From d9d0efdeedffbef90361886b1f8b0877a4fde1f2 Mon Sep 17 00:00:00 2001 From: Perttu Ahola Date: Sun, 27 Feb 2011 00:59:56 +0200 Subject: fixed 3d noise and made 2d noise faster --- src/noise.cpp | 24 +++++++++++++++++++++++- 1 file changed, 23 insertions(+), 1 deletion(-) (limited to 'src') diff --git a/src/noise.cpp b/src/noise.cpp index 7b651dbb3..63682e1e4 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -92,6 +92,8 @@ double noise3d(int x, int y, int z, int seed) return 1.0 - (double)n/1073741824; } +#if 0 +// This is too slow double noise2d_gradient(double x, double y, int seed) { // Calculate the integer coordinates @@ -114,6 +116,26 @@ double noise2d_gradient(double x, double y, int seed) // Interpolate between the values return biLinearInterpolation(s,u,v,w,xl,yl); } +#endif + +#if 1 +double noise2d_gradient(double x, double 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 + double xl = x - (double)x0; + double yl = y - (double)y0; + // Get values for corners of cube + double v00 = noise2d(x0, y0, seed); + double v10 = noise2d(x0+1, y0, seed); + double v01 = noise2d(x0, y0+1, seed); + double v11 = noise2d(x0+1, y0+1, seed); + // Interpolate + return biLinearInterpolation(v00,v10,v01,v11,xl,yl); +} +#endif double noise3d_gradient(double x, double y, double z, int seed) { @@ -124,7 +146,7 @@ double noise3d_gradient(double x, double y, double z, int seed) // Calculate the remaining part of the coordinates double xl = x - (double)x0; double yl = y - (double)y0; - double zl = y - (double)z0; + double zl = z - (double)z0; // Get values for corners of cube double v000 = noise3d(x0, y0, z0, seed); double v100 = noise3d(x0+1, y0, z0, seed); -- cgit v1.2.3