]> git.lizzy.rs Git - dragonfireclient.git/blobdiff - src/noise.cpp
Fix MSVC compatibility
[dragonfireclient.git] / src / noise.cpp
index ac84ab20ab1a979d5db71d31708642d5978ca8cb..7a23819c8c9e121bda325f8d77e1b8edca6c2182 100644 (file)
@@ -62,6 +62,96 @@ FlagDesc flagdesc_noiseparams[] = {
 
 ///////////////////////////////////////////////////////////////////////////////
 
+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 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 threshhold.
+       In our example, threshhold == 4 - 3 = 1 % 3 == 1, so reject 0, thus
+       making the range 3 with no bias.
+
+       This loop looks dangerous, but will always terminate due to the
+       RNG's property of uniformity.
+       */
+       u32 threshhold = -bound % bound;
+       u32 r;
+
+       while ((r = next()) < threshhold)
+               ;
+
+       return r % bound;
+}
+
+
+s32 PcgRandom::range(s32 min, s32 max)
+{
+       if (max < min)
+               throw PrngException("Invalid range (max < min)");
+
+       u32 bound = max - 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 >>= 8;
+       }
+}
+
+
+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, int seed)
 {
@@ -83,7 +173,7 @@ float noise3d(int x, int y, int z, int seed)
 }
 
 
-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;
 }
@@ -95,38 +185,35 @@ inline float linearInterpolation(float v0, float v1, float t)
 }
 
 
-float biLinearInterpolation(
+inline float biLinearInterpolation(
        float v00, float v10,
        float v01, float v11,
        float x, float y)
 {
        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
+               v10 *      tx  * (1 - ty) +
+               v01 * (1 - tx) *      ty  +
+               v11 *      tx  *      ty
        );
-       //float u = linearInterpolation(v00, v10, x);
-       //float v = linearInterpolation(v01, v11, x);
-       //return linearInterpolation(u, v, y);
+#endif
+       float u = linearInterpolation(v00, v10, tx);
+       float v = linearInterpolation(v01, v11, tx);
+       return linearInterpolation(u, v, ty);
 }
 
 
-float biLinearInterpolationNoEase(
+inline float biLinearInterpolationNoEase(
        float v00, float v10,
        float v01, float v11,
        float x, float y)
 {
-       float tx = x;
-       float ty = y;
-       return (
-               v00 * (1 - tx) * (1 - ty) +
-               v10 *      tx  * (1 - ty) +
-               v01 * (1 - tx) *      ty  +
-               v11 *      tx  *      ty
-       );
+       float u = linearInterpolation(v00, v10, x);
+       float v = linearInterpolation(v01, v11, x);
+       return linearInterpolation(u, v, y);
 }
 
 
@@ -138,6 +225,7 @@ float triLinearInterpolation(
        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) +
@@ -148,9 +236,10 @@ float triLinearInterpolation(
                v011 * (1 - tx) *      ty  *      tz  +
                v111 *      tx  *      ty  *      tz
        );
-       //float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
-       //float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
-       //return linearInterpolation(u, v, z);
+#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(
@@ -158,19 +247,9 @@ float triLinearInterpolationNoEase(
        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);
 }
 
 
@@ -325,66 +404,127 @@ float contour(float 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;
+       }
+
+       return np->offset + a * np->scale;
+}
+
+
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int 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 = 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;
+}
+
+
+Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
 {
-       this->np   = np;
+       memcpy(&np, np_, sizeof(np));
        this->seed = seed;
        this->sx   = sx;
        this->sy   = sy;
        this->sz   = sz;
 
-       this->noisebuf = NULL;
+       this->persist_buf  = NULL;
+       this->gradient_buf = NULL;
+       this->result       = NULL;
 
-       if (np->flags & NOISE_FLAG_DEFAULTS) {
-               // By default, only 2d noise is eased.
-               if (sz == 1)
-                       np->flags |= NOISE_FLAG_EASED;
-       }
-       resizeNoiseBuf(sz > 1);
-
-       try {
-               this->buf    = new float[sx * sy * sz];
-               this->result = new float[sx * sy * sz];
-       } catch (std::bad_alloc &e) {
-               throw InvalidNoiseParamsException();
-       }
+       allocBuffers();
 }
 
 
 Noise::~Noise()
 {
-       delete[] buf;
+       delete[] gradient_buf;
+       delete[] persist_buf;
+       delete[] noise_buf;
        delete[] result;
-       delete[] noisebuf;
 }
 
 
-void Noise::setSize(int sx, int sy, int sz)
+void Noise::allocBuffers()
 {
-       this->sx = sx;
-       this->sy = sy;
-       this->sz = sz;
-
-       this->noisebuf = NULL;
+       if (sx < 1)
+               sx = 1;
+       if (sy < 1)
+               sy = 1;
+       if (sz < 1)
+               sz = 1;
+
+       this->noise_buf = NULL;
        resizeNoiseBuf(sz > 1);
 
