From 2467d29a4ec63936d0af20ae4d5cfb8e897e75be Mon Sep 17 00:00:00 2001 From: Mattes D Date: Tue, 18 Nov 2014 12:07:08 +0100 Subject: Moved all Noise-related files into a separate folder. --- src/CMakeLists.txt | 13 +- src/Chunk.cpp | 2 +- src/Enchantments.cpp | 2 +- src/Generating/BioGen.h | 2 +- src/Generating/Caves.h | 1 - src/Generating/ChunkDesc.cpp | 2 +- src/Generating/CompoGen.h | 2 +- src/Generating/DistortedHeightmap.h | 1 - src/Generating/EndGen.h | 2 +- src/Generating/FinishGen.cpp | 1 - src/Generating/FinishGen.h | 2 +- src/Generating/GridStructGen.h | 2 +- src/Generating/HeiGen.h | 2 +- src/Generating/MineShafts.h | 1 - src/Generating/Noise3DGenerator.h | 2 +- src/Generating/PieceGenerator.h | 2 +- src/Generating/Ravines.h | 1 - src/Generating/StructGen.h | 2 +- src/Generating/Trees.h | 2 +- src/ItemGrid.cpp | 2 +- src/Noise.cpp | 1053 ----------------------------------- src/Noise.h | 347 ------------ src/Noise/CMakeLists.txt | 21 + src/Noise/Noise.cpp | 1029 ++++++++++++++++++++++++++++++++++ src/Noise/Noise.h | 332 +++++++++++ src/Noise/OctavedNoise.h | 192 +++++++ src/Noise/RidgedNoise.h | 91 +++ src/OctavedNoise.h | 192 ------- src/RidgedNoise.h | 91 --- src/VoronoiMap.h | 2 +- 30 files changed, 1686 insertions(+), 1710 deletions(-) delete mode 100644 src/Noise.cpp delete mode 100644 src/Noise.h create mode 100644 src/Noise/CMakeLists.txt create mode 100644 src/Noise/Noise.cpp create mode 100644 src/Noise/Noise.h create mode 100644 src/Noise/OctavedNoise.h create mode 100644 src/Noise/RidgedNoise.h delete mode 100644 src/OctavedNoise.h delete mode 100644 src/RidgedNoise.h diff --git a/src/CMakeLists.txt b/src/CMakeLists.txt index a8dfc394c..9720c9941 100644 --- a/src/CMakeLists.txt +++ b/src/CMakeLists.txt @@ -9,6 +9,7 @@ include_directories (SYSTEM "${CMAKE_CURRENT_SOURCE_DIR}/../lib/polarssl/include set(FOLDERS OSSupport HTTPServer Items Blocks Protocol Generating PolarSSL++ Bindings WorldStorage Mobs Entities Simulator UI BlockEntities Generating/Prefabs + Noise ) SET (SRCS @@ -50,7 +51,6 @@ SET (SRCS MobProximityCounter.cpp MobSpawner.cpp MonsterConfig.cpp - Noise.cpp ProbabDistrib.cpp RankManager.cpp RCONServer.cpp @@ -65,7 +65,8 @@ SET (SRCS VoronoiMap.cpp WebAdmin.cpp World.cpp - main.cpp) + main.cpp +) SET (HDRS AllocationPool.h @@ -120,11 +121,8 @@ SET (HDRS MobProximityCounter.h MobSpawner.h MonsterConfig.h - Noise.h - OctavedNoise.h ProbabDistrib.h RankManager.h - RidgedNoise.h RCONServer.h Root.h Scoreboard.h @@ -139,7 +137,8 @@ SET (HDRS VoronoiMap.h WebAdmin.h World.h - XMLParser.h) + XMLParser.h +) include_directories(".") include_directories ("${CMAKE_CURRENT_SOURCE_DIR}/../lib/sqlite") @@ -316,7 +315,7 @@ endif () if (NOT MSVC) target_link_libraries(${EXECUTABLE} - OSSupport HTTPServer Bindings Items Blocks + OSSupport HTTPServer Bindings Items Blocks Noise Protocol Generating Generating_Prefabs WorldStorage Mobs Entities Simulator UI BlockEntities PolarSSL++ ) diff --git a/src/Chunk.cpp b/src/Chunk.cpp index a0224322a..d9333afc7 100644 --- a/src/Chunk.cpp +++ b/src/Chunk.cpp @@ -25,7 +25,7 @@ #include "BlockEntities/FlowerPotEntity.h" #include "Entities/Pickup.h" #include "Item.h" -#include "Noise.h" +#include "Noise/Noise.h" #include "Root.h" #include "MersenneTwister.h" #include "Entities/Player.h" diff --git a/src/Enchantments.cpp b/src/Enchantments.cpp index 80a9810b6..36c451b81 100644 --- a/src/Enchantments.cpp +++ b/src/Enchantments.cpp @@ -6,7 +6,7 @@ #include "Enchantments.h" #include "WorldStorage/FastNBT.h" #include "FastRandom.h" -#include "Noise.h" +#include "Noise/Noise.h" diff --git a/src/Generating/BioGen.h b/src/Generating/BioGen.h index 5fd0844d9..13fb40c5f 100644 --- a/src/Generating/BioGen.h +++ b/src/Generating/BioGen.h @@ -15,7 +15,7 @@ Interfaces to the various biome generators: #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" #include "../VoronoiMap.h" diff --git a/src/Generating/Caves.h b/src/Generating/Caves.h index 0e17acf9e..691ef3e62 100644 --- a/src/Generating/Caves.h +++ b/src/Generating/Caves.h @@ -13,7 +13,6 @@ #pragma once #include "GridStructGen.h" -#include "../Noise.h" diff --git a/src/Generating/ChunkDesc.cpp b/src/Generating/ChunkDesc.cpp index 020d3bd0f..042b688b7 100644 --- a/src/Generating/ChunkDesc.cpp +++ b/src/Generating/ChunkDesc.cpp @@ -7,7 +7,7 @@ #include "ChunkDesc.h" #include "../BlockArea.h" #include "../Cuboid.h" -#include "../Noise.h" +#include "../Noise/Noise.h" #include "../BlockEntities/BlockEntity.h" diff --git a/src/Generating/CompoGen.h b/src/Generating/CompoGen.h index b145b6ba3..c65a07fe8 100644 --- a/src/Generating/CompoGen.h +++ b/src/Generating/CompoGen.h @@ -17,7 +17,7 @@ #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/DistortedHeightmap.h b/src/Generating/DistortedHeightmap.h index d073f29e4..955e57a1e 100644 --- a/src/Generating/DistortedHeightmap.h +++ b/src/Generating/DistortedHeightmap.h @@ -11,7 +11,6 @@ #include "ComposableGenerator.h" #include "HeiGen.h" -#include "../Noise.h" diff --git a/src/Generating/EndGen.h b/src/Generating/EndGen.h index 322061810..c2278c1e1 100644 --- a/src/Generating/EndGen.h +++ b/src/Generating/EndGen.h @@ -10,7 +10,7 @@ #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/FinishGen.cpp b/src/Generating/FinishGen.cpp index b8afac09a..42ecdf8a8 100644 --- a/src/Generating/FinishGen.cpp +++ b/src/Generating/FinishGen.cpp @@ -10,7 +10,6 @@ #include "Globals.h" #include "FinishGen.h" -#include "../Noise.h" #include "../BlockID.h" #include "../Simulator/FluidSimulator.h" // for cFluidSimulator::CanWashAway() #include "../Simulator/FireSimulator.h" diff --git a/src/Generating/FinishGen.h b/src/Generating/FinishGen.h index 4a08d70c8..991a85787 100644 --- a/src/Generating/FinishGen.h +++ b/src/Generating/FinishGen.h @@ -16,7 +16,7 @@ #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" #include "../ProbabDistrib.h" diff --git a/src/Generating/GridStructGen.h b/src/Generating/GridStructGen.h index 03131fce9..b92fb2e9d 100644 --- a/src/Generating/GridStructGen.h +++ b/src/Generating/GridStructGen.h @@ -10,7 +10,7 @@ #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/HeiGen.h b/src/Generating/HeiGen.h index 6ae5ba362..b3c9483fb 100644 --- a/src/Generating/HeiGen.h +++ b/src/Generating/HeiGen.h @@ -15,7 +15,7 @@ Interfaces to the various height generators: #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/MineShafts.h b/src/Generating/MineShafts.h index 2850db571..efb11cfee 100644 --- a/src/Generating/MineShafts.h +++ b/src/Generating/MineShafts.h @@ -10,7 +10,6 @@ #pragma once #include "GridStructGen.h" -#include "../Noise.h" diff --git a/src/Generating/Noise3DGenerator.h b/src/Generating/Noise3DGenerator.h index 92cfc32b7..8a6e97e1c 100644 --- a/src/Generating/Noise3DGenerator.h +++ b/src/Generating/Noise3DGenerator.h @@ -13,7 +13,7 @@ #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/PieceGenerator.h b/src/Generating/PieceGenerator.h index f06029280..43ffed7a2 100644 --- a/src/Generating/PieceGenerator.h +++ b/src/Generating/PieceGenerator.h @@ -20,7 +20,7 @@ Each uses a slightly different approach to generating: #include "../Defines.h" #include "../Cuboid.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/Ravines.h b/src/Generating/Ravines.h index 3e41c5ce6..b11037433 100644 --- a/src/Generating/Ravines.h +++ b/src/Generating/Ravines.h @@ -10,7 +10,6 @@ #pragma once #include "GridStructGen.h" -#include "../Noise.h" diff --git a/src/Generating/StructGen.h b/src/Generating/StructGen.h index 906fdd722..d3b0b5544 100644 --- a/src/Generating/StructGen.h +++ b/src/Generating/StructGen.h @@ -14,7 +14,7 @@ #pragma once #include "ComposableGenerator.