X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fnoise.cpp;h=2ddc3926f56ca430a6010b06aa281010c24f4d89;hb=65c09a96f41705bb8e75fc5ff4276342be91ed11;hp=c36b33db86828df9d0d04d8265b66d15508a6107;hpb=761b127060b924a43a79c72d5488dbe9c186acc0;p=minetest.git diff --git a/src/noise.cpp b/src/noise.cpp index c36b33db8..2ddc3926f 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -90,23 +90,26 @@ u32 PcgRandom::next() u32 PcgRandom::range(u32 bound) { + // If the bound is 0, we cover the whole RNG's range + if (bound == 0) + return next(); /* 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 + to become a multiple of bound by dropping values above the a threshold. + In our example, threshold == 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 threshold = -bound % bound; u32 r; - while ((r = next()) < threshhold) + while ((r = next()) < threshold) ; return r % bound; @@ -115,7 +118,9 @@ u32 PcgRandom::range(u32 bound) s32 PcgRandom::range(s32 min, s32 max) { - assert(max >= min); + if (max < min) + throw PrngException("Invalid range (max < min)"); + u32 bound = max - min + 1; return range(bound) + min; } @@ -123,35 +128,20 @@ s32 PcgRandom::range(s32 min, s32 max) void PcgRandom::bytes(void *out, size_t len) { - u32 r; u8 *outb = (u8 *)out; + int bytes_left = 0; + u32 r; - size_t len_alignment = (uintptr_t)out % sizeof(u32); - if (len_alignment) { - len -= len_alignment; - r = next(); - while (len_alignment--) { - *outb = r & 0xFF; - outb++; - r >>= 8; + while (len--) { + if (bytes_left == 0) { + bytes_left = sizeof(u32); + r = next(); } - } - size_t len_dwords = len / sizeof(u32); - while (len_dwords--) { - r = next(); - *(u32 *)outb = next(); - outb += sizeof(u32); - } - - size_t len_remaining = len % sizeof(u32); - if (len_remaining) { - r = next(); - while (len_remaining--) { - *outb = r & 0xFF; - outb++; - r >>= 8; - } + *outb = r & 0xFF; + outb++; + bytes_left--; + r >>= CHAR_BIT; } } @@ -161,28 +151,28 @@ 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 ((float)accum / num_trials) + 0.5f; + return myround((float)accum / num_trials); } /////////////////////////////////////////////////////////////////////////////// float noise2d(int x, int y, int seed) { - int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_SEED * seed) & 0x7fffffff; n = (n >> 13) ^ n; n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; - return 1.f - (float)n / 0x40000000; + return 1.f - (float)(int)n / 0x40000000; } float noise3d(int x, int y, int z, int seed) { - int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z + unsigned int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z + NOISE_MAGIC_SEED * seed) & 0x7fffffff; n = (n >> 13) ^ n; n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; - return 1.f - (float)n / 0x40000000; + return 1.f - (float)(int)n / 0x40000000; } @@ -205,14 +195,6 @@ inline float biLinearInterpolation( { 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); @@ -238,18 +220,6 @@ 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) + - 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); @@ -265,33 +235,6 @@ float triLinearInterpolationNoEase( return linearInterpolation(u, v, z); } - -#if 0 -float noise2d_gradient(float x, float y, int seed) -{ - // Calculate the integer coordinates - int x0 = (x > 0.0 ? (int)x : (int)x - 1); - int y0 = (y > 0.0 ? (int)y : (int)y - 1); - // Calculate the remaining part of the coordinates - float xl = x - (float)x0; - float yl = y - (float)y0; - // Calculate random cosine lookup table indices for the integer corners. - // They are looked up as unit vector gradients from the lookup table. - int n00 = (int)((noise2d(x0, y0, seed)+1)*8); - int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8); - int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8); - int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8); - // Make a dot product for the gradients and the positions, to get the values - float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl); - float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl); - float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl); - float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl); - // Interpolate between the values - return biLinearInterpolation(s,u,v,w,xl,yl); -} -#endif - - float noise2d_gradient(float x, float y, int seed, bool eased) { // Calculate the integer coordinates @@ -473,7 +416,7 @@ float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed) } -Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz) +Noise::Noise(NoiseParams *np_, int seed, u32 sx, u32 sy, u32 sz) { memcpy(&np, np_, sizeof(np)); this->seed = seed; @@ -500,6 +443,13 @@ Noise::~Noise() void Noise::allocBuffers() { + if (sx < 1) + sx = 1; + if (sy < 1) + sy = 1; + if (sz < 1) + sz = 1; + this->noise_buf = NULL; resizeNoiseBuf(sz > 1); @@ -518,7 +468,7 @@ void Noise::allocBuffers() } -void Noise::setSize(int sx, int sy, int sz) +void Noise::setSize(u32 sx, u32 sy, u32 sz) { this->sx = sx; this->sy = sy; @@ -546,19 +496,28 @@ void Noise::setOctaves(int octaves) void Noise::resizeNoiseBuf(bool is3d) { - int nlx, nly, nlz; - float ofactor; - //maximum possible spread value factor - ofactor = pow(np.lacunarity, 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)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; + 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; delete[] noise_buf; try { @@ -587,8 +546,9 @@ void Noise::gradientMap2D( int seed) { float v00, v01, v10, v11, u, v, orig_u; - int index, i, j, x0, y0, noisex, noisey; - int nlx, nly; + u32 index, i, j, noisex, noisey; + u32 nlx, nly; + s32 x0, y0; bool eased = np.flags & (NOISE_FLAG_DEFAULTS | NOISE_FLAG_EASED); Interp2dFxn interpolate = eased ? @@ -601,8 +561,8 @@ void Noise::gradientMap2D( orig_u = u; //calculate noise point lattice - nlx = (int)(u + sx * step_x) + 2; - nly = (int)(v + sy * step_y) + 2; + nlx = (u32)(u + sx * step_x) + 2; + nly = (u32)(v + sy * step_y) + 2; index = 0; for (j = 0; j != nly; j++) for (i = 0; i != nlx; i++) @@ -652,8 +612,9 @@ void Noise::gradientMap3D( 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; + u32 index, i, j, k, noisex, noisey, noisez; + u32 nlx, nly, nlz; + s32 x0, y0, z0; Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ? triLinearInterpolation : triLinearInterpolationNoEase; @@ -668,9 +629,9 @@ void Noise::gradientMap3D( orig_v = v; //calculate noise point lattice - nlx = (int)(u + sx * step_x) + 2; - nly = (int)(v + sy * step_y) + 2; - nlz = (int)(w + sz * step_z) + 2; + nlx = (u32)(u + sx * step_x) + 2; + nly = (u32)(v + sy * step_y) + 2; + nlz = (u32)(w + sz * step_z) + 2; index = 0; for (k = 0; k != nlz; k++) for (j = 0; j != nly; j++)