* values from the previous noise lattice as midpoints in the new lattice for the
* next octave.
*/
+#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
float v00, v01, v10, v11, u, v, orig_u;
int index, i, j, x0, y0, noisex, noisey;
noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);
//calculate interpolations
+ index = 0;
noisey = 0;
for (j = 0; j != sy; j++) {
- v00 = noisebuf[noisey * nlx];
- v10 = noisebuf[noisey * nlx + 1];
- v01 = noisebuf[(noisey + 1) * nlx];
- v11 = noisebuf[(noisey + 1) * nlx + 1];
+ v00 = noisebuf[idx(0, noisey)];
+ v10 = noisebuf[idx(1, noisey)];
+ v01 = noisebuf[idx(0, noisey + 1)];
+ v11 = noisebuf[idx(1, noisey + 1)];
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[j * sx + i] = biLinearInterpolation(v00, v10, v01, v11, u, v);
+ buf[index++] = biLinearInterpolation(v00, v10, v01, v11, u, v);
u += step_x;
if (u >= 1.0) {
u -= 1.0;
noisex++;
v00 = v10;
v01 = v11;
- v10 = noisebuf[noisey * nlx + noisex + 1];
- v11 = noisebuf[(noisey + 1) * nlx + noisex + 1];
+ v10 = noisebuf[idx(noisex + 1, noisey)];
+ v11 = noisebuf[idx(noisex + 1, noisey + 1)];
}
}
}
}
}
+#undef idx
+#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(float x, float y, float z,
float step_x, float step_y, float step_z,
int seed) {
float v000, v010, v100, v110;
float v001, v011, v101, v111;
- float u, v, w, orig_u, orig_w;
+ float u, v, w, orig_u, orig_v;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
v = y - (float)y0;
w = z - (float)z0;
orig_u = u;
- orig_w = w;
+ orig_v = v;
//calculate noise point lattice
nlx = (int)(u + sx * step_x) + 2;
nly = (int)(v + sy * step_y) + 2;
- nlz = (int)(v + sy * step_z) + 2;
+ nlz = (int)(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);
-#define index(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
-
//calculate interpolations
+ index = 0;
noisey = 0;
noisez = 0;
for (k = 0; k != sz; k++) {
- v000 = noisebuf[index(0, noisey, noisez)];
- v100 = noisebuf[index(1, noisey, noisez)];
- v010 = noisebuf[index(0, noisey + 1, noisez)];
- v110 = noisebuf[index(1, noisey + 1, noisez)];
- v001 = noisebuf[index(0, noisey, noisez + 1)];
- v101 = noisebuf[index(1, noisey, noisez + 1)];
- v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
- v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
-
- w = orig_w;
+ v = orig_v;
noisey = 0;
for (j = 0; j != sy; j++) {
- v000 = noisebuf[index(0, noisey, noisez)];
- v100 = noisebuf[index(1, noisey, noisez)];
- v010 = noisebuf[index(0, noisey + 1, noisez)];
- v110 = noisebuf[index(1, noisey + 1, noisez)];
- v001 = noisebuf[index(0, noisey, noisez + 1)];
- v101 = noisebuf[index(1, noisey, noisez + 1)];
- v011 = noisebuf[index(0, noisey + 1, noisez + 1)];
- v111 = noisebuf[index(1, noisey + 1, noisez + 1)];
+ 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)];
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[j * sx + i] = triLinearInterpolation(
+ buf[index++] = triLinearInterpolation(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
noisex++;
v000 = v100;
v010 = v110;
- v100 = noisebuf[index(noisex + 1, noisey, noisez)];
- v110 = noisebuf[index(noisex + 1, noisey + 1, noisez)];
+ v100 = noisebuf[idx(noisex + 1, noisey, noisez)];
+ v110 = noisebuf[idx(noisex + 1, noisey + 1, noisez)];
v001 = v101;
v011 = v111;
- v101 = noisebuf[index(noisex + 1, noisey, noisez + 1)];
- v111 = noisebuf[index(noisex + 1, noisey + 1, noisez + 1)];
+ v101 = noisebuf[idx(noisex + 1, noisey, noisez + 1)];
+ v111 = noisebuf[idx(noisex + 1, noisey + 1, noisez + 1)];
}
}
}
}
}
+#undef idx
float *Noise::perlinMap2D(float x, float y) {