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authorkwolekr <kwolekr@minetest.net>2014-12-07 21:57:12 -0500
committerkwolekr <kwolekr@minetest.net>2014-12-07 21:59:32 -0500
commit2fd3d5202051e03303ac2b8e76976a7c4c8477f3 (patch)
treec461272b8eef33846cf5773e38c6a8b7716e1d0d /src/noise.cpp
parent638f3a8454941d3f561b1834d47fa07a611454a3 (diff)
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Add flags and lacunarity as new noise parameters
Add 'absolute value' option to noise map functions Extend persistence modulation to 3D noise Extend 'eased' option to noise2d_perlin* functions Some noise.cpp formatting fixups
Diffstat (limited to 'src/noise.cpp')
-rw-r--r--src/noise.cpp260
1 files changed, 141 insertions, 119 deletions
diff --git a/src/noise.cpp b/src/noise.cpp
index 2d1b8d624..ac84ab20a 100644
--- a/src/noise.cpp
+++ b/src/noise.cpp
@@ -29,6 +29,7 @@
#include <string.h> // memset
#include "debug.h"
#include "util/numeric.h"
+#include "util/string.h"
#include "exceptions.h"
#define NOISE_MAGIC_X 1619
@@ -36,6 +37,10 @@
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
+typedef float (*Interp2dFxn)(
+ float v00, float v10, float v01, float v11,
+ float x, float y);
+
typedef float (*Interp3dFxn)(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
@@ -46,11 +51,18 @@ float cos_lookup[16] = {
1.0, -0.9238, -0.7071, -0.3826, 0, 0.3826, 0.7071, 0.9238
};
+FlagDesc flagdesc_noiseparams[] = {
+ {"defaults", NOISE_FLAG_DEFAULTS},
+ {"eased", NOISE_FLAG_EASED},
+ {"absvalue", NOISE_FLAG_ABSVALUE},
+ {"pointbuffer", NOISE_FLAG_POINTBUFFER},
+ {"simplex", NOISE_FLAG_SIMPLEX},
+ {NULL, 0}
+};
///////////////////////////////////////////////////////////////////////////////
-//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
float noise2d(int x, int y, int seed)
{
int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
@@ -79,95 +91,85 @@ float dotProduct(float vx, float vy, float wx, float wy)
inline float linearInterpolation(float v0, float v1, float t)
{
- return v0 + (v1 - v0) * t;
+ return v0 + (v1 - v0) * t;
}
float biLinearInterpolation(
- float v00, float v10,
- float v01, float v11,
- float x, float y)
+ 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 v = linearInterpolation(v01, v11, tx);
- return linearInterpolation(u, v, ty);
+ 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 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 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 v00, float v10,
+ float v01, float v11,
+ float x, float y)
{
- float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
- float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
- return linearInterpolation(u, v, z);
+ float tx = x;
+ float ty = y;
+ return (
+ v00 * (1 - tx) * (1 - ty) +
+ v10 * tx * (1 - ty) +
+ v01 * (1 - tx) * ty +
+ v11 * tx * ty
+ );
}
-*/
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 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 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
+ 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 triLinearInterpolationNoEase(
- float v000, float v100, float v010, float v110,
- float v001, float v101, float v011, float v111,
- float x, float y, float z)
+ 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 (
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
+ 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
);
}
@@ -198,7 +200,7 @@ float noise2d_gradient(float x, float y, int seed)
#endif
-float noise2d_gradient(float x, float y, int seed)
+float noise2d_gradient(float x, float y, int seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
@@ -212,7 +214,10 @@ float noise2d_gradient(float x, float y, int seed)
float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
- return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
+ if (eased)
+ return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
+ else
+ return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}
@@ -251,14 +256,14 @@ float noise3d_gradient(float x, float y, float z, int seed, bool eased)
float noise2d_perlin(float x, float y, int seed,
- int octaves, float persistence)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
for (int i = 0; i < octaves; i++)
{
- a += g * noise2d_gradient(x * f, y * f, seed + i);
+ a += g * noise2d_gradient(x * f, y * f, seed + i, eased);
f *= 2.0;
g *= persistence;
}
@@ -267,14 +272,13 @@ float noise2d_perlin(float x, float y, int seed,
float noise2d_perlin_abs(float x, float y, int seed,
- int octaves, float persistence)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
- for (int i = 0; i < octaves; i++)
- {
- a += g * fabs(noise2d_gradient(x * f, y * f, seed + i));
+ for (int i = 0; i < octaves; i++) {
+ a += g * fabs(noise2d_gradient(x * f, y * f, seed + i, eased));
f *= 2.0;
g *= persistence;
}