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/Generating/Trees.h b/src/Generating/Trees.h index c9eb7de80..cc0fa87d9 100644 --- a/src/Generating/Trees.h +++ b/src/Generating/Trees.h @@ -18,7 +18,7 @@ logs can overwrite others(leaves), but others shouldn't overwrite logs. This is #pragma once #include "../ChunkDef.h" -#include "../Noise.h" +#include "../Noise/Noise.h" diff --git a/src/ItemGrid.cpp b/src/ItemGrid.cpp index 55fb36a17..d49ea9df1 100644 --- a/src/ItemGrid.cpp +++ b/src/ItemGrid.cpp @@ -6,7 +6,7 @@ #include "Globals.h" #include "ItemGrid.h" #include "Items/ItemHandler.h" -#include "Noise.h" +#include "Noise/Noise.h" diff --git a/src/Noise.cpp b/src/Noise.cpp deleted file mode 100644 index c4a7e2d5f..000000000 --- a/src/Noise.cpp +++ /dev/null @@ -1,1053 +0,0 @@ - -#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules - -#include "Noise.h" -#include "OSSupport/Timer.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 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(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(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 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(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(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(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(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(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: - -#ifdef _DEBUG - int cCubicNoise::m_NumSingleX = 0; - int cCubicNoise::m_NumSingleXY = 0; - int cCubicNoise::m_NumSingleY = 0; - int cCubicNoise::m_NumCalls = 0; -#endif // _DEBUG - -cCubicNoise::cCubicNoise(int a_Seed) : - m_Noise(a_Seed) -{ -} - - - - - -void cCubicNoise::Generate2D( - NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] - int a_SizeX, int a_SizeY, ///< Size of the array (num doubles), in each direction - NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction - NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY ///< Noise-space coords of the array in the Y direction -) const -{ - ASSERT(a_SizeX > 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]); - - #ifdef _DEBUG - // Statistics on the noise-space coords: - if (NumSameX == 1) - { - m_NumSingleX++; - if (NumSameY == 1) - { - m_NumSingleXY++; - } - } - if (NumSameY == 1) - { - m_NumSingleY++; - } - m_NumCalls++; - #endif // _DEBUG - - // Calculate query values using Cell: - int FromY = 0; - for (int y = 0; y < NumSameY; y++) - { - int ToY = FromY + SameY[y]; - int FromX = 0; - int CurFloorY = FloorY[FromY]; - for (int x = 0; x < NumSameX; x++) - { - int ToX = FromX + SameX[x]; - Cell.Generate(FromX, ToX, FromY, ToY); - Cell.Move(FloorX[ToX], CurFloorY); - FromX = ToX; - } - Cell.Move(FloorX[0], FloorY[ToY]); - FromY = ToY; - } -} - - - - - -void cCubicNoise::Generate3D( - NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] - int a_SizeX, int a_SizeY, int a_SizeZ, ///< Size of the array (num doubles), in each direction - NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction - NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction - NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Y direction -) const -{ - ASSERT(a_SizeX < MAX_SIZE); - ASSERT(a_SizeY < MAX_SIZE); - ASSERT(a_SizeZ < MAX_SIZE); - ASSERT(a_StartX < a_EndX); - ASSERT(a_StartY < a_EndY); - ASSERT(a_StartZ < a_EndZ); - - // Calculate the integral and fractional parts of each coord: - int FloorX[MAX_SIZE]; - int FloorY[MAX_SIZE]; - int FloorZ[MAX_SIZE]; - NOISE_DATATYPE FracX[MAX_SIZE]; - NOISE_DATATYPE FracY[MAX_SIZE]; - NOISE_DATATYPE FracZ[MAX_SIZE]; - int SameX[MAX_SIZE]; - int SameY[MAX_SIZE]; - int SameZ[MAX_SIZE]; - int NumSameX, NumSameY, NumSameZ; - CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX); - CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY); - CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ); - - cCubicCell3D Cell( - m_Noise, a_Array, - a_SizeX, a_SizeY, a_SizeZ, - FracX, FracY, FracZ - ); - - Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]); - - // Calculate