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Commit message (Expand)AuthorAge
* Implement WieldMeshSceneNode which improves wield mesh renderingKahrl2014-11-08
* Add option to enable mesh caching, add wallmounted for meshes.RealBadAngel2014-10-29
* Add support for Android 2.3+sapier2014-06-29
* Fix rendering glitches when far from the center of the mapNovatux2014-03-04
* Make MutexQueue use jsemaphore for signalingsapier2014-01-10
* Shaders rework.RealBadAngel2013-12-03
* Fix Result of processed Request was written to invalid (non existent) ResultQ...sapier2013-11-17
* Fix multicaller support in RequestQueuesapier2013-11-17
* Bump protocol versionPilzAdam2013-07-20
* Make range of tools configureablePilzAdam2013-07-20
* Change ContentFeatures array to a vectorKahrl2013-07-14
* Fix many formspec menu bugssapier2013-07-07
* Move generateTextureFromMesh to TextureSource to fix a texture leakKahrl2013-07-03
* Remove texture atlas / AtlasPointer, rename getTextureRaw to getTextureKahrl2013-07-02
* Really fix itemdef memory leaksapier2013-05-09
* Fix itemdef drop on NULL texturekwolekr2013-04-28
* fix extruded items texture leaksapier2013-04-09
* fix memory leak in itemdefsapier2013-04-07
* Add different place sound for nodesPilzAdam2013-03-29
* New damage system, add damageGroups to ToolCapabilities, bump protocol versionPilzAdam2013-03-29
* Migrate to STL containers/algorithms.Ilya Zhuravlev2013-03-11
* Fix nodeplacement predictionPilzAdam2013-02-27
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Disable placement prediction for nodes that use on_rightclickJeija2013-02-19
* Handle day-night transition in shader and make light sources brighter when sh...Perttu Ahola2012-12-02
* On-demand item meshes and texturesPerttu Ahola2012-12-02
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Node texture animationPerttu Ahola2012-06-16
* Node placement client-side predictionPerttu Ahola2012-06-10
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Attempt to fix some minor memory leaksPerttu Ahola2012-03-20
* MapBlockMesh, mesh animation system, urgent mesh updates, athmospheric light,...Kahrl2012-03-15
* Clean up log messages everywherePerttu Ahola2012-03-11
* Digging time groups WIPPerttu Ahola2012-03-10
* itemdef: handle the !render-to-target caseJonathan Neuschäfer2012-02-24
* The huge item definition and item namespace unification patch (itemdef), see ...Kahrl2012-01-12
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/*
 * Minetest
 * Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
 * Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without modification, are
 * permitted provided that the following conditions are met:
 *  1. Redistributions of source code must retain the above copyright notice, this list of
 *     conditions and the following disclaimer.
 *  2. Redistributions in binary form must reproduce the above copyright notice, this list
 *     of conditions and the following disclaimer in the documentation and/or other materials
 *     provided with the distribution.
 *
 * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
 * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
 * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
 * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
 * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
 * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
 * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

#include <math.h>
#include "noise.h"
#include <iostream>
#include <string.h> // memset
#include "debug.h"
#include "util/numeric.h"
#include "util/string.h"
#include "exceptions.h"

#define NOISE_MAGIC_X    1619
#define NOISE_MAGIC_Y    31337
#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,
		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
};

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}
};

///////////////////////////////////////////////////////////////////////////////


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;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


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;
	n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff;
	return 1.f - (float)n / 0x40000000;
}


inline float dotProduct(float vx, float vy, float wx, float wy)
{
	return vx * wx + vy * wy;
}


inline float linearInterpolation(float v0, float v1, float t)
{
	return v0 + (v1 - v0) * t;
}


inline float biLinearInterpolation(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float tx = easeCurve(x);
	float ty = easeCurve(y);
#if 0
	return (
		v00 * (1 - tx) * (1 - ty) +
		v10 *      tx  * (1 - ty) +
		v01 * (1 - tx) *      ty  +
		v11 *      tx  *      ty
	);
#endif
	float u = linearInterpolation(v00, v10, tx);
	float v = linearInterpolation(v01, v11, tx);
	return linearInterpolation(u, v, ty);
}