-       delete[] buf;
+       delete[] gradient_buf;
+       delete[] persist_buf;
        delete[] result;
+
        try {
-               this->buf    = new float[sx * sy * sz];
-               this->result = new float[sx * sy * sz];
+               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(int sx, int sy, int sz)
+{
+       this->sx = sx;
+       this->sy = sy;
+       this->sz = sz;
+
+       allocBuffers();
+}
+
+
 void Noise::setSpreadFactor(v3f spread)
 {
-       this->np->spread = spread;
+       this->np.spread = spread;
 
        resizeNoiseBuf(sz > 1);
 }
@@ -392,7 +532,7 @@ void Noise::setSpreadFactor(v3f spread)
 
 void Noise::setOctaves(int octaves)
 {
-       this->np->octaves = octaves;
+       this->np.octaves = octaves;
 
        resizeNoiseBuf(sz > 1);
 }
@@ -400,24 +540,32 @@ void Noise::setOctaves(int octaves)
 
 void Noise::resizeNoiseBuf(bool is3d)
 {
-       int nlx, nly, nlz;
-       float ofactor;
-
        //maximum possible spread value factor
-       ofactor = (float)(1 << (np->octaves - 1));
+       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();
 
-       //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;
+       size_t nlx = (size_t)ceil(num_noise_points_x) + 3;
+       size_t nly = (size_t)ceil(num_noise_points_y) + 3;
+       size_t nlz = is3d ? (size_t)ceil(num_noise_points_z) + 3 : 1;
 
-       if (noisebuf)
-               delete[] noisebuf;
+       delete[] noise_buf;
        try {
-               noisebuf = new float[nlx * nly * nlz];
+               noise_buf = new float[nlx * nly * nlz];
        } catch (std::bad_alloc &e) {
                throw InvalidNoiseParamsException();
        }
@@ -445,7 +593,8 @@ void Noise::gradientMap2D(
        int index, i, j, x0, y0, noisex, noisey;
        int nlx, nly;
 
-       Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+       bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED);
+       Interp2dFxn interpolate = eased ?
                biLinearInterpolation : biLinearInterpolationNoEase;
 
        x0 = floor(x);
@@ -460,29 +609,30 @@ void Noise::gradientMap2D(
        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++] = interpolate(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)];
                        }
                }
 
@@ -508,7 +658,7 @@ void Noise::gradientMap3D(
        int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
        int nlx, nly, nlz;
 
-       Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
+       Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
                triLinearInterpolation : triLinearInterpolationNoEase;
 
        x0 = floor(x);
@@ -528,7 +678,7 @@ void Noise::gradientMap3D(
        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;
@@ -538,22 +688,22 @@ void Noise::gradientMap3D(
                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) {
@@ -561,12 +711,12 @@ void Noise::gradientMap3D(
                                        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)];
                                }
                        }
 
@@ -592,30 +742,34 @@ 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);
 
-       float *gmap = NULL;
        if (persistence_map) {
-               gmap = new float[bufsize];
+               if (!persist_buf)
+                       persist_buf = new float[bufsize];
                for (size_t i = 0; i != bufsize; i++)
-                       gmap[i] = 1.0;
+                       persist_buf[i] = 1.0;
        }
 
-       for (size_t 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);
 
-               updateResults(g, gmap, persistence_map, bufsize);
+               updateResults(g, persist_buf, persistence_map, bufsize);
 
-               f *= np->lacunarity;
-               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;
        }
 
-       delete[] gmap;
        return result;
 }
 
@@ -625,31 +779,35 @@ 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);
 
-       float *gmap = NULL;
        if (persistence_map) {
-               gmap = new float[bufsize];
+               if (!persist_buf)
+                       persist_buf = new float[bufsize];
                for (size_t i = 0; i != bufsize; i++)
-                       gmap[i] = 1.0;
+                       persist_buf[i] = 1.0;
        }
 
-       for (size_t oct = 0; oct < np->octaves; oct++) {
+       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);
+                       f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
+                       seed + np.seed + oct);
 
-               updateResults(g, gmap, persistence_map, bufsize);
+               updateResults(g, persist_buf, persistence_map, bufsize);
 
-               f *= np->lacunarity;
-               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;
        }
 
-       delete[] gmap;
        return result;
 }
 
@@ -659,39 +817,25 @@ void Noise::updateResults(float g, float *gmap,
 {
        // This looks very ugly, but it is 50-70% faster than having
        // conditional statements inside the loop
-       if (np->flags & NOISE_FLAG_ABSVALUE) {
+       if (np.flags & NOISE_FLAG_ABSVALUE) {
                if (persistence_map) {
                        for (size_t i = 0; i != bufsize; i++) {
-                               result[i] += gmap[i] * fabs(buf[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(buf[i]);
+                               result[i] += g * fabs(gradient_buf[i]);
                }
        } else {
                if (persistence_map) {
                        for (size_t i = 0; i != bufsize; i++) {
-                               result[i] += gmap[i] * buf[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 * buf[i];
+                               result[i] += g * gradient_buf[i];
                }
        }
 }
-
-
-void Noise::transformNoiseMap()
-{
-       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++;
-       }
-}
-