///////////////////////////////////////////////////////////////////////////////
+PcgRandom::PcgRandom(u64 state, u64 seq)
+{
+ seed(state, seq);
+}
+
+void PcgRandom::seed(u64 state, u64 seq)
+{
+ m_state = 0U;
+ m_inc = (seq << 1u) | 1u;
+ next();
+ m_state += state;
+ next();
+}
+
+
+u32 PcgRandom::next()
+{
+ u64 oldstate = m_state;
+ m_state = oldstate * 6364136223846793005ULL + m_inc;
-float noise2d(int x, int y, int seed)
+ u32 xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
+ u32 rot = oldstate >> 59u;
+ return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
+}
+
+
+u32 PcgRandom::range(u32 bound)
+{
+ // If the bound is 0, we cover the whole RNG's range
+ if (bound == 0)
+ return next();
+
+ /*
+ This is an optimization of the expression:
+ 0x100000000ull % bound
+ since 64-bit modulo operations typically much slower than 32.
+ */
+ u32 threshold = -bound % bound;
+ u32 r;
+
+ /*
+ If the bound is not a multiple of the RNG's range, it may cause bias,
+ e.g. a RNG has a range from 0 to 3 and we take want a number 0 to 2.
+ Using rand() % 3, the number 0 would be twice as likely to appear.
+ With a very large RNG range, the effect becomes less prevalent but
+ still present.
+
+ This can be solved by modifying the range of the RNG to become a
+ multiple of bound by dropping values above the a threshold.
+
+ In our example, threshold == 4 % 3 == 1, so reject values < 1
+ (that is, 0), thus making the range == 3 with no bias.
+
+ This loop may look dangerous, but will always terminate due to the
+ RNG's property of uniformity.
+ */
+ while ((r = next()) < threshold)
+ ;
+
+ return r % bound;
+}
+
+
+s32 PcgRandom::range(s32 min, s32 max)
{
- int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ if (max < min)
+ throw PrngException("Invalid range (max < min)");
+
+ u32 bound = max - min + 1;
+ return range(bound) + min;
+}
+
+
+void PcgRandom::bytes(void *out, size_t len)
+{
+ u8 *outb = (u8 *)out;
+ int bytes_left = 0;
+ u32 r;
+
+ while (len--) {
+ if (bytes_left == 0) {
+ bytes_left = sizeof(u32);
+ r = next();
+ }
+
+ *outb = r & 0xFF;
+ outb++;
+ bytes_left--;
+ r >>= CHAR_BIT;
+ }
+}
+
+
+s32 PcgRandom::randNormalDist(s32 min, s32 max, int num_trials)
+{
+ s32 accum = 0;
+ for (int i = 0; i != num_trials; i++)
+ accum += range(min, max);
+ return myround((float)accum / num_trials);
+}
+
+///////////////////////////////////////////////////////////////////////////////
+
+float noise2d(int x, int y, s32 seed)
+{
+ unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n;
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
- return 1.f - (float)n / 0x40000000;
+ return 1.f - (float)(int)n / 0x40000000;
}
-float noise3d(int x, int y, int z, int seed)
+float noise3d(int x, int y, int z, s32 seed)
{
- int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n;
n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
- return 1.f - (float)n / 0x40000000;
+ return 1.f - (float)(int)n / 0x40000000;
}
-float dotProduct(float vx, float vy, float wx, float wy)
+inline float dotProduct(float vx, float vy, float wx, float wy)
{
return vx * wx + vy * wy;
}
}
-float biLinearInterpolation(
+inline float biLinearInterpolation(
float v00, float v10,
float v01, float v11,
float x, float y)
{
float tx = easeCurve(x);
float ty = easeCurve(y);
- return (
- v00 * (1 - tx) * (1 - ty) +
- v10 * tx * (1 - ty) +
- v01 * (1 - tx) * ty +
- v11 * tx * ty
- );
- //float u = linearInterpolation(v00, v10, x);
- //float v = linearInterpolation(v01, v11, x);
- //return linearInterpolation(u, v, y);
+ float u = linearInterpolation(v00, v10, tx);
+ float v = linearInterpolation(v01, v11, tx);
+ return linearInterpolation(u, v, ty);
}
-float biLinearInterpolationNoEase(
+inline float biLinearInterpolationNoEase(
float v00, float v10,
float v01, float v11,
float x, float y)
{
- float tx = x;
- float ty = y;
- return (
- v00 * (1 - tx) * (1 - ty) +
- v10 * tx * (1 - ty) +
- v01 * (1 - tx) * ty +
- v11 * tx * ty
- );
+ float u = linearInterpolation(v00, v10, x);
+ float v = linearInterpolation(v01, v11, x);
+ return linearInterpolation(u, v, y);
}
float tx = easeCurve(x);
float ty = easeCurve(y);
float tz = easeCurve(z);
- return (
- v000 * (1 - tx) * (1 - ty) * (1 - tz) +
- v100 * tx * (1 - ty) * (1 - tz) +
- v010 * (1 - tx) * ty * (1 - tz) +
- v110 * tx * ty * (1 - tz) +
- v001 * (1 - tx) * (1 - ty) * tz +
- v101 * tx * (1 - ty) * tz +
- v011 * (1 - tx) * ty * tz +
- v111 * tx * ty * tz
- );
- //float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
