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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.
*/
#ifndef NOISE_HEADER
#define NOISE_HEADER
#include "debug.h"
#include "irr_v3d.h"
class PseudoRandom
{
public:
PseudoRandom(): m_next(0)
{
}
PseudoRandom(int seed): m_next(seed)
{
}
void seed(int seed)
{
m_next = seed;
}
// Returns 0...32767
int next()
{
m_next = m_next * 1103515245 + 12345;
return((unsigned)(m_next/65536) % 32768);
}
int range(int min, int max)
{
if(max-min > 32768/10)
{
//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
assert(0);
}
if(min > max)
{
assert(0);
return max;
}
return (next()%(max-min+1))+min;
}
private:
int m_next;
};
struct NoiseParams {
float offset;
float scale;
v3f spread;
s32 seed;
u16 octaves;
float persist;
bool eased;
NoiseParams() {}
NoiseParams(float offset_, float scale_, v3f spread_,
int seed_, int octaves_, float persist_, bool eased_=false)
{
offset = offset_;
scale = scale_;
spread = spread_;
seed = seed_;
octaves = octaves_;
persist = persist_;
eased = eased_;
}
};
// Convenience macros for getting/setting NoiseParams in Settings as a string
// WARNING: Deprecated, use Settings::getNoiseParamsFromValue() instead
#define NOISEPARAMS_FMT_STR "f,f,v3,s32,u16,f"
//#define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y))
//#define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y))
class Noise {
public:
NoiseParams *np;
int seed;
int sx;
int sy;
int sz;
float *noisebuf;
float *buf;
float *result;
Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
~Noise();
void setSize(int sx, int sy, int sz=1);
void setSpreadFactor(v3f spread);
void setOctaves(int octaves);
void resizeNoiseBuf(bool is3d);
void gradientMap2D(
float x, float y,
float step_x, float step_y,
int seed);
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed, bool eased=false);
float *perlinMap2D(float x, float y);
float *perlinMap2DModulated(float x, float y, float *persist_map);
float *perlinMap3D(float x, float y, float z, bool eased=false);
void transformNoiseMap();
};
// Return value: -1 ... 1
float noise2d(int x, int y, int seed);
float noise3d(int x, int y, int z, int seed);
float noise2d_gradient(float x, float y, int seed);
float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);
float noise2d_perlin(float x, float y, int seed,
int octaves, float persistence);
float noise2d_perlin_abs(float x, float y, int seed,
int octaves, float persistence);
float noise3d_perlin(float x, float y, float z, int seed,
int octaves, float persistence, bool eased=false);
float noise3d_perlin_abs(float x, float y, float z, int seed,
int octaves, float persistence, bool eased=false);
inline float easeCurve(float t) {
return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}
float contour(float v);
#define NoisePerlin2D(np, x, y, s) \
((np)->offset + (np)->scale * noise2d_perlin( \
(float)(x) / (np)->spread.X, \
(float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DNoTxfm(np, x, y, s) \
(noise2d_perlin( \
(float)(x) / (np)->spread.X, \
(float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
((np)->offset + (np)->scale * noise2d_perlin( \
(float)(xoff) + (float)(x) / (np)->spread.X, \
(float)(yoff) + (float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
(noise2d_perlin( \
(float)(xoff) + (float)(x) / (np)->spread.X, \
(float)(yoff) + (float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin3DEased(np, x, y, z, s) ((np)->offset + (np)->scale * \
noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, \
(np)->persist, true))
#endif
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