diff options
Diffstat (limited to 'src/noise.cpp')
-rw-r--r-- | src/noise.cpp | 736 |
1 files changed, 449 insertions, 287 deletions
diff --git a/src/noise.cpp b/src/noise.cpp index e75fbf4bd..de9d48808 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -21,89 +21,116 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "noise.h" #include <iostream> #include "debug.h" +#include "util/numeric.h" -#define NOISE_MAGIC_X 1619 -#define NOISE_MAGIC_Y 31337 -#define NOISE_MAGIC_Z 52591 +#define NOISE_MAGIC_X 1619 +#define NOISE_MAGIC_Y 31337 +#define NOISE_MAGIC_Z 52591 #define NOISE_MAGIC_SEED 1013 -double 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 +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 }; -double dotProduct(double vx, double vy, double wx, double wy){ - return vx*wx+vy*wy; + +/////////////////////////////////////////////////////////////////////////////// + + +//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 + + NOISE_MAGIC_SEED * seed) & 0x7fffffff; + n = (n >> 13) ^ n; + n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return 1.f - (float)n / 0x40000000; } - -double easeCurve(double t){ - return t * t * t * (6. * t * t - 15. * t + 10.); + + +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; } - -double linearInterpolation(double x0, double x1, double t){ - return x0+(x1-x0)*t; + + +float dotProduct(float vx, float vy, float wx, float wy) { + return vx * wx + vy * wy; } - -double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){ - double tx = easeCurve(x); - double ty = easeCurve(y); - /*double tx = x; - double ty = y;*/ - double u = linearInterpolation(x0y0,x1y0,tx); - double v = linearInterpolation(x0y1,x1y1,tx); - return linearInterpolation(u,v,ty); + + +inline float linearInterpolation(float v0, float v1, float t) { + return v0 + (v1 - v0) * t; } -double triLinearInterpolation( - double v000, double v100, double v010, double v110, - double v001, double v101, double v011, double v111, - double x, double y, double z) -{ - /*double tx = easeCurve(x); - double ty = easeCurve(y); - double tz = easeCurve(z);*/ - double tx = x; - double ty = y; - double 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 - ); + +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 v = linearInterpolation(v01, v11, tx); + return linearInterpolation(u, v, ty); } -double 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 1.0 - (double)n/1073741824; + +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 = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y); + float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y); + return linearInterpolation(u, v, z); } -double noise3d(int x, int y, int z, int seed) + +#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) { - 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 1.0 - (double)n/1073741824; + /*float tx = easeCurve(x); + float ty = easeCurve(y); + float tz = easeCurve(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 + ); } +#endif + #if 0 -double noise2d_gradient(double x, double y, int seed) +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 - double xl = x - (double)x0; - double yl = y - (double)y0; + 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); @@ -111,119 +138,126 @@ double noise2d_gradient(double x, double y, int seed) 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 - double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl); - double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl); - double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl); - double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl); + 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 -#if 1 -double noise2d_gradient(double x, double y, int seed) + +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); + int x0 = myfloor(x); + int y0 = myfloor(y); // 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); + 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 return biLinearInterpolation(v00,v10,v01,v11,xl,yl); } -#endif -double noise3d_gradient(double x, double y, double z, int seed) + +float noise3d_gradient(float x, float y, float z, 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); - int z0 = (z > 0.0 ? (int)z : (int)z - 1); + int x0 = myfloor(x); + int y0 = myfloor(y); + int z0 = myfloor(z); // Calculate the remaining part of the coordinates - double xl = x - (double)x0; - double yl = y - (double)y0; - double zl = z - (double)z0; + float xl = x - (float)x0; + float yl = y - (float)y0; + float zl = z - (float)z0; // Get values for corners of cube - double v000 = noise3d(x0, y0, z0, seed); - double v100 = noise3d(x0+1, y0, z0, seed); - double v010 = noise3d(x0, y0+1, z0, seed); - double v110 = noise3d(x0+1, y0+1, z0, seed); - double v001 = noise3d(x0, y0, z0+1, seed); - double v101 = noise3d(x0+1, y0, z0+1, seed); - double v011 = noise3d(x0, y0+1, z0+1, seed); - double v111 = noise3d(x0+1, y0+1, z0+1, seed); + 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 - return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl); + return triLinearInterpolation(v000, v100, v010, v110, + v001, v101, v011, v111, + xl, yl, zl); } -double noise2d_perlin(double x, double y, int seed, - int octaves, double persistence) + +float noise2d_perlin(float x, float y, int seed, + int octaves, float persistence) { - double a = 0; - double f = 1.0; - double g = 1.0; - for(int i=0; i<octaves; i++) + 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); f *= 2.0; g *= persistence; } return a; } -double noise2d_perlin_abs(double x, double y, int seed, - int octaves, double persistence) + +float noise2d_perlin_abs(float x, float y, int seed, + int octaves, float persistence) { - double a = 0; - double f = 1.0; - double g = 1.0; - for(int i=0; i<octaves; i++) + 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)); + a += g * fabs(noise2d_gradient(x * f, y * f, seed + i)); f *= 2.0; g *= persistence; } return a; } -double noise3d_perlin(double x, double y, double z, int seed, - int octaves, double persistence) + +float noise3d_perlin(float x, float y, float z, int seed, + int octaves, float persistence) { - double a = 0; - double f = 1.0; - double g = 1.0; - for(int i=0; i<octaves; i++) + 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); + a += g * noise3d_gradient(x * f, y * f, z * f, seed + i); f *= 2.0; g *= persistence; } return a; } -double noise3d_perlin_abs(double x, double y, double z, int seed, - int octaves, double persistence) + +float noise3d_perlin_abs(float x, float y, float z, int seed, + int octaves, float persistence) { - double a = 0; - double f = 1.0; - double g = 1.0; - for(int i=0; i<octaves; i++) + 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)); + a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i)); f *= 2.0; g *= persistence; } return a; } + // -1->0, 0->1, 1->0 -double contour(double v) +float contour(float v) { v = fabs(v); if(v >= 1.0) @@ -231,195 +265,323 @@ double contour(double v) return (1.0-v); } -double noise3d_param(const NoiseParams ¶m, double x, double y, double z) -{ - double s = param.pos_scale; - x /= s; - y /= s; - z /= s; - if(param.type == NOISE_CONSTANT_ONE) - { - return 1.0; - } - else if(param.type == NOISE_PERLIN) - { - return param.noise_scale*noise3d_perlin(x,y,z, param.seed, - param.octaves, - param.persistence); - } - else if(param.type == NOISE_PERLIN_ABS) - { - return param.noise_scale*noise3d_perlin_abs(x,y,z, param.seed, - param.octaves, - param.persistence); - } - else if(param.type == NOISE_PERLIN_CONTOUR) - { - return contour(param.noise_scale*noise3d_perlin(x,y,z, - param.seed, param.octaves, - param.persistence)); - } - else if(param.type == NOISE_PERLIN_CONTOUR_FLIP_YZ) - { - return contour(param.noise_scale*noise3d_perlin(x,z,y, - param.seed, param.octaves, - param.persistence)); - } - else assert(0); +///////////////////////// [ New perlin stuff ] //////////////////////////// + + +Noise::Noise(NoiseParams *np, int seed, int sx, int sy) { + init(np, seed, sx, sy, 1); } -/* - NoiseBuffer -*/ -NoiseBuffer::NoiseBuffer(): - m_data(NULL) -{ +Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) { + init(np, seed, sx, sy, sz); } -NoiseBuffer::~NoiseBuffer() -{ - clear(); + +void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) { + this->np = np; + this->seed = seed; + this->sx = sx; + this->sy = sy; + this->sz = sz; + + this->noisebuf = NULL; + resizeNoiseBuf(sz > 1); + + this->buf = new float[sx * sy * sz]; + this->result = new float[sx * sy * sz]; } -void NoiseBuffer::clear() -{ - if(m_data) - delete[] m_data; - m_data = NULL; - m_size_x = 0; - m_size_y = 0; - m_size_z = 0; + +Noise::~Noise() { + delete[] buf; + delete[] result; + delete[] noisebuf; } -void NoiseBuffer::create(const NoiseParams ¶m, - double first_x, double first_y, double first_z, - double last_x, double last_y, double last_z, - double samplelength_x, double samplelength_y, double samplelength_z) -{ - clear(); - - m_start_x = first_x - samplelength_x; - m_start_y = first_y - samplelength_y; - m_start_z = first_z - samplelength_z; - m_samplelength_x = samplelength_x; - m_samplelength_y = samplelength_y; - m_samplelength_z = samplelength_z; - - m_size_x = (last_x - m_start_x)/samplelength_x + 2; - m_size_y = (last_y - m_start_y)/samplelength_y + 2; - m_size_z = (last_z - m_start_z)/samplelength_z + 2; - - m_data = new double[m_size_x*m_size_y*m_size_z]; - - for(int x=0; x<m_size_x; x++) - for(int y=0; y<m_size_y; y++) - for(int z=0; z<m_size_z; z++) - { - double xd = (m_start_x + (double)x*m_samplelength_x); - double yd = (m_start_y + (double)y*m_samplelength_y); - double zd = (m_start_z + (double)z*m_samplelength_z); - double a = noise3d_param(param, xd,yd,zd); - intSet(x,y,z, a); - } + +void Noise::setSize(int sx, int sy) { + setSize(sx, sy, 1); } -void NoiseBuffer::multiply(const NoiseParams ¶m) -{ - assert(m_data != NULL); - for(int x=0; x<m_size_x; x++) - for(int y=0; y<m_size_y; y++) - for(int z=0; z<m_size_z; z++) - { - double xd = (m_start_x + (double)x*m_samplelength_x); - double yd = (m_start_y + (double)y*m_samplelength_y); - double zd = (m_start_z + (double)z*m_samplelength_z); - double a = noise3d_param(param, xd,yd,zd); - intMultiply(x,y,z, a); - } +void Noise::setSize(int sx, int sy, int sz) { + this->sx = sx; + this->sy = sy; + this->sz = sz; + + this->noisebuf = NULL; + resizeNoiseBuf(sz > 1); + + delete[] buf; + delete[] result; + this->buf = new float[sx * sy * sz]; + this->result = new float[sx * sy * sz]; } -// Deprecated -void NoiseBuffer::create(int seed, int octaves, double persistence, - bool abs, - double first_x, double first_y, double first_z, - double last_x, double last_y, double last_z, - double samplelength_x, double samplelength_y, double samplelength_z) -{ - NoiseParams param; - param.type = abs ? NOISE_PERLIN_ABS : NOISE_PERLIN; - param.seed = seed; - param.octaves = octaves; - param.persistence = persistence; - - create(param, first_x, first_y, first_z, - last_x, last_y, last_z, - samplelength_x, samplelength_y, samplelength_z); + +void Noise::setSpreadFactor(v3f spread) { + this->np->spread = spread; + + resizeNoiseBuf(sz > 1); } -void NoiseBuffer::intSet(int x, int y, int z, double d) -{ - int i = m_size_x*m_size_y*z + m_size_x*y + x; - assert(i >= 0); - assert(i < m_size_x*m_size_y*m_size_z); - m_data[i] = d; + +void Noise::setOctaves(int octaves) { + this->np->octaves = octaves; + + resizeNoiseBuf(sz > 1); } -void NoiseBuffer::intMultiply(int x, int y, int z, double d) -{ - int i = m_size_x*m_size_y*z + m_size_x*y + x; - assert(i >= 0); - assert(i < m_size_x*m_size_y*m_size_z); - m_data[i] = m_data[i] * d; + +void Noise::resizeNoiseBuf(bool is3d) { + int nlx, nly, nlz; + float ofactor; + + //maximum possible spread value factor + ofactor = (float)(1 << (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)(sx * ofactor / np->spread.X) + 3; + nly = (int)(sy * ofactor / np->spread.Y) + 3; + nlz = is3d ? (int)(sz * ofactor / np->spread.Z) + 3 : 1; + + if (noisebuf) + delete[] noisebuf; + noisebuf = new float[nlx * nly * nlz]; } -double NoiseBuffer::intGet(int x, int y, int z) -{ - int i = m_size_x*m_size_y*z + m_size_x*y + x; - assert(i >= 0); - assert(i < m_size_x*m_size_y*m_size_z); - return m_data[i]; + +/* + * 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. + */ +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; + + 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++) + noisebuf[index++] = noise2d(x0 + i, y0 + j, seed); + + //calculate interpolations + noisey = 0; + for (j = 0; j != sy; j++) { + v00 = noisebuf[noisey * nlx]; + v10 = noisebuf[noisey * nlx + 1]; + v01 = noisebuf[(noisey + 1) * nlx]; + v11 = noisebuf[(noisey + 1) * nlx + 1]; + + u = orig_u; + noisex = 0; + for (i = 0; i != sx; i++) { + buf[j * sx + i] = biLinearInterpolation(v00, v10, v01, v11, u, v); + u += step_x; + if (u >= 1.0) { + u -= 1.0; + noisex++; + v00 = v10; + v01 = v11; + v10 = noisebuf[noisey * nlx + noisex + 1]; + v11 = noisebuf[(noisey + 1) * nlx + noisex + 1]; + } + } + + v += step_y; + if (v >= 1.0) { + v -= 1.0; + noisey++; + } + } } -double NoiseBuffer::get(double x, double y, double z) -{ - x -= m_start_x; - y -= m_start_y; - z -= m_start_z; - x /= m_samplelength_x; - y /= m_samplelength_y; - z /= m_samplelength_z; - // Calculate the integer coordinates - int x0 = (x > 0.0 ? (int)x : (int)x - 1); - int y0 = (y > 0.0 ? (int)y : (int)y - 1); - int z0 = (z > 0.0 ? (int)z : (int)z - 1); - // Calculate the remaining part of the coordinates - double xl = x - (double)x0; - double yl = y - (double)y0; - double zl = z - (double)z0; - // Get values for corners of cube - double v000 = intGet(x0, y0, z0); - double v100 = intGet(x0+1, y0, z0); - double v010 = intGet(x0, y0+1, z0); - double v110 = intGet(x0+1, y0+1, z0); - double v001 = intGet(x0, y0, z0+1); - double v101 = intGet(x0+1, y0, z0+1); - double v011 = intGet(x0, y0+1, z0+1); - double v111 = intGet(x0+1, y0+1, z0+1); - // Interpolate - return triLinearInterpolation(v000,v100,v010,v110,v001,v101,v011,v111,xl,yl,zl); + +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_w; + int index, i, j, k, x0, y0, z0, noisex, noisey, noisez; + int nlx, nly, nlz; + + 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_w = w; + + //calculate noise point lattice + nlx = (int)(u + sx * step_x) + 2; + nly = (int)(v + sy * step_y) + 2; + nlz = (int)(v + sy * step_z) + 2; + index = 0; + for (k = 0; k != nlz; k++) + for (j = 0; j != nly; j++) + for (i = 0; i != nlx; i++) + noisebuf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed); + +#define index(x, y, z) ((z) * nly * nlx + (y) * nlx + (x)) + + //calculate interpolations + noisey = 0; + noisez = 0; + for (k = 0; k != sz; k++) { + v000 = noisebuf[index(0, noisey, noisez)]; + v100 = noisebuf[index(1, noisey, noisez)]; + v010 = noisebuf[index(0, noisey + 1, noisez)]; + v110 = noisebuf[index(1, noisey + 1, noisez)]; + v001 = noisebuf[index(0, noisey, noisez + 1)]; + v101 = noisebuf[index(1, noisey, noisez + 1)]; + v011 = noisebuf[index(0, noisey + 1, noisez + 1)]; + v111 = noisebuf[index(1, noisey + 1, noisez + 1)]; + + w = orig_w; + noisey = 0; + for (j = 0; j != sy; j++) { + v000 = noisebuf[index(0, noisey, noisez)]; + v100 = noisebuf[index(1, noisey, noisez)]; + v010 = noisebuf[index(0, noisey + 1, noisez)]; + v110 = noisebuf[index(1, noisey + 1, noisez)]; + v001 = noisebuf[index(0, noisey, noisez + 1)]; + v101 = noisebuf[index(1, noisey, noisez + 1)]; + v011 = noisebuf[index(0, noisey + 1, noisez + 1)]; + v111 = noisebuf[index(1, noisey + 1, noisez + 1)]; + + u = orig_u; + noisex = 0; + for (i = 0; i != sx; i++) { + buf[j * sx + i] = triLinearInterpolation( + 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 = noisebuf[index(noisex + 1, noisey, noisez)]; + v110 = noisebuf[index(noisex + 1, noisey + 1, noisez)]; + v001 = v101; + v011 = v111; + v101 = noisebuf[index(noisex + 1, noisey, noisez + 1)]; + v111 = noisebuf[index(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++; + } + } } -/*bool NoiseBuffer::contains(double x, double y, double z) -{ - x -= m_start_x; - y -= m_start_y; - z -= m_start_z; - x /= m_samplelength_x; - y /= m_samplelength_y; - z /= m_samplelength_z; - if(x <= 0.0 || x >= m_size_x) -}*/ +float *Noise::perlinMap2D(float x, float y) { + float a = 0.0, f = 1.0, g = 1.0; + int i, j, index, oct; + + x /= np->spread.X; + y /= np->spread.Y; + + memset(result, 0, sizeof(float) * sx * sy); + + for (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++; + } + } + + f *= 2.0; + g *= np->persist; + } + + return result; +} + + +float *Noise::perlinMap3D(float x, float y, float z) { + float a = 0.0, f = 1.0, g = 1.0; + int i, j, k, index, oct; + + x /= np->spread.X; + y /= np->spread.Y; + z /= np->spread.Z; + + memset(result, 0, sizeof(float) * sx * sy * sz); + + for (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); + + 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++; + } + } + } + + f *= 2.0; + g *= np->persist; + } + + return result; +} + + +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++; + } + } + } +} |