#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
+typedef float (*Interp3dFxn)(
+ float v000, float v100, float v010, float v110,
+ float v001, float v101, float v011, float v111,
+ float x, float y, float z);
+
float cos_lookup[16] = {
1.0, 0.9238, 0.7071, 0.3826, 0, -0.3826, -0.7071, -0.9238,
1.0, -0.9238, -0.7071, -0.3826, 0, 0.3826, 0.7071, 0.9238
//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
-float noise2d(int x, int y, int seed) {
+float noise2d(int x, int y, int seed)
+{
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n;
}
-float noise3d(int x, int y, int z, int seed) {
+float noise3d(int x, int y, int z, int seed)
+{
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n;
}
-float dotProduct(float vx, float vy, float wx, float wy) {
+float dotProduct(float vx, float vy, float wx, float wy)
+{
return vx * wx + vy * wy;
}
-inline float linearInterpolation(float v0, float v1, float t) {
+inline float linearInterpolation(float v0, float v1, float t)
+{
return v0 + (v1 - v0) * t;
}
-float biLinearInterpolation(float v00, float v10,
- float v01, float v11,
- float x, float y) {
+float biLinearInterpolation(
+ float v00, float v10,
+ float v01, float v11,
+ float x, float y)
+{
float tx = easeCurve(x);
float ty = easeCurve(y);
float u = linearInterpolation(v00, v10, tx);
}
-float biLinearInterpolationNoEase(float x0y0, float x1y0,
- float x0y1, float x1y1,
- float x, float y) {
+float biLinearInterpolationNoEase(
+ float x0y0, float x1y0,
+ float x0y1, float x1y1,
+ float x, float y)
+{
float u = linearInterpolation(x0y0, x1y0, x);
float v = linearInterpolation(x0y1, x1y1, x);
return linearInterpolation(u, v, y);
}
-
+/*
float triLinearInterpolation(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
- float x, float y, float z) {
+ float x, float y, float z)
+{
+ float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
+ float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
+ return linearInterpolation(u, v, z);
+}
+
+
+float triLinearInterpolationNoEase(
+ float v000, float v100, float v010, float v110,
+ float v001, float v101, float v011, float v111,
+ float x, float y, float z)
+{
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 triLinearInterpolation(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z)
{
- /*float tx = easeCurve(x);
+ float tx = easeCurve(x);
float ty = easeCurve(y);
- float tz = easeCurve(z);*/
+ 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 triLinearInterpolationNoEase(
+ float v000, float v100, float v010, float v110,
+ float v001, float v101, float v011, float v111,
+ float x, float y, float z)
+{
float tx = x;
float ty = y;
float tz = z;
- return(
+ return (
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) +
v111 * tx * ty * tz
);
}
-#endif
#if 0
float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
- return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
+ return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
}
float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
// Interpolate
- return triLinearInterpolation(v000, v100, v010, v110,
- v001, v101, v011, v111,
- xl, yl, zl);
+ return triLinearInterpolationNoEase(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ xl, yl, zl);
}
v = fabs(v);
if(v >= 1.0)
return 0.0;
- return (1.0-v);
+ return (1.0 - v);
}
///////////////////////// [ New perlin stuff ] ////////////////////////////
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
- init(np, seed, sx, sy, 1);
-}
-
-
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
- init(np, seed, sx, sy, sz);
-}
-
-
-void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
+Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+{
this->np = np;
this->seed = seed;
this->sx = sx;
}
-Noise::~Noise() {
+Noise::~Noise()
+{
delete[] buf;
delete[] result;
delete[] noisebuf;
}
-void Noise::setSize(int sx, int sy) {
- setSize(sx, sy, 1);
-}
-
-
-void Noise::setSize(int sx, int sy, int sz) {
+void Noise::setSize(int sx, int sy, int sz)
+{
this->sx = sx;
this->sy = sy;
this->sz = sz;
}
-void Noise::setSpreadFactor(v3f spread) {
+void Noise::setSpreadFactor(v3f spread)
+{
this->np->spread = spread;
resizeNoiseBuf(sz > 1);
}
-void Noise::setOctaves(int octaves) {
+void Noise::setOctaves(int octaves)
+{
this->np->octaves = octaves;
resizeNoiseBuf(sz > 1);
}
-void Noise::resizeNoiseBuf(bool is3d) {
+void Noise::resizeNoiseBuf(bool is3d)
+{
int nlx, nly, nlz;
float ofactor;
* next octave.