- //float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
- //return linearInterpolation(u, v, z);
+ float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
+ float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
+ return linearInterpolation(u, v, tz);
}
float triLinearInterpolationNoEase(
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
- float tx = x;
- float ty = y;
- float tz = z;
- return (
- v000 * (1 - tx) * (1 - ty) * (1 - tz) +
- v100 * tx * (1 - ty) * (1 - tz) +
- v010 * (1 - tx) * ty * (1 - tz) +
- v110 * tx * ty * (1 - tz) +
- v001 * (1 - tx) * (1 - ty) * tz +
- v101 * tx * (1 - ty) * tz +
- v011 * (1 - tx) * ty * tz +
- v111 * tx * ty * tz
- );
+ float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
+ float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
+ return linearInterpolation(u, v, z);
}
-
-#if 0
-float noise2d_gradient(float x, float y, int seed)
-{
- // Calculate the integer coordinates
- int x0 = (x > 0.0 ? (int)x : (int)x - 1);
- int y0 = (y > 0.0 ? (int)y : (int)y - 1);
- // Calculate the remaining part of the coordinates
- float xl = x - (float)x0;
- float yl = y - (float)y0;
- // Calculate random cosine lookup table indices for the integer corners.
- // They are looked up as unit vector gradients from the lookup table.
- int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
- int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
- int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
- int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
- // Make a dot product for the gradients and the positions, to get the values
- float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
- float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
- float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
- float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
- // Interpolate between the values
- return biLinearInterpolation(s,u,v,w,xl,yl);
-}
-#endif
-
-
-float noise2d_gradient(float x, float y, int seed, bool eased)
+float noise2d_gradient(float x, float y, s32 seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
}
-float noise3d_gradient(float x, float y, float z, int seed, bool eased)
+float noise3d_gradient(float x, float y, float z, s32 seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
}
-float noise2d_perlin(float x, float y, int seed,
+float noise2d_perlin(float x, float y, s32 seed,
int octaves, float persistence, bool eased)
{
float a = 0;
}
-float noise2d_perlin_abs(float x, float y, int seed,
+float noise2d_perlin_abs(float x, float y, s32 seed,
int octaves, float persistence, bool eased)
{
float a = 0;
}
-float noise3d_perlin(float x, float y, float z, int seed,
+float noise3d_perlin(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased)
{
float a = 0;
}
-float noise3d_perlin_abs(float x, float y, float z, int seed,
+float noise3d_perlin_abs(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased)
{
float a = 0;
}
-///////////////////////// [ New perlin stuff ] ////////////////////////////
+///////////////////////// [ New noise ] ////////////////////////////
+
+
+float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed)
+{
+ float a = 0;
+ float f = 1.0;
+ float g = 1.0;
+
+ x /= np->spread.X;
+ y /= np->spread.Y;
+ seed += np->seed;
+
+ for (size_t i = 0; i < np->octaves; i++) {
+ float noiseval = noise2d_gradient(x * f, y * f, seed + i,
+ np->flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED));
+ if (np->flags & NOISE_FLAG_ABSVALUE)
+ noiseval = fabs(noiseval);
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
+
+ return np->offset + a * np->scale;
+}
+
+
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed)
{
- this->np = np;
+ float a = 0;
+ float f = 1.0;
+ float g = 1.0;
+
+ x /= np->spread.X;
+ y /= np->spread.Y;
+ z /= np->spread.Z;
+ seed += np->seed;
+
+ for (size_t i = 0; i < np->octaves; i++) {
+ float noiseval = noise3d_gradient(x * f, y * f, z * f, seed + i,
+ np->flags & NOISE_FLAG_EASED);
+
+ if (np->flags & NOISE_FLAG_ABSVALUE)
+ noiseval = fabs(noiseval);
+
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
+
+ return np->offset + a * np->scale;
+}
+
+
+Noise::Noise(NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
+{
+ memcpy(&np, np_, sizeof(np));
this->seed = seed;
this->sx = sx;
this->sy = sy;
this->sz = sz;
- this->noisebuf = NULL;
+ this->persist_buf = NULL;
+ this->gradient_buf = NULL;
+ this->result = NULL;
- if (np->flags & NOISE_FLAG_DEFAULTS) {
- // By default, only 2d noise is eased.
