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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-17 22:57:05 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-17 22:57:05 +0200
commita4be800a91949d0920b9fa51a71644d120d67fb6 (patch)
tree8c80b8f662af4bcf99527fe6c2ea8bab8ce2d8ec /source/Noise.cpp
parentMaking float the default datatype for noise calculation (it's faster on ARM and same-speed on x86) (diff)
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Diffstat (limited to 'source/Noise.cpp')
-rw-r--r--source/Noise.cpp422
1 files changed, 115 insertions, 307 deletions
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: