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author | Mattes D <github@xoft.cz> | 2014-12-07 18:15:23 +0100 |
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committer | Mattes D <github@xoft.cz> | 2014-12-07 18:15:23 +0100 |
commit | 8ad1afcc1b98c03bd77b0d85236643ba04795d38 (patch) | |
tree | e340889a2d505f10fd45a80f7b951f3165d6294a /src/Noise | |
parent | cEvent: Changed chrono duration resolution. (diff) | |
parent | Fixed format warning. (diff) | |
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Diffstat (limited to 'src/Noise')
-rw-r--r-- | src/Noise/CMakeLists.txt | 21 | ||||
-rw-r--r-- | src/Noise/InterpolNoise.h | 524 | ||||
-rw-r--r-- | src/Noise/Noise.cpp | 1028 | ||||
-rw-r--r-- | src/Noise/Noise.h | 332 | ||||
-rw-r--r-- | src/Noise/OctavedNoise.h | 196 | ||||
-rw-r--r-- | src/Noise/RidgedNoise.h | 91 |
6 files changed, 2192 insertions, 0 deletions
diff --git a/src/Noise/CMakeLists.txt b/src/Noise/CMakeLists.txt new file mode 100644 index 000000000..e1837500f --- /dev/null +++ b/src/Noise/CMakeLists.txt @@ -0,0 +1,21 @@ + +cmake_minimum_required (VERSION 2.6) +project (MCServer) + +include_directories ("${PROJECT_SOURCE_DIR}/../") + +SET (SRCS + Noise.cpp +) + +SET (HDRS + Noise.h + OctavedNoise.h + RidgedNoise.h +) + +if(NOT MSVC) + add_library(Noise ${SRCS} ${HDRS}) + + target_link_libraries(Noise OSSupport) +endif() diff --git a/src/Noise/InterpolNoise.h b/src/Noise/InterpolNoise.h new file mode 100644 index 000000000..683b54563 --- /dev/null +++ b/src/Noise/InterpolNoise.h @@ -0,0 +1,524 @@ + +// InterpolNoise.h + +// Implements the cInterpolNoise class template representing a noise that interpolates the values between integer coords from a single set of neighbors + + + + + +#pragma once + +#include "Noise.h" + +#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x)) + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cInterpolCell2D: + +template <typename T> +class cInterpolCell2D +{ +public: + cInterpolCell2D( + 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_CurFloorX(0), + m_CurFloorY(0), + m_Array(a_Array), + m_SizeX(a_SizeX), + m_SizeY(a_SizeY), + m_FracX(a_FracX), + m_FracY(a_FracY) + { + } + + + /** Generates part of the output noise array using the current m_WorkRnds[] values */ + void 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[2]; + NOISE_DATATYPE FracY = T::coeff(m_FracY[y]); + Interp[0] = Lerp((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], FracY); + Interp[1] = Lerp((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], FracY); + int idx = y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x])); + } // for x + } // for y + } + + + /** Initializes m_WorkRnds[] with the specified values of the noise at the specified integral coords. */ + void InitWorkRnds(int a_FloorX, int a_FloorY) + { + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + (*m_WorkRnds)[0][0] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY); + (*m_WorkRnds)[0][1] = m_Noise.IntNoise2D(m_CurFloorX, m_CurFloorY + 1); + (*m_WorkRnds)[1][0] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY); + (*m_WorkRnds)[1][1] = m_Noise.IntNoise2D(m_CurFloorX + 1, m_CurFloorY + 1); + } + + + /** Updates m_WorkRnds[] for the new integral coords */ + void 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: + // TODO: Try out if simply calculating all 4 elements each time is faster than this monster loop + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + for (int x = 0; x < 2; x++) + { + int cx = a_NewFloorX + x; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 2; y++) + { + int cy = a_NewFloorY + y; + int OldY = y - DiffY; // Where would this Y be in the old grid? + if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2)) + { + (*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; + } + +protected: + typedef NOISE_DATATYPE Workspace[2][2]; + + /** The noise used for generating the values at integral coords. */ + const cNoise & m_Noise; + + /** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */ + Workspace * m_WorkRnds; + + /** Buffer 1 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace1; + + /** Buffer 2 