#include <string.h> // 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,
1.0, -0.9238, -0.7071, -0.3826, 0, 0.3826, 0.7071, 0.9238
};
+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}
+};
///////////////////////////////////////////////////////////////////////////////
-//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
}
-float dotProduct(float vx, float vy, float wx, float wy)
+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;
+ return v0 + (v1 - v0) * t;
}
-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);
-}
-
-
-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)
+inline float biLinearInterpolation(
+ float v00, float v10,
+ float v01, float v11,
+ float x, float y)
{
- float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
- float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
- return linearInterpolation(u, v, z);
+ 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);
}
-float triLinearInterpolationNoEase(
- float v000, float v100, float v010, float v110,
- float v001, float v101, float v011, float v111,
- float x, float y, float z)
+inline float biLinearInterpolationNoEase(
+ float v00, float v10,
+ float v01, float v11,
+ float x, float y)
{
- float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
- float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
- return linearInterpolation(u, v, z);
+ 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 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);
-
+#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
+ 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);
}
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 v000, float v100, float v010, float v110,
+ float v001, float v101, float v011, float v111,
+ float x, float y, float 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
- );
+ float u = biLinearInterpolationNoEase(v000, v100, v010, v110, x, y);
+ float v = biLinearInterpolationNoEase(v001, v101, v011, v111, x, y);
+ return linearInterpolation(u, v, z);
}
#endif
-float noise2d_gradient(float x, float y, int seed)
+float noise2d_gradient(float x, float y, int seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
- return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
+ if (eased)
+ return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
+ else
+ return biLinearInterpolationNoEase(v00, v10, v01, v11, xl, yl);
}
float noise2d_perlin(float x, float y, int seed,
- int octaves, float persistence)
+ 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);
+ a += g * noise2d_gradient(x * f, y * f, seed + i, eased);
f *= 2.0;
g *= persistence;
}
float noise2d_perlin_abs(float x, float y, int seed,
- int octaves, float persistence)
+ 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 * fabs(noise2d_gradient(x * f, y * f, seed + i));
+ for (int i = 0; i < octaves; i++) {
+ a += g * fabs(noise2d_gradient(x * f, y * f, seed + i, eased));
f *= 2.0;
g *= persistence;
}
float noise3d_perlin(float x, float y, float z, int seed,
- int octaves, float persistence, bool eased)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
- for (int i = 0; i < octaves; i++)
- {
+ 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;
float noise3d_perlin_abs(float x, float y, float z, int seed,
- int octaves, float persistence, bool eased)
+ int octaves, float persistence, bool eased)
{
float a = 0;
float f = 1.0;
float g = 1.0;
- for (int i = 0; i < octaves; i++)
- {
+ for (int i = 0; i < octaves; i++) {
a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
f *= 2.0;
g *= persistence;
float contour(float v)
{
v = fabs(v);
- if(v >= 1.0)
+ if (v >= 1.0)
return 0.0;
return (1.0 - v);
}
-///////////////////////// [ New perlin stuff ] ////////////////////////////
+///////////////////////// [ New noise ] ////////////////////////////
+
+
+float NoisePerlin2D(NoiseParams *np, float x, float y, int 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 = fabs(noiseval);
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+ return np->offset + a * np->scale;
+}
+
+
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed)
{
- this->np = np;
+ 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 = fabs(noiseval);
+
+ a += g * noiseval;
+ f *= np->lacunarity;
+ g *= np->persist;
+ }
+
+ return np->offset + a * np->scale;
+}
+
+
+Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
+{
+ memcpy(&np, np_, sizeof(np));
this->seed = seed;
this->sx = sx;
this->sy = sy;
this->sz = sz;
- this->noisebuf = NULL;
- resizeNoiseBuf(sz > 1);
+ this->persist_buf = NULL;
+ this->gradient_buf = NULL;
+ this->result = NULL;
- this->buf = new float[sx * sy * sz];
- this->result = new float[sx * sy * sz];
+ allocBuffers();
}
Noise::~Noise()
{
- delete[] buf;
+ delete[] gradient_buf;
+ delete[] persist_buf;
+ delete[] noise_buf;
+ delete[] result;
+}
+
+
+void Noise::allocBuffers()
+{
+ this->noise_buf = NULL;
+ resizeNoiseBuf(sz > 1);
+
+ delete[] gradient_buf;
+ delete[] persist_buf;
delete[] result;
- delete[] noisebuf;
+
+ 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();
+ }
}
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];
+ allocBuffers();
}
void Noise::setSpreadFactor(v3f spread)
{
- this->np->spread = spread;
+ this->np.spread = spread;
resizeNoiseBuf(sz > 1);
}
void Noise::setOctaves(int octaves)
{
- this->np->octaves = octaves;
+ this->np.octaves = octaves;
resizeNoiseBuf(sz > 1);
}
float ofactor;
//maximum possible spread value factor
- ofactor = (float)(1 << (np->octaves - 1));
+ ofactor = pow(np.lacunarity, 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];
+ nlx = (int)ceil(sx * ofactor / np.spread.X) + 3;
+ nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
+ nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;
+
+ delete[] noise_buf;
+ try {
+ noise_buf = new float[nlx * nly * nlz];
+ } catch (std::bad_alloc &e) {
+ throw InvalidNoiseParamsException();
+ }
}
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
+ bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
+ Interp2dFxn interpolate = eased ?