*/
#define idx(x, y) ((y) * nlx + (x))
-void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
+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;
int nlx, nly;
#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) {
+void Noise::gradientMap3D(
+ float x, float y, float z,
+ float step_x, float step_y, float step_z,
+ int seed, bool eased)
+{
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;
+ Interp3dFxn interpolate = eased ?
+ triLinearInterpolation : triLinearInterpolationNoEase;
+
x0 = floor(x);
y0 = floor(y);
z0 = floor(z);
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[index++] = triLinearInterpolation(
+ buf[index++] = interpolate(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
+
u += step_x;
if (u >= 1.0) {
u -= 1.0;
#undef idx
-float *Noise::perlinMap2D(float x, float y) {
+float *Noise::perlinMap2D(float x, float y)
+{
float f = 1.0, g = 1.0;
- int i, j, index, oct;
+ size_t bufsize = sx * sy;
x /= np->spread.X;
y /= np->spread.Y;
- memset(result, 0, sizeof(float) * sx * sy);
+ memset(result, 0, sizeof(float) * bufsize);
- for (oct = 0; oct < np->octaves; oct++) {
+ for (int oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
- index = 0;
- for (j = 0; j != sy; j++) {
- for (i = 0; i != sx; i++) {
- result[index] += g * buf[index];
- index++;
- }
- }
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
}
-float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
+float *Noise::perlinMap2DModulated(float x, float y, float *persist_map)
+{
float f = 1.0;
- int i, j, index, oct;
+ size_t bufsize = sx * sy;
x /= np->spread.X;
y /= np->spread.Y;
- memset(result, 0, sizeof(float) * sx * sy);
-
- float *g = new float[sx * sy];
- for (index = 0; index != sx * sy; index++)
- g[index] = 1.0;
+ memset(result, 0, sizeof(float) * bufsize);
+
+ float *g = new float[bufsize];
+ for (size_t i = 0; i != bufsize; i++)
+ g[i] = 1.0;
- for (oct = 0; oct < np->octaves; oct++) {
+ for (int oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
- index = 0;
- for (j = 0; j != sy; j++) {
- for (i = 0; i != sx; i++) {
- result[index] += g[index] * buf[index];
- g[index] *= persist_map[index];
- index++;
- }
+ for (size_t i = 0; i != bufsize; i++) {
+ result[i] += g[i] * buf[i];
+ g[i] *= persist_map[i];
}
f *= 2.0;
}
-float *Noise::perlinMap3D(float x, float y, float z) {
+float *Noise::perlinMap3D(float x, float y, float z, bool eased)
+{
float f = 1.0, g = 1.0;
- int i, j, k, index, oct;
+ size_t bufsize = sx * sy * sz;
x /= np->spread.X;
y /= np->spread.Y;
z /= np->spread.Z;
- memset(result, 0, sizeof(float) * sx * sy * sz);
+ memset(result, 0, sizeof(float) * bufsize);
- for (oct = 0; oct < np->octaves; oct++) {
+ for (int 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);
+ seed + np->seed + oct, eased);
- index = 0;
- for (k = 0; k != sz; k++) {
- for (j = 0; j != sy; j++) {
- for (i = 0; i != sx; i++) {
- result[index] += g * buf[index];
- index++;
- }
- }
- }
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
}
-void Noise::transformNoiseMap() {
- int 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++;
- }
- }
+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++;
}
}