aboutsummaryrefslogtreecommitdiff
Commit message (Expand)AuthorAge
...
* Sky.cpp: Improve code style. Define sky colours as SColorparamat2016-06-11
* Make node timers more efficientEkdohibs2016-06-11
* Random misc. warning fixes and cleanupskwolekr2016-06-11
* Settings: Clean up settings changed callback codekwolekr2016-06-11
* Fix android buildest312016-06-11
* Server: Add reason for leave to `on_leaveplayer` callbacksDiego Martinez2016-06-11
* Sky: Darker, bluer sky and improved horizon haze at nightparamat2016-06-09
* Sky: Fix sunrisebg texture motion (#4199)Paramat2016-06-08
* Lua_api.txt: Split long lines. Capitalise 'Biome API'. Minor editsparamat2016-06-07
* Mapgen: Optimize biomemap creation by combining with generateBiomeskwolekr2016-06-05
* Biome API: Add per-biome riverbed material and depthparamat2016-06-05
* Mapgen: Performance improvement and fixes for updateLiquid (#4065)MillersMan2016-06-04
* Biomes: Define and use biome_t for biome IDskwolekr2016-06-04
* PcgRandom: Fix/improve documentationkwolekr2016-06-04
* Change internal type for seeds to s32kwolekr2016-06-04
* Initial Gamepad supportest312016-06-03
* Input related generalisationsest312016-06-03
* Sapier's fix for the RESEND RELIABLE problem (#4170)Robert Kiraly2016-06-03
* Mgv7: Always carve river channels in mountain terrainparamat2016-06-02
* Add colored text (not only colored chat).Ekdohibs2016-05-31
* Colored chat working as expected for both freetype and non-freetype builds. @...TriBlade92016-05-31
* Translated using Weblate (Hebrew)yuval hreman2016-05-30
* Translated using Weblate (Russian)Andrey K2016-05-30
* Translated using Weblate (Italian)Emon Omen2016-05-30
* Translated using Weblate (Ukrainian)Fixer2016-05-30
* Translated using Weblate (Russian)Sergey2016-05-30
* Translated using Weblate (Russian)Vasily Pavlov2016-05-30
* Translated using Weblate (German)Wuzzy2016-05-30
* Add minetest.check_password_entry callbackest312016-05-30
* protection_bypass priv can now be revoked in singleplayer (#4169)Sokomine2016-05-30
* Remove unused code in s_security.cpp (#4172)Zeno-2016-05-30
* Particles: Add option to remove particles on collisionAuke Kok2016-05-28
* Add base64 encoding and decoding to the lua api. (#3919)red-0012016-05-27
* Disallow external linkage for default Cavegen NoiseParamskwolekr2016-05-27
* Dungeongen: Remove dependency on Mapgenkwolekr2016-05-27
* Mapgen: Combine dungeon generation codekwolekr2016-05-27
* Mapgen: Deduplicate common constructor codekwolekr2016-05-27
* Mapgen: Remove calculateNoise from most mapgenskwolekr2016-05-27
* Mapgen V7: Remove now-unused ridge heightmapkwolekr2016-05-27
* Cavegen: Move V5-style caves to CavesNoiseIntersectionkwolekr2016-05-27
* Cavegen: Minor misc. fixeskwolekr2016-05-27
* Fix undefined evaluation order when constructing random vectorskwolekr2016-05-27
* Cavegen: Re-add small caves to CavesRandomWalkkwolekr2016-05-27
* Cavegen: Remove CavesRandomWalk dependency on Mapgenkwolekr2016-05-27
* Cavegen: Merge instances of repetitive surface level-finding codekwolekr2016-05-27
* Cavegen: Remove CavesV6 dependency on Mapgenkwolekr2016-05-27
* Cavegen: Rename CaveV6 to CavesV6kwolekr2016-05-27
* Cavegen: Merge CaveV5 and CaveV7 into CavesRandomWalkkwolekr2016-05-27
* Fix MgStoneType and BiomeType enum nameskwolekr2016-05-27
* Mapgen: Combine generateBiomes, dustTopNodes, and generateCaveskwolekr2016-05-27
418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677 678 679 680 681 682 683 684 685 686 687 688 689 690 691 692 693 694 695 696 697 698 699 700 701 702 703 704 705 706 707 708 709 710 711 712 713 714 715 716 717 718 719 720 721 722 723 724 725 726 727 728 729 730 731 732 733 734 735 736 737 738 739 740 741 742 743 744 745 746 747 748 749 750 751 752 753 754 755 756 757 758 759 760 761 762 763 764 765 766 767 768 769 770 771 772 773 774 775 776 777 778 779 780 781 782 783 784 785 786 787 788 789 790 791 792 793 794 795 796 797 798 799 800 801 802 803 804 805 806 807 808 809 810
/*
 * 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 <cmath>
#include "noise.h"
#include <iostream>
#include <cstring> // 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);

