* ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
-#ifndef NOISE_HEADER
-#define NOISE_HEADER
+#pragma once
-#include "debug.h"
#include "irr_v3d.h"
+#include "exceptions.h"
#include "util/string.h"
extern FlagDesc flagdesc_noiseparams[];
-class PseudoRandom
-{
+// Note: this class is not polymorphic so that its high level of
+// optimizability may be preserved in the common use case
+class PseudoRandom {
public:
- PseudoRandom(): m_next(0)
- {
- }
- PseudoRandom(int seed): m_next(seed)
+ const static u32 RANDOM_RANGE = 32767;
+
+ inline PseudoRandom(int seed=0):
+ m_next(seed)
{
}
- void seed(int seed)
+
+ inline void seed(int seed)
{
m_next = seed;
}
- // Returns 0...32767
- int next()
+
+ inline int next()
{
m_next = m_next * 1103515245 + 12345;
- return((unsigned)(m_next/65536) % 32768);
+ return (unsigned)(m_next / 65536) % (RANDOM_RANGE + 1);
}
- int range(int min, int max)
+
+ inline 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;
+ if (max < min)
+ throw PrngException("Invalid range (max < min)");
+ /*
+ Here, we ensure the range is not too large relative to RANDOM_MAX,
+ as otherwise the effects of bias would become noticable. Unlike
+ PcgRandom, we cannot modify this RNG's range as it would change the
+ output of this RNG for reverse compatibility.
+ */
+ if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
+ throw PrngException("Range too large");
+
+ return (next() % (max - min + 1)) + min;
}
+
private:
int m_next;
};
+class PcgRandom {
+public:
+ const static s32 RANDOM_MIN = -0x7fffffff - 1;
+ const static s32 RANDOM_MAX = 0x7fffffff;
+ const static u32 RANDOM_RANGE = 0xffffffff;
+
+ PcgRandom(u64 state=0x853c49e6748fea9bULL, u64 seq=0xda3e39cb94b95bdbULL);
+ void seed(u64 state, u64 seq=0xda3e39cb94b95bdbULL);
+ u32 next();
+ u32 range(u32 bound);
+ s32 range(s32 min, s32 max);
+ void bytes(void *out, size_t len);
+ s32 randNormalDist(s32 min, s32 max, int num_trials=6);
+
+private:
+ u64 m_state;
+ u64 m_inc;
+};
+
#define NOISE_FLAG_DEFAULTS 0x01
#define NOISE_FLAG_EASED 0x02
#define NOISE_FLAG_ABSVALUE 0x04
#define NOISE_FLAG_SIMPLEX 0x10
struct NoiseParams {
- float offset;
- float scale;
- v3f spread;
- s32 seed;
- u16 octaves;
- float persist;
- float lacunarity;
- u32 flags;
-
- NoiseParams() {
- offset = 0.0f;
- scale = 1.0f;
- spread = v3f(250, 250, 250);
- seed = 12345;
- octaves = 3;
- persist = 0.6f;
- lacunarity = 2.0f;
- flags = NOISE_FLAG_DEFAULTS;
- }
-
- NoiseParams(float offset_, float scale_, v3f spread_, s32 seed_,
+ float offset = 0.0f;
+ float scale = 1.0f;
+ v3f spread = v3f(250, 250, 250);
+ s32 seed = 12345;
+ u16 octaves = 3;
+ float persist = 0.6f;
+ float lacunarity = 2.0f;
+ u32 flags = NOISE_FLAG_DEFAULTS;
+
+ NoiseParams() = default;
+
+ NoiseParams(float offset_, float scale_, const v3f &spread_, s32 seed_,
u16 octaves_, float persist_, float lacunarity_,
u32 flags_=NOISE_FLAG_DEFAULTS)
{
}
};
-
-// 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);
+ NoiseParams np;
+ s32 seed;
+ u32 sx;
+ u32 sy;
+ u32 sz;
+ float *noise_buf = nullptr;
+ float *gradient_buf = nullptr;
+ float *persist_buf = nullptr;
+ float *result = nullptr;
+
+ Noise(NoiseParams *np, s32 seed, u32 sx, u32 sy, u32 sz=1);
~Noise();
- void setSize(int sx, int sy, int sz=1);
+ void setSize(u32 sx, u32 sy, u32 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);
+ s32 seed);
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
- int seed);
+ s32 seed);
float *perlinMap2D(float x, float y, float *persistence_map=NULL);
float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
- void updateResults(float g, float *gmap, float *persistence_map, size_t bufsize);
- void transformNoiseMap();
+ inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
+ float *persistence_map=NULL)
+ {
+ return perlinMap2D(
+ x + xoff * np.spread.X,
+ y + yoff * np.spread.Y,
+ persistence_map);
+ }
+
+ inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
+ float z, float zoff, float *persistence_map=NULL)
+ {
+ return perlinMap3D(
+ x + xoff * np.spread.X,
+ y + yoff * np.spread.Y,
+ z + zoff * np.spread.Z,
+ persistence_map);
+ }
+
+private:
+ void allocBuffers();
+ void resizeNoiseBuf(bool is3d);
+ void updateResults(float g, float *gmap, const float *persistence_map,
+ size_t bufsize);
+
};
+float NoisePerlin2D(NoiseParams *np, float x, float y, s32 seed);
+float NoisePerlin3D(NoiseParams *np, float x, float y, float z, s32 seed);
+
+inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
+ float y, float yoff, s32 seed)
+{
+ return NoisePerlin2D(np,
+ x + xoff * np->spread.X,
+ y + yoff * np->spread.Y,
+ seed);
+}
+
+inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
+ float y, float yoff, float z, float zoff, s32 seed)
+{
+ return NoisePerlin3D(np,
+ x + xoff * np->spread.X,
+ y + yoff * np->spread.Y,
+ z + zoff * np->spread.Z,
+ seed);
+}
+
// Return value: -1 ... 1
-float noise2d(int x, int y, int seed);
-float noise3d(int x, int y, int z, int seed);
+float noise2d(int x, int y, s32 seed);
+float noise3d(int x, int y, int z, s32 seed);
-float noise2d_gradient(float x, float y, int seed, bool eased=true);
-float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);
+float noise2d_gradient(float x, float y, s32 seed, bool eased=true);
+float noise3d_gradient(float x, float y, float z, s32 seed, bool eased=false);
-float noise2d_perlin(float x, float y, int seed,
+float noise2d_perlin(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
-float noise2d_perlin_abs(float x, float y, int seed,
+float noise2d_perlin_abs(float x, float y, s32 seed,
int octaves, float persistence, bool eased=true);
-float noise3d_perlin(float x, float y, float z, int seed,
+float noise3d_perlin(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased=false);
-float noise3d_perlin_abs(float x, float y, float z, int seed,
+float noise3d_perlin_abs(float x, float y, float z, s32 seed,
int octaves, float persistence, bool eased=false);
-inline float easeCurve(float t) {
+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
-