- if (sz == 1)
- np->flags |= NOISE_FLAG_EASED;
- }
- resizeNoiseBuf(sz > 1);
-
- try {
- this->buf = new float[sx * sy * sz];
- this->result = new float[sx * sy * sz];
- } catch (std::bad_alloc &e) {
- throw InvalidNoiseParamsException();
- }
+ allocBuffers();
}
Noise::~Noise()
{
- delete[] buf;
+ delete[] gradient_buf;
+ delete[] persist_buf;
+ delete[] noise_buf;
delete[] result;
- delete[] noisebuf;
}
-void Noise::setSize(int sx, int sy, int sz)
+void Noise::allocBuffers()
{
- this->sx = sx;
- this->sy = sy;
- this->sz = sz;
-
- this->noisebuf = NULL;
+ if (sx < 1)
+ sx = 1;
+ if (sy < 1)
+ sy = 1;
+ if (sz < 1)
+ sz = 1;
+
+ this->noise_buf = NULL;
resizeNoiseBuf(sz > 1);
- delete[] buf;
+ delete[] gradient_buf;
+ delete[] persist_buf;
delete[] result;
+
try {
- this->buf = new float[sx * sy * sz];
- this->result = new float[sx * sy * sz];
+ size_t bufsize = sx * sy * sz;
+ this->persist_buf = NULL;
+ this->gradient_buf = new float[bufsize];
+ this->result = new float[bufsize];
} catch (std::bad_alloc &e) {
throw InvalidNoiseParamsException();
}
}
+void Noise::setSize(u32 sx, u32 sy, u32 sz)
+{
+ this->sx = sx;
+ this->sy = sy;
+ this->sz = sz;
+
+ allocBuffers();
+}
+
+
void Noise::setSpreadFactor(v3f spread)
{
- this->np->spread = spread;
+ this->np.spread = spread;
resizeNoiseBuf(sz > 1);
}
void Noise::setOctaves(int octaves)
{
- this->np->octaves = octaves;
+ this->np.octaves = octaves;
resizeNoiseBuf(sz > 1);
}
void Noise::resizeNoiseBuf(bool is3d)
{
- int nlx, nly, nlz;
- float ofactor;
-
//maximum possible spread value factor
- ofactor = (float)(1 << (np->octaves - 1));
+ float ofactor = (np.lacunarity > 1.0) ?
+ pow(np.lacunarity, np.octaves - 1) :
+ np.lacunarity;
+
+ // noise lattice point count
+ // (int)(sz * spread * ofactor) is # of lattice points crossed due to length
+ float num_noise_points_x = sx * ofactor / np.spread.X;
+ float num_noise_points_y = sy * ofactor / np.spread.Y;
+ float num_noise_points_z = sz * ofactor / np.spread.Z;
+
+ // protect against obviously invalid parameters
+ if (num_noise_points_x > 1000000000.f ||
+ num_noise_points_y > 1000000000.f ||
+ num_noise_points_z > 1000000000.f)
+ throw InvalidNoiseParamsException();
- //noise lattice point count
- //(int)(sz * spread * ofactor) is # of lattice points crossed due to length
// + 2 for the two initial endpoints
// + 1 for potentially crossing a boundary due to offset
- nlx = (int)(sx * ofactor / np->spread.X) + 3;
- nly = (int)(sy * ofactor / np->spread.Y) + 3;
- nlz = is3d ? (int)(sz * ofactor / np->spread.Z) + 3 : 1;
+ size_t nlx = (size_t)ceil(num_noise_points_x) + 3;
+ size_t nly = (size_t)ceil(num_noise_points_y) + 3;
+ size_t nlz = is3d ? (size_t)ceil(num_noise_points_z) + 3 : 1;
- if (noisebuf)
- delete[] noisebuf;
+ delete[] noise_buf;
try {
- noisebuf = new float[nlx * nly * nlz];
+ noise_buf = new float[nlx * nly * nlz];
} catch (std::bad_alloc &e) {
throw InvalidNoiseParamsException();
}
void Noise::gradientMap2D(
float x, float y,
float step_x, float step_y,
- int seed)
+ s32 seed)
{
float v00, v01, v10, v11, u, v, orig_u;
- int index, i, j, x0, y0, noisex, noisey;
- int nlx, nly;
+ u32 index, i, j, noisex, noisey;
+ u32 nlx, nly;
+ s32 x0, y0;
- Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+ bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
+ Interp2dFxn interpolate = eased ?