inline float biLinearInterpolationNoEase(
	float v00, float v10,
	float v01, float v11,
	float x, float y)
{
	float u = linearInterpolation(v00, v10, x);
	float v = linearInterpolation(v01, v11, 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 tx = easeCurve(x);
	float ty = easeCurve(y);
	float tz = easeCurve(z);
#if 0
	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
	);
#endif
	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 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 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)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	// Get values for corners of square
	float v00 = noise2d(x0, y0, seed);
	float v10 = noise2d(x0+1, y0, seed);
	float v01 = noise2d(x0, y0+1, seed);
	float v11 = noise2d(x0+1, y0+1, seed);
	// Interpolate
	if (eased)
		return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
	else
		return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}


float noise3d_gradient(float x, float y, float z, int seed, bool eased)
{
	// Calculate the integer coordinates
	int x0 = myfloor(x);
	int y0 = myfloor(y);
	int z0 = myfloor(z);
	// Calculate the remaining part of the coordinates
	float xl = x - (float)x0;
	float yl = y - (float)y0;
	float zl = z - (float)z0;
	// Get values for corners of cube
	float v000 = noise3d(x0,     y0,     z0,     seed);
	float v100 = noise3d(x0 + 1, y0,     z0,     seed);
	float v010 = noise3d(x0,     y0 + 1, z0,     seed);
	float v110 = noise3d(x0 + 1, y0 + 1, z0,     seed);
	float v001 = noise3d(x0,     y0,     z0 + 1, seed);
	float v101 = noise3d(x0 + 1, y0,     z0 + 1, seed);
	float v011 = noise3d(x0,     y0 + 1, z0 + 1, seed);
	float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
	// Interpolate
	if (eased) {
		return triLinearInterpolation(
			v000, v100, v010, v110,
			v001, v101, v011, v111,
			xl, yl, zl);
	} else {
		return triLinearInterpolationNoEase(
			v000, v100, v010, v110,
			v001, v101, v011, v111,
			xl, yl, zl);
	}
}


float noise2d_perlin(float x, float y, int seed,
	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, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise2d_perlin_abs(float x, float y, int seed,
	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, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin(float x, float y, float z, int seed,
	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 * noise3d_gradient(x * f, y * f, z * f, seed + i, eased);
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float noise3d_perlin_abs(float x, float y, float z, int seed,
	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(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


float contour(float v)
{
	v = fabs(v);
	if (v >= 1.0)
		return 0.0;
	return (1.0 - v);
}


///////////////////////// [ New noise ] ////////////////////////////


float NoisePerlin2D(NoiseParams *np, float x, float y, int 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);

		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, int seed)
{
	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_, int seed, int sx, int sy, int sz)
{
	memcpy(&np, np_, sizeof(np));
	this->seed = seed;
	this->sx   = sx;
	this->sy   = sy;
	this->sz   = sz;

	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;
	}

	allocBuffers();
}


Noise::~Noise()
{
	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] noise_buf;
	delete[] result;
}


void Noise::allocBuffers()
{
	this->noise_buf = NULL;
	resizeNoiseBuf(sz > 1);

	delete[] gradient_buf;
	delete[] persist_buf;
	delete[] result;

	try {
		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(int sx, int sy, int sz)
{
	this->sx = sx;
	this->sy = sy;
	this->sz = sz;

	allocBuffers();
}


void Noise::setSpreadFactor(v3f spread)
{
	this->np.spread = spread;

	resizeNoiseBuf(sz > 1);
}


void Noise::setOctaves(int 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 = pow(np.lacunarity, np.octaves - 1);

	//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)ceil(sx * ofactor / np.spread.X) + 3;
	nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
	nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;

	delete[] noise_buf;
	try {
		noise_buf = new float[nlx * nly * nlz];
	} catch (std::bad_alloc &e) {
		throw InvalidNoiseParamsException();
	}
}