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace2; + + /** Coords of the currently calculated m_WorkRnds[]. */ + int m_CurFloorX, m_CurFloorY; + + /** The output array to generate into. */ + NOISE_DATATYPE * m_Array; + + /** Dimensions of the output array. */ + int m_SizeX, m_SizeY; + + /** Arrays holding the fractional values of the coords in each direction. */ + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; +} ; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cInterpolCell3D: + +/** Holds a cache of the last calculated integral noise values and interpolates between them en masse. +Provides a massive optimization for cInterpolNoise. +Works by calculating multiple noise values (that have the same integral noise coords) at once. The underlying noise values +needn't be recalculated for these values, only the interpolation is done within the unit cube. */ +template <typename T> +class cInterpolCell3D +{ +public: + cInterpolCell3D( + 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_CurFloorX(0), + m_CurFloorY(0), + m_CurFloorZ(0), + 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) + { + } + + + /** Generates part of the output array using current m_WorkRnds[]. */ + void 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[2][2]; + NOISE_DATATYPE FracZ = T::coeff(m_FracZ[z]); + for (int x = 0; x < 2; x++) + { + for (int y = 0; y < 2; y++) + { + Interp2[x][y] = Lerp((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], FracZ); + } + } + for (int y = a_FromY; y < a_ToY; y++) + { + NOISE_DATATYPE Interp[2]; + NOISE_DATATYPE FracY = T::coeff(m_FracY[y]); + Interp[0] = Lerp(Interp2[0][0], Interp2[0][1], FracY); + Interp[1] = Lerp(Interp2[1][0], Interp2[1][1], FracY); + int idx = idxZ + y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = Lerp(Interp[0], Interp[1], T::coeff(m_FracX[x])); + } // for x + } // for y + } // for z + } + + + /** Initializes m_WorkRnds[] with the specified Floor values. */ + void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ) + { + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + m_CurFloorZ = a_FloorZ; + (*m_WorkRnds)[0][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ); + (*m_WorkRnds)[0][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY, m_CurFloorZ + 1); + (*m_WorkRnds)[0][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ); + (*m_WorkRnds)[0][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX, m_CurFloorY + 1, m_CurFloorZ + 1); + (*m_WorkRnds)[1][0][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ); + (*m_WorkRnds)[1][0][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY, m_CurFloorZ + 1); + (*m_WorkRnds)[1][1][0] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ); + (*m_WorkRnds)[1][1][1] = (NOISE_DATATYPE)m_Noise.IntNoise3D(m_CurFloorX + 1, m_CurFloorY + 1, m_CurFloorZ + 1); + } + + + /** Updates m_WorkRnds[] for the new Floor values. */ + void 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: + // TODO: Try out if simply calculating all 8 elements each time is faster than this monster loop + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + int DiffZ = OldFloorZ - a_NewFloorZ; + for (int x = 0; x < 2; x++) + { + int cx = a_NewFloorX + x; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 2; y++) + { + int cy = a_NewFloorY + y; + int OldY = y - DiffY; // Where would this Y be in the old grid? + for (int z = 0; z < 2; z++) + { + int cz = a_NewFloorZ + z; + int OldZ = z - DiffZ; + if ((OldX >= 0) && (OldX < 2) && (OldY >= 0) && (OldY < 2) && (OldZ >= 0) && (OldZ < 2)) + { + (*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; + } + +protected: + typedef NOISE_DATATYPE Workspace[2][2][2]; + + /** The noise used for generating the values at integral coords. */ + const cNoise & m_Noise; + + /** The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) */ + Workspace * m_WorkRnds; + + /** Buffer 1 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace1; + + /** Buffer 2 for workspace doublebuffering, used in Move() */ + Workspace m_Workspace2; + + /** The integral coords of the currently calculated WorkRnds[] */ + int m_CurFloorX, m_CurFloorY, m_CurFloorZ; + + /** The output array