/*
-Minetest
-Copyright (C) 2010-2011 celeron55, Perttu Ahola <celeron55@gmail.com>
-
-This program is free software; you can redistribute it and/or modify
-it under the terms of the GNU Lesser General Public License as published by
-the Free Software Foundation; either version 2.1 of the License, or
-(at your option) any later version.
-
-This program is distributed in the hope that it will be useful,
-but WITHOUT ANY WARRANTY; without even the implied warranty of
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along
-with this program; if not, write to the Free Software Foundation, Inc.,
-51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
-*/
+ * 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 <math.h>
#include "noise.h"
#include <iostream>
+#include <string.h> // memset
#include "debug.h"
#include "util/numeric.h"
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
+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);
+
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
//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
-float noise2d(int x, int y, int seed) {
+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;
}
-float noise3d(int x, int y, int z, int seed) {
+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;
}
-float dotProduct(float vx, float vy, float wx, float wy) {
+float dotProduct(float vx, float vy, float wx, float wy)
+{
return vx * wx + vy * wy;
}
-inline float linearInterpolation(float v0, float v1, float t) {
+inline float linearInterpolation(float v0, float v1, float t)
+{
return v0 + (v1 - v0) * t;
}
-float biLinearInterpolation(float v00, float v10,
- float v01, float v11,
- float x, float y) {
+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 biLinearInterpolationNoEase(float x0y0, float x1y0,
- float x0y1, float x1y1,
- float x, float y) {
+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 x, float y, float z)
+{
+ float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
+ float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
+ return linearInterpolation(u, v, z);
+}
+
+
+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);
}
+*/
-#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)
{
- /*float tx = easeCurve(x);
+ float tx = easeCurve(x);
float ty = easeCurve(y);
- float tz = easeCurve(z);*/
+ float tz = easeCurve(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 triLinearInterpolationNoEase(
+ 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(
+ return (
v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) +
v111 * tx * ty * tz
);
}
-#endif
#if 0
float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
- return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
+ return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
}
-float noise3d_gradient(float x, float y, float z, int seed)
+float noise3d_gradient(float x, float y, float z, int seed, bool eased)
{
// Calculate the integer coordinates
int x0 = myfloor(x);
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);
+ if (eased) {
+ return triLinearInterpolation(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ xl, yl, zl);
+ } else {
+ return triLinearInterpolationNoEase(
+ v000, v100, v010, v110,
+ v001, v101, v011, v111,
+ xl, yl, zl);
+ }
}
float noise3d_perlin(float x, float y, float z, 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 * noise3d_gradient(x * f, y * f, z * f, seed + 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)
+ 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(noise3d_gradient(x * f, y * f, z * f, seed + i));
+ a += g * fabs(noise3d_gradient(x * f, y * f, z * f, seed + i, eased));
f *= 2.0;
g *= persistence;
}
}
-// -1->0, 0->1, 1->0
float contour(float v)
{
v = fabs(v);
if(v >= 1.0)
return 0.0;
- return (1.0-v);
+ return (1.0 - v);
}
///////////////////////// [ New perlin stuff ] ////////////////////////////
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
- init(np, seed, sx, sy, 1);
-}
-
-
-Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
- init(np, seed, sx, sy, sz);
-}
-
-
-void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
+Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
+{
this->np = np;
this->seed = seed;
this->sx = sx;
}
-Noise::~Noise() {
+Noise::~Noise()
+{
delete[] buf;
delete[] result;
delete[] noisebuf;
}
-void Noise::setSize(int sx, int sy) {
- setSize(sx, sy, 1);
-}
-
-
-void Noise::setSize(int sx, int sy, int sz) {
+void Noise::setSize(int sx, int sy, int sz)
+{
this->sx = sx;
this->sy = sy;
this->sz = sz;
}
-void Noise::setSpreadFactor(v3f spread) {
+void Noise::setSpreadFactor(v3f spread)
+{
this->np->spread = spread;
resizeNoiseBuf(sz > 1);
}
-void Noise::setOctaves(int octaves) {
+void Noise::setOctaves(int octaves)
+{
this->np->octaves = octaves;
resizeNoiseBuf(sz > 1);
}
-void Noise::resizeNoiseBuf(bool is3d) {
+void Noise::resizeNoiseBuf(bool is3d)
+{
int nlx, nly, nlz;
float ofactor;
* next octave.
*/
#define idx(x, y) ((y) * nlx + (x))
-void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
+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;
#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,
- int seed) {
+void Noise::gradientMap3D(
+ float x, float y, float z,
+ float step_x, float step_y, float step_z,
+ int seed, bool eased)
+{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
+ Interp3dFxn interpolate = eased ?
+ triLinearInterpolation : triLinearInterpolationNoEase;
+
x0 = floor(x);
y0 = floor(y);
z0 = floor(z);
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
- buf[index++] = triLinearInterpolation(
+ buf[index++] = interpolate(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
+
u += step_x;
if (u >= 1.0) {
u -= 1.0;
#undef idx
-float *Noise::perlinMap2D(float x, float y) {
- float a = 0.0, f = 1.0, g = 1.0;
- int i, j, index, oct;
+float *Noise::perlinMap2D(float x, float y)
+{
+ 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) * sx * sy);
+ memset(result, 0, sizeof(float) * bufsize);
- for (oct = 0; oct < np->octaves; oct++) {
+ 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);
- index = 0;
- for (j = 0; j != sy; j++) {
- for (i = 0; i != sx; i++) {
- result[index] += g * buf[index];
- index++;
- }
- }
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
}
-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;
+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++) {
+ gradientMap2D(x * f, y * f,
+ 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];
+ }
+
+ f *= 2.0;
+ }
+
+ delete[] g;
+ return result;
+}
+
+
+float *Noise::perlinMap3D(float x, float y, float z, bool eased)
+{
+ 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) * sx * sy * sz);
+ memset(result, 0, sizeof(float) * bufsize);
- for (oct = 0; oct < np->octaves; oct++) {
+ for (int 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);
+ seed + np->seed + oct, eased);
- 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++;
- }
- }
- }
+ for (size_t i = 0; i != bufsize; i++)
+ result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
}
-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++;
- }
- }
+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++;
}
}
+