/*
 * NB:  This algorithm is not optimal in terms of space complexity.  The entire
 * integer lattice of noise points could be done as 2 lines instead, and for 3D,
 * 2 lines + 2 planes.
 * However, this would require the noise calls to be interposed with the
 * interpolation loops, which may trash the icache, leading to lower overall
 * performance.
 * Another optimization that could save half as many noise calls is to carry over
 * 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;
	int nlx, nly;

	Interp2dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
		biLinearInterpolation : biLinearInterpolationNoEase;

	x0 = floor(x);
	y0 = floor(y);
	u = x - (float)x0;
	v = y - (float)y0;
	orig_u = u;

	//calculate noise point lattice
	nlx = (int)(u + sx * step_x) + 2;
	nly = (int)(v + sy * step_y) + 2;
	index = 0;
	for (j = 0; j != nly; j++)
		for (i = 0; i != nlx; i++)
			noise_buf[index++] = noise2d(x0 + i, y0 + j, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	for (j = 0; j != sy; j++) {
		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++) {
			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 = noise_buf[idx(noisex + 1, noisey)];
				v11 = noise_buf[idx(noisex + 1, noisey + 1)];
			}
		}

		v += step_y;
		if (v >= 1.0) {
			v -= 1.0;
			noisey++;
		}
	}
}
#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_v;
	int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
	int nlx, nly, nlz;

	Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
		triLinearInterpolation : triLinearInterpolationNoEase;

	x0 = floor(x);
	y0 = floor(y);
	z0 = floor(z);
	u = x - (float)x0;
	v = y - (float)y0;
	w = z - (float)z0;
	orig_u = u;
	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;
	index = 0;
	for (k = 0; k != nlz; k++)
		for (j = 0; j != nly; j++)
			for (i = 0; i != nlx; i++)
				noise_buf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);

	//calculate interpolations
	index  = 0;
	noisey = 0;
	noisez = 0;
	for (k = 0; k != sz; k++) {
		v = orig_v;
		noisey = 0;
		for (j = 0; j != sy; j++) {
			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++) {
				gradient_buf[index++] = interpolate(
					v000, v100, v010, v110,
					v001, v101, v011, v111,
					u, v, w);

				u += step_x;
				if (u >= 1.0) {
					u -= 1.0;
					noisex++;
					v000 = v100;
					v010 = v110;
					v100 = noise_buf[idx(noisex + 1, noisey,     noisez)];
					v110 = noise_buf[idx(noisex + 1, noisey + 1, noisez)];
					v001 = v101;
					v011 = v111;
					v101 = noise_buf[idx(noisex + 1, noisey,     noisez + 1)];
					v111 = noise_buf[idx(noisex + 1, noisey + 1, noisez + 1)];
				}
			}

			v += step_y;
			if (v >= 1.0) {
				v -= 1.0;
				noisey++;
			}
		}

		w += step_z;
		if (w >= 1.0) {
			w -= 1.0;
			noisez++;
		}
	}
}
#undef idx


float *Noise::perlinMap2D(float x, float y, float *persistence_map)
{
	float f = 1.0, g = 1.0;
	size_t bufsize = sx * sy;

	x /= np.spread.X;
	y /= np.spread.Y;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[i] = 1.0;
	}

	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);

		updateResults(g, persist_buf, persistence_map, bufsize);

		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;
	}

	return result;
}


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;

	x /= np.spread.X;
	y /= np.spread.Y;
	z /= np.spread.Z;

	memset(result, 0, sizeof(float) * bufsize);

	if (persistence_map) {
		if (!persist_buf)
			persist_buf = new float[bufsize];
		for (size_t i = 0; i != bufsize; i++)
			persist_buf[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);

		updateResults(g, persist_buf, persistence_map, bufsize);

		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;
	}

	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(gradient_buf[i]);
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * fabs(gradient_buf[i]);
		}
	} else {
		if (persistence_map) {
			for (size_t i = 0; i != bufsize; 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 * gradient_buf[i];
		}
	}
}