@@ -283,13 +287,12 @@ float noise2d_perlin_abs(float x, float y, int seed,
float noise3d_perlin(float x, float y, float z, int seed,
- int octaves, float persistence, bool eased)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
- for (int i = 0; i < octaves; i++)
- {
+ for (int i = 0; i < octaves; i++) {
a += g * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
f *= 2.0;
g *= persistence;
@@ -299,13 +302,12 @@ float noise3d_perlin(float x, float y, float z, int seed,
float noise3d_perlin_abs(float x, float y, float z, int seed,
- int octaves, float persistence, bool eased)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
- for (int i = 0; i < octaves; i++)
- {
+ for (int i = 0; i < octaves; i++) {
a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
f *= 2.0;
g *= persistence;
@@ -317,7 +319,7 @@ float noise3d_perlin_abs(float x, float y, float z, int seed,
float contour(float v)
{
v = fabs(v);
- if(v >= 1.0)
+ if (v >= 1.0)
return 0.0;
return (1.0 - v);
}
@@ -335,6 +337,12 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
this->sz = sz;
this->noisebuf = 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 {
@@ -437,6 +445,9 @@ void Noise::gradientMap2D(
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
+ Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+ biLinearInterpolation : biLinearInterpolationNoEase;
+
x0 = floor(x);
y0 = floor(y);
u = x - (float)x0;
@@ -463,7 +474,7 @@ void Noise::gradientMap2D(
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[index++] = biLinearInterpolation(v00, v10, v01, v11, u, v);
+ buf[index++] = interpolate(v00, v10, v01, v11, u, v);
u += step_x;
if (u >= 1.0) {
u -= 1.0;
@@ -489,7 +500,7 @@ void Noise::gradientMap2D(
void Noise::gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
- int seed, bool eased)
+ int seed)
{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
@@ -497,7 +508,7 @@ void Noise::gradientMap3D(
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
- Interp3dFxn interpolate = eased ?
+ Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
@@ -576,7 +587,7 @@ void Noise::gradientMap3D(
#undef idx
-float *Noise::perlinMap2D(float x, float y)
+float *Noise::perlinMap2D(float x, float y, float *persistence_map)
{
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy;
@@ -586,55 +597,30 @@ float *Noise::perlinMap2D(float x, float y)
memset(result, 0, sizeof(float) * bufsize);
- 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);
-
+ float *gmap = NULL;
+ if (persistence_map) {
+ gmap = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
- result[i] += g * buf[i];
-
- f *= 2.0;
- g *= np->persist;
+ gmap[i] = 1.0;
}
- return result;
-}
-
-
-float *Noise::perlinMap2DModulated(float x, float y, float *persist_map)
-{
- float f = 1.0;
- size_t bufsize = sx * sy;
-
- x /= np->spread.X;
- y /= np->spread.Y;
-
- memset(result, 0, sizeof(float) * bufsize);
-
- float *g = new float[bufsize];
- for (size_t i = 0; i != bufsize; i++)
- g[i] = 1.0;
-
- for (int 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);
- for (size_t i = 0; i != bufsize; i++) {
- result[i] += g[i] * buf[i];
- g[i] *= persist_map[i];
- }
+ updateResults(g, gmap, persistence_map, bufsize);
- f *= 2.0;
+ f *= np->lacunarity;
+ g *= np->persist;
}
- delete[] g;
+ delete[] gmap;
return result;
}
-float *Noise::perlinMap3D(float x, float y, float z, bool eased)
+float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
{
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy * sz;
@@ -645,22 +631,58 @@ float *Noise::perlinMap3D(float x, float y, float z, bool eased)
memset(result, 0, sizeof(float) * bufsize);
- for (int oct = 0; oct < np->octaves; oct++) {
+ float *gmap = NULL;
+ if (persistence_map) {
+ gmap = new float[bufsize];
+ for (size_t i = 0; i != bufsize; i++)
+ gmap[i] = 1.0;
+ }
+
+ 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, eased);
+ seed + np->seed + oct);
- for (size_t i = 0; i != bufsize; i++)
- result[i] += g * buf[i];
+ updateResults(g, gmap, persistence_map, bufsize);
- f *= 2.0;
+ f *= np->lacunarity;
g *= np->persist;
}
+ delete[] gmap;
return result;
}
+void Noise::updateResults(float g, float *gmap,
+ float *persistence_map, size_t bufsize)
+{
+ // This looks very ugly, but it is 50-70% faster than having
+ // conditional statements inside the loop
+ if (np->flags & NOISE_FLAG_ABSVALUE) {
+ if (persistence_map) {
+ for (size_t i = 0; i != bufsize; i++) {
+ result[i] += gmap[i] * fabs(buf[i]);
+ gmap[i] *= persistence_map[i];
+ }
+ } else {
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * fabs(buf[i]);
+ }
+ } else {
+ if (persistence_map) {
+ for (size_t i = 0; i != bufsize; i++) {
+ result[i] += gmap[i] * buf[i];
+ gmap[i] *= persistence_map[i];
+ }
+ } else {
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * buf[i];
+ }
+ }
+}
+
+
void Noise::transformNoiseMap()
{
size_t i = 0;