where the noise is calculated. */ + NOISE_DATATYPE * m_Array; + + /** Dimensions of the output array. */ + int m_SizeX, m_SizeY, m_SizeZ; + + /** Arrays holding the fractional values of the coords in each direction. */ + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; + const NOISE_DATATYPE * m_FracZ; +} ; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// cInterpolNoise: + +template <typename T> +class cInterpolNoise +{ + /** Maximum size, for each direction, of the generated array. */ + static const int MAX_SIZE = 256; + +public: + cInterpolNoise(int a_Seed): + m_Noise(a_Seed) + { + } + + + /** Sets a new seed for the generators. Relays the seed to the underlying noise. */ + void SetSeed(int a_Seed) + { + m_Noise.SetSeed(a_Seed); + } + + + /** Fills a 2D array with the values of the noise. */ + void 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 + ) 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); + + cInterpolCell2D<T> 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; + } // for x + Cell.Move(FloorX[0], FloorY[ToY]); + FromY = ToY; + } // for y + } + + + /** Fills a 3D array with the values of the noise. */ + void 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 + ) const + { + // Check params: + ASSERT(a_SizeX > 1); + ASSERT(a_SizeY > 1); + + 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); + + cInterpolCell3D<T> 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 + } + +protected: + + /** The noise used for the underlying value generation. */ + cNoise m_Noise; + + + /** Calculates the integral and fractional parts along one axis. + a_Floor will receive the integral parts (array of a_Size ints). + a_Frac will receive the fractional parts (array of a_Size floats). + a_Same will receive the counts of items that have the same integral parts (array of up to a_Size ints). + a_NumSame will receive the count of a_Same elements (total count of different integral parts). */ + void 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); + + // Calculate the floor and frac values: + 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; + } + } +}; + + + + + +/** A fifth-degree curve for interpolating. +Implemented as a functor for better chance of inlining. */ +struct Interp5Deg +{ + static NOISE_DATATYPE coeff(NOISE_DATATYPE a_Val) + { + return a_Val * a_Val * a_Val * (a_Val * (a_Val * 6 - 15) + 10); + } +}; + +typedef cInterpolNoise<Interp5Deg> cInterp5DegNoise; + + + diff --git a/src/Noise/Noise.cpp b/src/Noise/Noise.cpp new file mode 100644 index 000000000..0249ab6c1 --- /dev/null +++ b/src/Noise/Noise.cpp @@ -0,0 +1,1028 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "Noise.h" + +#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x)) + + + + + +#if 0 +/** cImprovedPerlin noise test suite: +- Generate a rather large 2D and 3D noise array and output it to a file +- Compare performance of cCubicNoise and cImprovedNoise, both in single-value and 3D-array usages */ +static class cImprovedPerlinNoiseTest +{ +public: + cImprovedPerlinNoiseTest(void) + { + printf("Performing Improved Perlin Noise tests...\n"); + TestImage(); + TestSpeed(); + TestSpeedArr(); + printf("Improved Perlin Noise tests complete.\n"); + } + + + /** Tests the noise by generating 2D and 3D images and dumping them to files. */ + void TestImage(void) + { + static const int SIZE_X = 256; + static const int SIZE_Y = 256; + static const int SIZE_Z = 16; + + cImprovedNoise noise(1); + std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]); + noise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14); + Debug3DNoise(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, "ImprovedPerlinNoiseTest3D", 128); + noise.Generate2D(arr.get(), SIZE_X, SIZE_Y, 0, 14, 15, 28); + Debug2DNoise(arr.get(), SIZE_X, SIZE_Y, "ImprovedPerlinNoiseTest2D", 128); + } + + + /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating individual values. */ + void TestSpeed(void) + { + cImprovedNoise improvedNoise(1); + cNoise noise(1); + cTimer timer; + + // Measure the improvedNoise: + NOISE_DATATYPE sum = 0; + long long start = timer.GetNowTime(); + for (int i = 0; i < 100000000; i++) + { + sum += improvedNoise.GetValueAt(i, 0, -i); + } + long long finish = timer.GetNowTime(); + printf("cImprovedNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum); + + // Measure the cubicNoise: + sum = 0; + start = timer.GetNowTime(); + for (int i = 0; i < 100000000; i++) + { + sum += noise.IntNoise3D(i, 0, -i); + } + finish = timer.GetNowTime(); + printf("cCubicNoise took %.2f seconds; total is %f.