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}
};

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

PcgRandom::PcgRandom(u64 state, u64 seq)
{
	seed(state, seq);
}

void PcgRandom::seed(u64 state, u64 seq)
{
	m_state = 0U;
	m_inc = (seq << 1u) | 1u;
	next();
	m_state += state;
	next();
}


u32 PcgRandom::next()
{
	u64 oldstate = m_state;
	m_state = oldstate * 6364136223846793005ULL + m_inc;

	u32 xorshifted = ((oldstate >> 18u) ^ oldstate) >> 27u;
	u32 rot = oldstate >> 59u;
	return (xorshifted >> rot) | (xorshifted << ((-rot) & 31));
}


u32 PcgRandom::range(u32 bound)
{
	// If the bound is 0, we cover the whole RNG's range
	if (bound == 0)
		return next();

	/*
		This is an optimization of the expression:
		  0x100000000ull % bound
		since 64-bit modulo operations typically much slower than 32.
	*/
	u32 threshold = -bound % bound;
	u32 r;

	/*
		If the bound is not a multiple of the RNG's range, it may cause bias,
		e.g. a RNG has a range from 0 to 3 and we take want a number 0 to 2.
		Using rand() % 3, the number 0 would be twice as likely to appear.
		With a very large RNG range, the effect becomes less prevalent but
		still present.

		This can be solved by modifying the range of the RNG to become a
		multiple of bound by dropping values above the a threshold.

		In our example, threshold == 4 % 3 == 1, so reject values < 1
		(that is, 0), thus making the range == 3 with no bias.

		This loop may look dangerous, but will always terminate due to the
		RNG's property of uniformity.
	*/
	while ((r = next()) < threshold)
		;

	return r % bound;
}


s32 PcgRandom::range(s32 min, s32 max)
{
	if (max < min)
		throw PrngException("Invalid range (max < min)");

	// We have to cast to s64 because otherwise this could overflow,
	// and signed overflow is undefined behavior.
	u32 bound = (s64)max - (s64)min + 1;
	return range(bound) + min;
}


void PcgRandom::bytes(void *out, size_t len)
{
	u8 *outb = (u8 *)out;
	int bytes_left = 0;
	u32 r;

	while (len--) {
		if (bytes_left == 0) {
			bytes_left = sizeof(u32);
			r = next();
		}

		*outb = r & 0xFF;
		outb++;
		bytes_left--;
		r >>= CHAR_BIT;
	}
}


s32 PcgRandom::randNormalDist(s32 min, s32 max, int num_trials)
{
	s32 accum = 0;
	for (int i = 0; i != num_trials; i++)
		accum += range(min, max);
	return myround((float)accum / num_trials);
}

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

float noise2d(int x, int y, s32 seed)
{
	unsigned 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)(int)n / 0x40000000;
}


float noise3d(int x, int y, int z, s32 seed)
{
	unsigned 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)(int)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);
	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);
	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);
}

float noise2d_gradient(float x, float y, s32 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);

	return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}


float noise3d_gradient(float x, float y, float z, s32 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);
	}

	return triLinearInterpolationNoEase(
		v000, v100, v010, v110,
		v001, v101, v011, v111,
		xl, yl, zl);
}


float noise2d_perlin(float x, float y, s32 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, s32 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 * std::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, s32 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, s32 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 * std::fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
		f *= 2.0;
		g *= persistence;
	}
	return a;
}