query values using Cell: - int FromZ = 0; - for (int z = 0; z < NumSameZ; z++) - { - int ToZ = FromZ + SameZ[z]; - int CurFloorZ = FloorZ[FromZ]; - int FromY = 0; - for (int y = 0; y < NumSameY; y++) - { - int ToY = FromY + SameY[y]; - int CurFloorY = FloorY[FromY]; - int FromX = 0; - for (int x = 0; x < NumSameX; x++) - { - int ToX = FromX + SameX[x]; - Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ); - Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ); - FromX = ToX; - } - Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ); - FromY = ToY; - } // for y - Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]); - FromZ = ToZ; - } // for z -} - - - - - -void cCubicNoise::CalcFloorFrac( - int a_Size, - NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End, - int * a_Floor, NOISE_DATATYPE * a_Frac, - int * a_Same, int & a_NumSame -) const -{ - 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(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(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(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(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(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.h b/src/Noise.h deleted file mode 100644 index e616155d5..000000000 --- a/src/Noise.h +++ /dev/null @@ -1,347 +0,0 @@ - -// Noise.h - -// Declares the cNoise, cCubicNoise and cPerlinNoise classes for generating noise - -#pragma once - -#include - -/** 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: - static const int MAX_SIZE = 512; ///< Maximum size of each dimension of the query arrays. - - - cCubicNoise(int a_Seed); - - - void Generate1D( - NOISE_DATATYPE * a_Array, ///< Array to generate into - int a_SizeX, ///< Count of the array - NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX ///< Noise-space coords of the array - ) const; - - - 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; - - - 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: - typedef NOISE_DATATYPE Workspace1D[4]; - typedef NOISE_DATATYPE Workspace2D[4][4]; - - cNoise m_Noise; // Used for integral rnd values - - #ifdef _DEBUG - // Statistics on the noise-space coords: - static int m_NumSingleX; - static int m_NumSingleXY; - static int m_NumSingleY; - static int m_NumCalls; - #endif // _DEBUG - - /// Calculates the integral and fractional parts along one axis. - 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; - - void UpdateWorkRnds2DX( - Workspace2D & a_WorkRnds, - Workspace1D & a_Interps, - int a_LastFloorX, int a_NewFloorX, - int a_FloorY, - NOISE_DATATYPE a_FractionY - ) 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 cPerlinNoise; -typedef cOctavedNoise> 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/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/Noise.cpp b/src/Noise/Noise.cpp new file mode 100644 index 000000000..509be7d6c --- /dev/null +++ b/src/Noise/Noise.cpp @@ -0,0 +1,1029 @@ + +#include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules + +#include "Noise.h" +#include "OSSupport/Timer.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 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(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(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 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(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(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(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(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(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(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(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(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(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(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 + +/** 