\n", static_cast<float>(finish - start) / 1000.0f, sum); + } + + + /** Tests the speeds of cImprovedPerlin and cCubicNoise when generating arrays. */ + void TestSpeedArr(void) + { + static const int SIZE_X = 256; + static const int SIZE_Y = 256; + static const int SIZE_Z = 16; + + std::unique_ptr<NOISE_DATATYPE[]> arr(new NOISE_DATATYPE[SIZE_X * SIZE_Y * SIZE_Z]); + cTimer timer; + cImprovedNoise improvedNoise(1); + cCubicNoise cubicNoise(1); + + // Measure the improvedNoise: + long long start = timer.GetNowTime(); + for (int i = 0; i < 40; i++) + { + improvedNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14); + } + long long finish = timer.GetNowTime(); + printf("cImprovedNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f); + + // Measure the cubicNoise: + start = timer.GetNowTime(); + for (int i = 0; i < 40; i++) + { + cubicNoise.Generate3D(arr.get(), SIZE_X, SIZE_Y, SIZE_Z, 0, 14, 0, 14, 0, 14); + } + finish = timer.GetNowTime(); + printf("cCubicNoise(arr) took %.2f seconds.\n", static_cast<float>(finish - start) / 1000.0f); + } +} g_Test; + +#endif + + + + + +//////////////////////////////////////////////////////////////////////////////// +// Globals: + +void Debug3DNoise(const NOISE_DATATYPE * a_Noise, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff) +{ + 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255)); + } + 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255)); + } + 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, NOISE_DATATYPE a_Coeff) +{ + 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] = static_cast<unsigned char>(Clamp((int)(128 + a_Coeff * a_Noise[idx++]), 0, 255)); + } + 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_CurFloorX(0), + m_CurFloorY(0), + 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_CurFloorX(0), + m_CurFloorY(0), + m_CurFloorZ(0), + 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(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); +} + + + + + diff --git a/src/Noise/Noise.h b/src/Noise/Noise.h new file mode 100644 index 000000000..323194bfd --- /dev/null +++ b/src/Noise/Noise.h @@ -0,0 +1,332 @@ + +// Noise.h + +// Declares the cNoise, cCubicNoise and cPerlinNoise classes for generating noise + +#pragma once + +#include <cmath> + +/** The datatype used by all the noise generators. */ +typedef float NOISE_DATATYPE; + +#include "OctavedNoise.h" +#include "RidgedNoise.h" + + + + + +class cNoise +{ +public: + cNoise(int a_Seed); + cNoise(const cNoise & a_Noise); + + // The following functions, if not marked INLINE, are about 20 % slower + inline NOISE_DATATYPE IntNoise1D(int a_X) const; + inline NOISE_DATATYPE IntNoise2D(int a_X, int a_Y) const; + inline NOISE_DATATYPE IntNoise3D(int a_X, int a_Y, int a_Z) const; + + // Return a float number in the specified range: + inline NOISE_DATATYPE IntNoise2DInRange(int a_X, int a_Y, float a_Min, float a_Max) const + { + return a_Min + std::abs(IntNoise2D(a_X, a_Y)) * (a_Max - a_Min); + } + + // Note: These functions have a mod8-irregular chance - each of the mod8 remainders has different chance of occurrence. Divide by 8 to rectify. + inline int IntNoise1DInt(int a_X) const; + inline int IntNoise2DInt(int a_X, int a_Y) const; + inline int IntNoise3DInt(int a_X, int a_Y, int a_Z) const; + + NOISE_DATATYPE LinearNoise1D(NOISE_DATATYPE a_X) const; + NOISE_DATATYPE CosineNoise1D(NOISE_DATATYPE a_X) const; + NOISE_DATATYPE CubicNoise1D (NOISE_DATATYPE a_X) const; + NOISE_DATATYPE SmoothNoise1D(int a_X) const; + + NOISE_DATATYPE CubicNoise2D (NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) const; + + NOISE_DATATYPE CubicNoise3D (NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) const; + + void SetSeed(int a_Seed) { m_Seed = a_Seed; } + + inline static NOISE_DATATYPE CubicInterpolate (NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct); + inline static NOISE_DATATYPE CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct); + inline static NOISE_DATATYPE LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct); + +private: + int m_Seed; +} ; + + + + + +class cCubicNoise +{ +public: + /** Maximum size of each dimension of the query arrays. */ + static const int MAX_SIZE = 512; + + + /** Creates a new instance with the specified seed. */ + cCubicNoise(int a_Seed); + + + /** Fills a 2D array with the values of the noise. */ + void 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 + ) const; + + + /** Fills a 3D array with the values of the noise. */ + void 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 + ) const; + +protected: + + /** Noise used for integral random values. */ + cNoise m_Noise; + + + /** Calculates the integral and fractional parts along one axis. + a_Floor will receive the integral parts (array of a_Size ints). + a_Frac will receive the fractional parts (array of a_Size floats). + a_Same will receive the counts of items that have the same integral parts (array of up to a_Size ints). + a_NumSame will receive the count of a_Same elements (total count of different integral parts). */ + void 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; +} ; + + + + + +/** Improved noise, as described by Ken Perlin: http://mrl.nyu.edu/~perlin/paper445.pdf +Implementation adapted from Perlin's Java implementation: http://mrl.nyu.edu/~perlin/noise/ */ +class cImprovedNoise +{ +public: + /** Constructs a new instance of the noise obbject. + Note that this operation is quite expensive (the permutation array being constructed). */ + cImprovedNoise(int a_Seed); + + + /** Fills a 2D array with the values of the noise. */ + void 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 + ) const; + + + /** Fills a 3D array with the values of the noise. */ + void 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 + ) const; + + /** Returns the value at the specified integral coords. Used for raw speed measurement. */ + NOISE_DATATYPE GetValueAt(int a_X, int a_Y, int a_Z); + +protected: + + /** The permutation table used by the noise function. Initialized using seed. */ + int m_Perm[512]; + + + /** Calculates the fade curve, 6 * t^5 - 15 * t^4 + 10 * t^3. */ + inline static NOISE_DATATYPE Fade(NOISE_DATATYPE a_T) + { + return a_T * a_T * a_T * (a_T * (a_T * 6 - 15) + 10); + } + + /** Returns the gradient value based on the hash. */ + inline static NOISE_DATATYPE Grad(int a_Hash, NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOISE_DATATYPE a_Z) + { + int hash = a_Hash % 16; + NOISE_DATATYPE u = (hash < 8) ? a_X : a_Y; + NOISE_DATATYPE v = (hash < 4) ? a_Y : (((hash == 12) || (hash == 14)) ? a_X : a_Z); + return (((hash & 1) == 0) ? u : -u) + (((hash & 2) == 0) ? v : -v); + } +}; + + + + + +typedef cOctavedNoise<cCubicNoise> cPerlinNoise; +typedef cOctavedNoise<cRidgedNoise<cCubicNoise>> cRidgedMultiNoise; + + + + + +//////////////////////////////////////////////////////////////////////////////// +// Inline function definitions: +// These need to be in the header, otherwise linker error occur in MSVC + +NOISE_DATATYPE cNoise::IntNoise1D(int a_X) const +{ + int x = ((a_X * m_Seed) << 13) ^ a_X; + return (1 - (NOISE_DATATYPE)((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824); + // returns a float number in the range of [-1, 1] +} + + + + + +NOISE_DATATYPE cNoise::IntNoise2D(int a_X, int a_Y) const +{ + int n = a_X + a_Y * 57 + m_Seed * 57 * 57; + n = (n << 13) ^ n; + return (1 - (NOISE_DATATYPE)((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824); + // returns a float number in the range of [-1, 1] +} + + + + + +NOISE_DATATYPE cNoise::IntNoise3D(int a_X, int a_Y, int a_Z) const +{ + int n = a_X + a_Y * 57 + a_Z * 57 * 57 + m_Seed * 57 * 57 * 57; + n = (n << 13) ^ n; + return ((NOISE_DATATYPE)1 - (NOISE_DATATYPE)((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f); + // returns a float number in the range of [-1, 1] +} + + + + + +int cNoise::IntNoise1DInt(int a_X) const +{ + int x = ((a_X * m_Seed) << 13) ^ a_X; + return ((x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff); +} + + + + + +int cNoise::IntNoise2DInt(int a_X, int a_Y) const +{ + int n = a_X + a_Y * 57 + m_Seed * 57 * 57; + n = (n << 13) ^ n; + return ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff); +} + + + + + +int cNoise::IntNoise3DInt(int a_X, int a_Y, int a_Z) const +{ + int n = a_X + a_Y * 57 + a_Z * 57 * 57 + m_Seed * 57 * 57 * 57; + n = (n << 13) ^ n; + return ((n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff); +} + + + + + +NOISE_DATATYPE cNoise::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; + + return ((P * a_Pct + Q) * a_Pct + R) * a_Pct + S; +} + + + + + +NOISE_DATATYPE cNoise::CosineInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct) +{ + const NOISE_DATATYPE ft = a_Pct * (NOISE_DATATYPE)3.1415927; + const NOISE_DATATYPE f = (NOISE_DATATYPE)((NOISE_DATATYPE)(1 - cos(ft)) * (NOISE_DATATYPE)0.5); + return a_A * (1 - f) + a_B * f; +} + + + + + +NOISE_DATATYPE cNoise::LinearInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_Pct) +{ + return a_A * (1 - a_Pct) + a_B * a_Pct; +} + + + + + +//////////////////////////////////////////////////////////////////////////////// +// Global functions: + +/** Exports the noise array into a file. +a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */ +extern void Debug2DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32); + +/** Exports the noise array into a set of files, ordered by XY and XZ. +a_Coeff specifies the value that each array value is multiplied by before being converted into a byte. */ +extern void Debug3DNoise(const NOISE_DATATYPE * a_Array, int a_SizeX, int a_SizeY, int a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff = 32); + + + + +/** Linearly interpolates between two values. +Assumes that a_Ratio is in range [0, 1]. */ +inline NOISE_DATATYPE Lerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) +{ + return a_Val1 + (a_Val2 - a_Val1) * a_Ratio; +} + + + + + +/** Linearly interpolates between two values, clamping the ratio to [0, 1] first. */ +inline NOISE_DATATYPE ClampedLerp(NOISE_DATATYPE a_Val1, NOISE_DATATYPE a_Val2, NOISE_DATATYPE a_Ratio) +{ + if (a_Ratio < 0) + { + return a_Val1; + } + if (a_Ratio > 1) + { + return a_Val2; + } + return Lerp(a_Val1, a_Val2, a_Ratio); +} + + + + + + + + + diff --git a/src/Noise/OctavedNoise.h b/src/Noise/OctavedNoise.h new file mode 100644 index 000000000..efb9a0167 --- /dev/null +++ b/src/Noise/OctavedNoise.h @@ -0,0 +1,196 @@ + +// OctavedNoise.h + +// Implements the cOctavedNoise class template representing a noise generator that layers several octaves of another noise + + + + + +#pragma once + + + + + +template <typename N> +class cOctavedNoise +{ +public: + cOctavedNoise(int a_Seed = 0): + m_Seed(a_Seed) + { + } + + + /** Sets a new seed for the generators. Relays the seed to all underlying octaves. */ + void SetSeed(int a_Seed) + { + m_Seed = a_Seed; + for (auto oct: m_Octaves) + { + oct->SetSeed(a_Seed); + } + } + + + /** Adds a new octave to the list of octaves that compose this noise. */ + void AddOctave(NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) + { + m_Octaves.emplace_back(m_Seed, a_Frequency, a_Amplitude); + } + + + /** Fills a 2D array with the values of the noise. */ + void 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 = nullptr ///< Workspace that this function can use and trash. + ) const + { + // Check that state is alright: + if (m_Octaves.empty()) + { + ASSERT(!"cOctavedNoise: No octaves to generate!"); + return; + } + + // Allocate the workspace on the heap, if it wasn't given: + std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap; + if (a_Workspace == nullptr) + { + workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY]); + a_Workspace = workspaceHeap.get(); + } + + // Generate the first octave directly into array: + int ArrayCount = a_SizeX * a_SizeY; + { + const cOctave & FirstOctave = m_Octaves.front(); + FirstOctave.m_Noise.Generate2D( + a_Workspace, a_SizeX, a_SizeY, + a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency, + a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency + ); + NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] = a_Workspace[i] * Amplitude; + } + } + + // Add each octave: + for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr) + { + // Generate the 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 it into the output: + NOISE_DATATYPE Amplitude = itr->m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] += a_Workspace[i] * Amplitude; + } + } // for itr - m_Octaves[] + } + + + /** Fills a 3D array with the values of the noise. */ + void 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 = nullptr ///< Workspace that this function can use and trash, same size as a_Array + ) const + { + // Check that state is alright: + if (m_Octaves.empty()) + { + ASSERT(!"cOctavedNoise: No octaves to generate!"); + return; + } + + // Allocate the workspace on the heap, if it wasn't given: + std::unique_ptr<NOISE_DATATYPE[]> workspaceHeap; + if (a_Workspace == nullptr) + { + workspaceHeap.reset(new NOISE_DATATYPE[a_SizeX * a_SizeY * a_SizeZ]); + a_Workspace = workspaceHeap.get(); + } + + // Generate the first octave directly into array: + int ArrayCount = a_SizeX * a_SizeY * a_SizeZ; + { + const cOctave & FirstOctave = m_Octaves.front(); + FirstOctave.m_Noise.Generate3D( + a_Workspace, a_SizeX, a_SizeY, a_SizeZ, + a_StartX * FirstOctave.m_Frequency, a_EndX * FirstOctave.m_Frequency, + a_StartY * FirstOctave.m_Frequency, a_EndY * FirstOctave.m_Frequency, + a_StartZ * FirstOctave.m_Frequency, a_EndZ * FirstOctave.m_Frequency + ); + NOISE_DATATYPE Amplitude = FirstOctave.m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] = a_Workspace[i] * Amplitude; + } + } + + // Add each octave: + for (auto itr = m_Octaves.cbegin() + 1, end = m_Octaves.cend(); itr != end; ++itr) + { + // Generate the 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 it into the output: + NOISE_DATATYPE Amplitude = itr->m_Amplitude; + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] += a_Workspace[i] * Amplitude; + } + } // for itr - m_Octaves[] + } + +protected: + /** Stores information and state for one octave of the noise. */ + class cOctave + { + public: + N m_Noise; + + /** Coord multiplier. */ + NOISE_DATATYPE m_Frequency; + + /** Value multiplier. */ + NOISE_DATATYPE m_Amplitude; + + cOctave(int a_Seed, NOISE_DATATYPE a_Frequency, NOISE_DATATYPE a_Amplitude) : + m_Noise(a_Seed), + m_Frequency(a_Frequency), + m_Amplitude(a_Amplitude) + { + } + } ; + typedef std::vector<cOctave> cOctaves; + + + /** The seed used by the underlying generators. */ + int m_Seed; + + /** The octaves that compose this noise. */ + cOctaves m_Octaves; +}; + + + + diff --git a/src/Noise/RidgedNoise.h b/src/Noise/RidgedNoise.h new file mode 100644 index 000000000..f59a0512f --- /dev/null +++ b/src/Noise/RidgedNoise.h @@ -0,0 +1,91 @@ + +// RidgedNoise.h + +// Implements the cRidgedNoise template class that generates ridged noise based on another noise provider. + + + + + +#pragma once + + + + + +template <typename N> +class cRidgedNoise +{ +public: + /** Creates a new instance with the seed set to 0. */ + cRidgedNoise(void): + m_Noise(0) + { + } + + + /** Creates a new instance with the specified seed. */ + cRidgedNoise(int a_Seed): + m_Noise(a_Seed) + { + } + + + /** Sets the seed for the underlying noise. */ + void SetSeed(int a_Seed) + { + m_Noise.SetSeed(a_Seed); + } + + + /** Fills a 2D array with the values of the noise. */ + void 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 + ) const + { + int ArrayCount = a_SizeX * a_SizeY; + m_Noise.Generate2D( + a_Array, a_SizeX, a_SizeY, + a_StartX, a_EndX, + a_StartY, a_EndY + ); + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] = std::abs(a_Array[i]); + } + } + + + /** Fills a 3D array with the values of the noise. */ + void 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 + ) const + { + int ArrayCount = a_SizeX * a_SizeY * a_SizeZ; + m_Noise.Generate2D( + a_Array, a_SizeX, a_SizeY, a_SizeZ, + a_StartX, a_EndX, + a_StartY, a_EndY, + a_StartZ, a_EndZ + ); + for (int i = 0; i < ArrayCount; i++) + { + a_Array[i] = std::abs(a_Array[i]); + } + } + +protected: + N m_Noise; +} ; + + + + + |