biLinearInterpolation : biLinearInterpolationNoEase;
x0 = floor(x);
orig_u = u;
//calculate noise point lattice
- nlx = (int)(u + sx * step_x) + 2;
- nly = (int)(v + sy * step_y) + 2;
+ nlx = (u32)(u + sx * step_x) + 2;
+ nly = (u32)(v + sy * step_y) + 2;
index = 0;
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
- noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);
+ noise_buf[index++] = noise2d(x0 + i, y0 + j, seed);
//calculate interpolations
index = 0;
noisey = 0;
for (j = 0; j != sy; j++) {
- v00 = noisebuf[idx(0, noisey)];
- v10 = noisebuf[idx(1, noisey)];
- v01 = noisebuf[idx(0, noisey + 1)];
- v11 = noisebuf[idx(1, noisey + 1)];
+ v00 = noise_buf[idx(0, noisey)];
+ v10 = noise_buf[idx(1, noisey)];
+ v01 = noise_buf[idx(0, noisey + 1)];
+ v11 = noise_buf[idx(1, noisey + 1)];
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[index++] = interpolate(v00, v10, v01, v11, u, v);
+ gradient_buf[index++] = interpolate(v00, v10, v01, v11, u, v);
+
u += step_x;
if (u >= 1.0) {
u -= 1.0;
noisex++;
v00 = v10;
v01 = v11;
- v10 = noisebuf[idx(noisex + 1, noisey)];
- v11 = noisebuf[idx(noisex + 1, noisey + 1)];
+ v10 = noise_buf[idx(noisex + 1, noisey)];
+ v11 = noise_buf[idx(noisex + 1, noisey + 1)];
}
}
void Noise::gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
- int seed)
+ s32 seed)
{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v;
- int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
- int nlx, nly, nlz;
+ u32 index, i, j, k, noisex, noisey, noisez;
+ u32 nlx, nly, nlz;
+ s32 x0, y0, z0;
- Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+ Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
orig_v = v;
//calculate noise point lattice
- nlx = (int)(u + sx * step_x) + 2;
- nly = (int)(v + sy * step_y) + 2;
- nlz = (int)(w + sz * step_z) + 2;
+ nlx = (u32)(u + sx * step_x) + 2;
+ nly = (u32)(v + sy * step_y) + 2;
+ nlz = (u32)(w + sz * step_z) + 2;
index = 0;
for (k = 0; k != nlz; k++)
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
- noisebuf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);
+ noise_buf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);
//calculate interpolations
index = 0;
v = orig_v;
noisey = 0;
for (j = 0; j != sy; j++) {
- v000 = noisebuf[idx(0, noisey, noisez)];
- v100 = noisebuf[idx(1, noisey, noisez)];
- v010 = noisebuf[idx(0, noisey + 1, noisez)];
- v110 = noisebuf[idx(1, noisey + 1, noisez)];
- v001 = noisebuf[idx(0, noisey, noisez + 1)];
- v101 = noisebuf[idx(1, noisey, noisez + 1)];
- v011 = noisebuf[idx(0, noisey + 1, noisez + 1)];
- v111 = noisebuf[idx(1, noisey + 1, noisez + 1)];
+ v000 = noise_buf[idx(0, noisey, noisez)];
+ v100 = noise_buf[idx(1, noisey, noisez)];
+ v010 = noise_buf[idx(0, noisey + 1, noisez)];
+ v110 = noise_buf[idx(1, noisey + 1, noisez)];
+ v001 = noise_buf[idx(0, noisey, noisez + 1)];
+ v101 = noise_buf[idx(1, noisey, noisez + 1)];
+ v011 = noise_buf[idx(0, noisey + 1, noisez + 1)];
+ v111 = noise_buf[idx(1, noisey + 1, noisez + 1)];
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[index++] = interpolate(
- v000, v100, v010, v110,
- v001, v101, v011, v111,
- u, v, w);
+ gradient_buf[index++] = interpolate(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ u, v, w);
u += step_x;
if (u >= 1.0) {
noisex++;
v000 = v100;
v010 = v110;
- v100 = noisebuf[idx(noisex + 1, noisey, noisez)];
- v110 = noisebuf[idx(noisex + 1, noisey + 1, noisez)];
+ v100 = noise_buf[idx(noisex + 1, noisey, noisez)];
