float y, float z,
u = orig_u;
noisex = 0 ;
for (i = 0 ; i != sx; i++) {
buf[index ++] = triLinearInterpolation (
buf[index ++] = interpolate (
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
u += step_x;
if (u >= 1.0 ) {
u -= 1.0 ;
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@@ -508,27 +552,23 @@ void Noise::gradientMap3D(float x, float y, float z,
#undef idx
float *Noise::perlinMap2D (float x, float y) {
float *Noise::perlinMap2D (float x, float y)
{
float f = 1.0 , g = 1.0 ;
int i, j, index , oct ;
size_t bufsize = sx * sy ;
x /= np->spread .X ;
y /= np->spread .Y ;
memset (result, 0 , sizeof (float ) * sx * sy );
memset (result, 0 , sizeof (float ) * bufsize );
for (oct = 0 ; oct < np->octaves ; oct++) {
for (int oct = 0 ; oct < np->octaves ; oct++) {
gradientMap2D (x * f, y * f,
f / np->spread .X , f / np->spread .Y ,
seed + np->seed + oct);
index = 0 ;
for (j = 0 ; j != sy; j++) {
for (i = 0 ; i != sx; i++) {
result[index ] += g * buf[index ];
index ++;
}
}
for (size_t i = 0 ; i != bufsize; i++)
result[i] += g * buf[i];
f *= 2.0 ;
g *= np->persist ;
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@@ -538,31 +578,28 @@ float *Noise::perlinMap2D(float x, float y) {
}
float *Noise::perlinMap2DModulated (float x, float y, float *persist_map) {
float *Noise::perlinMap2DModulated (float x, float y, float *persist_map)
{
float f = 1.0 ;
int i, j, index , oct ;
size_t bufsize = sx * sy ;
x /= np->spread .X ;
y /= np->spread .Y ;
memset (result, 0 , sizeof (float ) * sx * sy );
float *g = new float [sx * sy ];
for (index = 0 ; index != sx * sy; index ++)
g[index ] = 1.0 ;
memset (result, 0 , sizeof (float ) * bufsize );
float *g = new float [bufsize ];
for (size_t i = 0 ; i != bufsize; i ++)
g[i ] = 1.0 ;
for (oct = 0 ; oct < np->octaves ; oct++) {
for (int oct = 0 ; oct < np->octaves ; oct++) {
gradientMap2D (x * f, y * f,
f / np->spread .X , f / np->spread .Y ,
seed + np->seed + oct);
index = 0 ;
for (j = 0 ; j != sy; j++) {
for (i = 0 ; i != sx; i++) {
result[index ] += g[index ] * buf[index ];
g[index ] *= persist_map[index ];
index ++;
}
for (size_t i = 0 ; i != bufsize; i++) {
result[i] += g[i] * buf[i];
g[i] *= persist_map[i];
}
f *= 2.0 ;
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@@ -573,30 +610,24 @@ float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
}
float *Noise::perlinMap3D (float x, float y, float z) {
float *Noise::perlinMap3D (float x, float y, float z, bool eased)
{
float f = 1.0 , g = 1.0 ;
int i, j, k, index , oct ;
size_t bufsize = sx * sy * sz ;
x /= np->spread .X ;
y /= np->spread .Y ;
z /= np->spread .Z ;
memset (result, 0 , sizeof (float ) * sx * sy * sz );
memset (result, 0 , sizeof (float ) * bufsize );
for (oct = 0 ; oct < np->octaves ; oct++) {
for (int oct = 0 ; oct < np->octaves ; oct++) {
gradientMap3D (x * f, y * f, z * f,
f / np->spread .X , f / np->spread .Y , f / np->spread .Z ,
seed + np->seed + oct);
seed + np->seed + oct, eased );
index = 0 ;
for (k = 0 ; k != sz; k++) {
for (j = 0 ; j != sy; j++) {
for (i = 0 ; i != sx; i++) {
result[index ] += g * buf[index ];
index ++;
}
}
}
for (size_t i = 0 ; i != bufsize; i++)
result[i] += g * buf[i];
f *= 2.0 ;
g *= np->persist ;
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@@ -606,14 +637,14 @@ float *Noise::perlinMap3D(float x, float y, float z) {
}
void Noise::transformNoiseMap () {
int i = 0 ;
for ( int z = 0 ; z != sz; z++) {
for ( int y = 0 ; y != sy; y++) {
for (int x = 0 ; x != sx; x ++) {
result[i] = result[i] * np-> scale + np-> offset ;
i++;
}
}
void Noise::transformNoiseMap ()
{
size_t i = 0 ;
for (int z = 0 ; z != sz; z ++)
for ( int y = 0 ; y != sy; y++)
for ( int x = 0 ; x != sx; x++) {
result[i] = result[i] * np-> scale + np-> offset ;
i++;
}
}