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 cPerlinNoise; +typedef cOctavedNoise> 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..166d2c205 --- /dev/null +++ b/src/Noise/OctavedNoise.h @@ -0,0 +1,192 @@ + +// OctavedNoise.h + +// Implements the cOctavedNoise class template representing a noise generator that layers several octaves of another noise + + + + + +#pragma once + + + + + +template +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); + } + } + + + /** */ + 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 ///< Workspace that this function can use and trash. Must be valid. + ) const + { + // Check that state is alright: + if (m_Octaves.empty()) + { + ASSERT(!"Perlin: No octaves to generate!"); + return; + } + + // Allocate the workspace on the heap, if it wasn't given: + std::unique_ptr 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: + const cOctave & FirstOctave = m_Octaves.front(); + int ArrayCount = a_SizeX * a_SizeY; + 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(!"Perlin: No octaves to generate!"); + return; + } + + // Allocate the workspace on the heap, if it wasn't given: + std::unique_ptr 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: + const cOctave & FirstOctave = m_Octaves.front(); + int ArrayCount = a_SizeX * a_SizeY * a_SizeZ; + 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 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..69b480f60 --- /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 +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] = fabs(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] = fabs(a_Array[i]); + } + } + +protected: + N m_Noise; +} ; + + + + + diff --git a/src/OctavedNoise.h b/src/OctavedNoise.h deleted file mode 100644 index 166d2c205..000000000 --- a/src/OctavedNoise.h +++ /dev/null @@ -1,192 +0,0 @@ - -// OctavedNoise.h - -// Implements the cOctavedNoise class template representing a noise generator that layers several octaves of another noise - - - - - -#pragma once - - - - - -template -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); - } - } - - - /** */ - 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 ///< Workspace that this function can use and trash. Must be valid. - ) const - { - // Check that state is alright: - if (m_Octaves.empty()) - { - ASSERT(!"Perlin: No octaves to generate!"); - return; - } - - // Allocate the workspace on the heap, if it wasn't given: - std::unique_ptr 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: - const cOctave & FirstOctave = m_Octaves.front(); - int ArrayCount = a_SizeX * a_SizeY; - 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(!"Perlin: No octaves to generate!"); - return; - } - - // Allocate the workspace on the heap, if it wasn't given: - std::unique_ptr 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: - const cOctave & FirstOctave = m_Octaves.front(); - int ArrayCount = a_SizeX * a_SizeY * a_SizeZ; - 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 cOctaves; - - - /** The seed used by the underlying generators. */ - int m_Seed; - - /** The octaves that compose this noise. */ - cOctaves m_Octaves; -}; - - - - diff --git a/src/RidgedNoise.h b/src/RidgedNoise.h deleted file mode 100644 index 69b480f60..000000000 --- a/src/RidgedNoise.h +++ /dev/null @@ -1,91 +0,0 @@ - -// RidgedNoise.h - -// Implements the cRidgedNoise template class that generates ridged noise based on another noise provider. - - - - - -#pragma once - - - - - -template -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] = fabs(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] = fabs(a_Array[i]); - } - } - -protected: - N m_Noise; -} ; - - - - - diff --git a/src/VoronoiMap.h b/src/VoronoiMap.h index dfb11e9ce..56022849e 100644 --- a/src/VoronoiMap.h +++ b/src/VoronoiMap.h @@ -9,7 +9,7 @@ #pragma once -#include "Noise.h" +#include "Noise/Noise.h" -- cgit v1.2.3