+ v110 = noise_buf[idx(noisex + 1, noisey + 1, noisez)];
v001 = v101;
v011 = v111;
- v101 = noisebuf[idx(noisex + 1, noisey, noisez + 1)];
- v111 = noisebuf[idx(noisex + 1, noisey + 1, noisez + 1)];
+ v101 = noise_buf[idx(noisex + 1, noisey, noisez + 1)];
+ v111 = noise_buf[idx(noisex + 1, noisey + 1, noisez + 1)];
}
}
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy;
- x /= np->spread.X;
- y /= np->spread.Y;
+ x /= np.spread.X;
+ y /= np.spread.Y;
memset(result, 0, sizeof(float) * bufsize);
- float *gmap = NULL;
if (persistence_map) {
- gmap = new float[bufsize];
+ if (!persist_buf)
+ persist_buf = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
- gmap[i] = 1.0;
+ persist_buf[i] = 1.0;
}
- for (size_t oct = 0; oct < np->octaves; oct++) {
+ for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap2D(x * f, y * f,
- f / np->spread.X, f / np->spread.Y,
- seed + np->seed + oct);
+ f / np.spread.X, f / np.spread.Y,
+ seed + np.seed + oct);
- updateResults(g, gmap, persistence_map, bufsize);
+ updateResults(g, persist_buf, persistence_map, bufsize);
- f *= np->lacunarity;
- g *= np->persist;
+ f *= np.lacunarity;
+ g *= np.persist;
+ }
+
+ if (fabs(np.offset - 0.f) > 0.00001 || fabs(np.scale - 1.f) > 0.00001) {
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] = result[i] * np.scale + np.offset;
}
- delete[] gmap;
return result;
}
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy * sz;
- x /= np->spread.X;
- y /= np->spread.Y;
- z /= np->spread.Z;
+ x /= np.spread.X;
+ y /= np.spread.Y;
+ z /= np.spread.Z;
memset(result, 0, sizeof(float) * bufsize);
- float *gmap = NULL;
if (persistence_map) {
- gmap = new float[bufsize];
+ if (!persist_buf)
+ persist_buf = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
- gmap[i] = 1.0;
+ persist_buf[i] = 1.0;
}
- for (size_t oct = 0; oct < np->octaves; oct++) {
+ for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
- f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
- seed + np->seed + oct);
+ f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
+ seed + np.seed + oct);
- updateResults(g, gmap, persistence_map, bufsize);
+ updateResults(g, persist_buf, persistence_map, bufsize);
- f *= np->lacunarity;
- g *= np->persist;
+ f *= np.lacunarity;
+ g *= np.persist;
+ }
+
+ if (fabs(np.offset - 0.f) > 0.00001 || fabs(np.scale - 1.f) > 0.00001) {
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] = result[i] * np.scale + np.offset;
}
- delete[] gmap;
return result;
}
{
// This looks very ugly, but it is 50-70% faster than having
// conditional statements inside the loop
- if (np->flags & NOISE_FLAG_ABSVALUE) {
+ if (np.flags & NOISE_FLAG_ABSVALUE) {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
- result[i] += gmap[i] * fabs(buf[i]);
+ result[i] += gmap[i] * fabs(gradient_buf[i]);
gmap[i] *= persistence_map[i];
}
} else {
for (size_t i = 0; i != bufsize; i++)
- result[i] += g * fabs(buf[i]);
+ result[i] += g * fabs(gradient_buf[i]);
}
} else {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
- result[i] += gmap[i] * buf[i];
+ result[i] += gmap[i] * gradient_buf[i];
gmap[i] *= persistence_map[i];
}
} else {
for (size_t i = 0; i != bufsize; i++)
- result[i] += g * buf[i];
+ result[i] += g * gradient_buf[i];
}
}
}
-
-
-void Noise::transformNoiseMap()
-{
- size_t i = 0;
-
- for (int z = 0; z != sz; z++)
- for (int y = 0; y != sy; y++)
- for (int x = 0; x != sx; x++) {
- result[i] = result[i] * np->scale + np->offset;
- i++;
- }
-}
-