+ biLinearInterpolation : biLinearInterpolationNoEase;
+
x0 = floor(x);
y0 = floor(y);
u = x - (float)x0;
index = 0;
for (j = 0; j != nly; j++)
for (i = 0; i != nlx; i++)
- noisebuf[index++] = noise2d(x0 + i, y0 + j, seed);
+ noise_buf[index++] = noise2d(x0 + i, y0 + j, seed);
//calculate interpolations
index = 0;
noisey = 0;
for (j = 0; j != sy; j++) {
- v00 = noisebuf[idx(0, noisey)];
- v10 = noisebuf[idx(1, noisey)];
- v01 = noisebuf[idx(0, noisey + 1)];
- v11 = noisebuf[idx(1, noisey + 1)];
+ 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++) {
- buf[index++] = biLinearInterpolation(v00, v10, v01, v11, u, v);
+ 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 = noisebuf[idx(noisex + 1, noisey)];
- v11 = noisebuf[idx(noisex + 1, noisey + 1)];
+ v10 = noise_buf[idx(noisex + 1, noisey)];
+ v11 = noise_buf[idx(noisex + 1, noisey + 1)];
}
}
void Noise::gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
- int seed, bool eased)
+ int seed)
{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
- Interp3dFxn interpolate = eased ?
+ Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
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);
+ noise_buf[index++] = noise3d(x0 + i, y0 + j, z0 + k, seed);
//calculate interpolations
index = 0;
v = orig_v;
noisey = 0;
for (j = 0; j != sy; j++) {
- v000 = noisebuf[idx(0, noisey, noisez)];
- v100 = noisebuf[idx(1, noisey, noisez)];
- v010 = noisebuf[idx(0, noisey + 1, noisez)];
- v110 = noisebuf[idx(1, noisey + 1, noisez)];
- v001 = noisebuf[idx(0, noisey, noisez + 1)];
- v101 = noisebuf[idx(1, noisey, noisez + 1)];
- v011 = noisebuf[idx(0, noisey + 1, noisez + 1)];
- v111 = noisebuf[idx(1, noisey + 1, noisez + 1)];
+ 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++) {
- buf[index++] = interpolate(
- v000, v100, v010, v110,
- v001, v101, v011, v111,
- u, v, w);
+ gradient_buf[index++] = interpolate(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ u, v, w);
u += step_x;
if (u >= 1.0) {
noisex++;
v000 = v100;
v010 = v110;
- v100 = noisebuf[idx(noisex + 1, noisey, noisez)];
- v110 = noisebuf[idx(noisex + 1, noisey + 1, noisez)];
+ v100 = noise_buf[idx(noisex + 1, noisey, noisez)];
+ v110 = noise_buf[idx(noisex + 1, noisey + 1, noisez)];
v001 = v101;
v011 = v111;
- v101 = noisebuf[idx(noisex + 1, noisey, noisez + 1)];
- v111 = noisebuf[idx(noisex + 1, noisey + 1, noisez + 1)];
+ v101 = noise_buf[idx(noisex + 1, noisey, noisez + 1)];
+ v111 = noise_buf[idx(noisex + 1, noisey + 1, noisez + 1)];
}
}
#undef idx
-float *Noise::perlinMap2D(float x, float y)
+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;
+ x /= np.spread.X;
+ y /= np.spread.Y;
memset(result, 0, sizeof(float) * bufsize);
- for (int oct = 0; oct < np->octaves; oct++) {
- gradientMap2D(x * f, y * f,
- f / np->spread.X, f / np->spread.Y,
- seed + np->seed + oct);
-
+ if (persistence_map) {
+ if (!persist_buf)
+ persist_buf = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
- result[i] += g * buf[i];
-
- f *= 2.0;
- g *= np->persist;
+ persist_buf[i] = 1.0;
}
- return result;
-}
-
-
-float *Noise::perlinMap2DModulated(float x, float y, float *persist_map)
-{
- float f = 1.0;
- size_t bufsize = sx * sy;
-
- x /= np->spread.X;
- y /= np->spread.Y;
-
- memset(result, 0, sizeof(float) * bufsize);
-
- float *g = new float[bufsize];
- for (size_t i = 0; i != bufsize; i++)
- g[i] = 1.0;
-
- for (int oct = 0; oct < np->octaves; oct++) {
+ 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);
+ f / np.spread.X, f / np.spread.Y,
+ seed + np.seed + oct);
- for (size_t i = 0; i != bufsize; i++) {
- result[i] += g[i] * buf[i];
- g[i] *= persist_map[i];
- }
+ updateResults(g, persist_buf, persistence_map, bufsize);
- f *= 2.0;
+ f *= np.lacunarity;
+ g *= np.persist;
}
-
- delete[] g;
+
+ if (fabs(np.offset - 0.f) > 0.00001 || 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, bool eased)
+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;
+ x /= np.spread.X;
+ y /= np.spread.Y;
+ z /= np.spread.Z;
memset(result, 0, sizeof(float) * bufsize);
- for (int oct = 0; oct < np->octaves; oct++) {
+ 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, eased);
+ f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
+ seed + np.seed + oct);
- for (size_t i = 0; i != bufsize; i++)
- result[i] += g * buf[i];
+ updateResults(g, persist_buf, persistence_map, bufsize);
- f *= 2.0;
- g *= np->persist;
+ f *= np.lacunarity;
+ g *= np.persist;
+ }
+
+ if (fabs(np.offset - 0.f) > 0.00001 || 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::transformNoiseMap()
+void Noise::updateResults(float g, float *gmap,
+ float *persistence_map, size_t bufsize)
{
- size_t 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++;
+ // 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] * fabs(gradient_buf[i]);
+ gmap[i] *= persistence_map[i];
+ }
+ } else {
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * 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];
+ }
}
}
-