From aab7c83d0229c2c7aa3b60de3ca1b1a4eb326b55 Mon Sep 17 00:00:00 2001 From: Loic Blot Date: Fri, 24 Jul 2015 21:03:50 +0200 Subject: Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will always evaluate to true. --- src/noise.cpp | 47 ----------------------------------------------- 1 file changed, 47 deletions(-) (limited to 'src/noise.cpp') diff --git a/src/noise.cpp b/src/noise.cpp index 5b08eb942..443c405ce 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -192,14 +192,6 @@ inline float biLinearInterpolation( { 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); @@ -225,18 +217,6 @@ float triLinearInterpolation( 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); @@ -252,33 +232,6 @@ float triLinearInterpolationNoEase( 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 -- cgit v1.2.3