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


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


float NoisePerlin2D(NoiseParams *np, float x, float y, s32 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 = std::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, s32 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 = std::fabs(noiseval);

		a += g * noiseval;
		f *= np->lacunarity;
		g *= np->persist;
	}

	return np->offset + a * np->scale;
}


Noise::Noise(NoiseParams *np_, s32 seed, u32 sx, u32 sy, u32 sz)
{
	np = *np_;
	this->seed = seed;
	this->sx   = sx;
	this->sy   = sy;
	this->sz   = sz;

	allocBuffers();
}


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


void Noise::allocBuffers()
{
	if (sx < 1)
		sx = 1;
	if (sy < 1)
		sy = 1;
	if (sz < 1)
		sz = 1;

	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(u32 sx, u32 sy, u32 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)
{
	// Maximum possible spread value factor
	float ofactor = (np.lacunarity > 1.0) ?
		pow(np.lacunarity, np.octaves - 1) :
		np.lacunarity;

	// Noise lattice point count
	// (int)(sz * spread * ofactor) is # of lattice points crossed due to length
	float num_noise_points_x = sx * ofactor / np.spread.X;
	float num_noise_points_y = sy * ofactor / np.spread.Y;
	float num_noise_points_z = sz * ofactor / np.spread.Z;

	// Protect against obviously invalid parameters
	if (num_noise_points_x > 1000000000.f ||
			num_noise_points_y > 1000000000.f ||
			num_noise_points_z > 1000000000.f)
		throw InvalidNoiseParamsException();

	// Protect against an octave having a spread < 1, causing broken noise values
	if (np.spread.X / ofactor < 1.0f ||
			np.spread.Y / ofactor < 1.0f ||
			np.spread.Z / ofactor < 1.0f) {
		errorstream << "A noise parameter has too many octaves: "
			<< np.octaves << " octaves" << std::endl;
		throw InvalidNoiseParamsException("A noise parameter has too many octaves");
	}

	// + 2 for the two initial endpoints
	// + 1 for potentially crossing a boundary due to offset
	size_t nlx = (size_t)std::ceil(num_noise_points_x) + 3;
	size_t nly = (size_t)std::ceil(num_noise_points_y) + 3;
	size_t nlz = is3d ? (size_t)std::ceil(num_noise_points_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,
		s32 seed)
{
	float v00, v01, v10, v11, u, v, orig_u;
	u32 index, i, j, noisex, noisey;
	u32 nlx, nly;
	s32 x0, y0;

	bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
	Interp2dFxn interpolate = eased ?
		biLinearInterpolation : biLinearInterpolationNoEase;

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

	//calculate noise point lattice
	nlx = (u32)(u + sx * step_x) + 2;
	nly = (u32)(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,
		s32 seed)
{
	float v000, v010, v100, v110;
	float v001, v011, v101, v111;
	float u, v, w, orig_u, orig_v;
	u32 index, i, j, k, noisex, noisey, noisez;
	u32 nlx, nly, nlz;
	s32 x0, y0, z0;

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

	x0 = std::floor(x);
	y0 = std::floor(y);
	z0 = std::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 = (u32)(u + sx * step_x) + 2;
	nly = (u32)(v + sy * step_y) + 2;
	nlz = (u32)(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 (std::fabs(np.offset - 0.f) > 0.00001 || std::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 (std::fabs(np.offset - 0.f) > 0.00001 || std::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,
	const 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] * std::fabs(gradient_buf[i]);
				gmap[i] *= persistence_map[i];
			}
		} else {
			for (size_t i = 0; i != bufsize; i++)
				result[i] += g * std::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];
		}
	}
}