X-Git-Url: https://git.lizzy.rs/?a=blobdiff_plain;f=src%2Fnoise.cpp;h=35057146da9c919c7bb8d90f64451bc51dd0431c;hb=1e4e64f83195ed1be0aa0c4a237a50de6dd132a9;hp=6362f5b2cf3863c8a670c200a8fc3456d3d52f48;hpb=7cfb71385d00d1cbbbfd9c76f6c01adafa9e648a;p=dragonfireclient.git diff --git a/src/noise.cpp b/src/noise.cpp index 6362f5b2c..35057146d 100644 --- a/src/noise.cpp +++ b/src/noise.cpp @@ -1,18 +1,19 @@ /* -Minetest-c55 -Copyright (C) 2010-2011 celeron55, Perttu Ahola +Minetest +Copyright (C) 2010-2013 celeron55, Perttu Ahola +Copyright (C) 2010-2013 kwolekr, Ryan Kwolek This program is free software; you can redistribute it and/or modify -it under the terms of the GNU General Public License as published by -the Free Software Foundation; either version 2 of the License, or +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 General Public License for more details. +GNU Lesser General Public License for more details. -You should have received a copy of the GNU General Public License along +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. */ @@ -20,90 +21,118 @@ with this program; if not, write to the Free Software Foundation, Inc., #include #include "noise.h" #include +#include // memset #include "debug.h" +#include "util/numeric.h" -#define NOISE_MAGIC_X 1619 -#define NOISE_MAGIC_Y 31337 -#define NOISE_MAGIC_Z 52591 +#define NOISE_MAGIC_X 1619 +#define NOISE_MAGIC_Y 31337 +#define NOISE_MAGIC_Z 52591 #define NOISE_MAGIC_SEED 1013 -double 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 +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 }; -double dotProduct(double vx, double vy, double wx, double wy){ - return vx*wx+vy*wy; + +/////////////////////////////////////////////////////////////////////////////// + + +//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 + + NOISE_MAGIC_SEED * seed) & 0x7fffffff; + n = (n >> 13) ^ n; + n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return 1.f - (float)n / 0x40000000; } - -double easeCurve(double t){ - return 6*pow(t,5)-15*pow(t,4)+10*pow(t,3); + + +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; + n = (n * (n * n * 60493 + 19990303) + 1376312589) & 0x7fffffff; + return 1.f - (float)n / 0x40000000; } - -double linearInterpolation(double x0, double x1, double t){ - return x0+(x1-x0)*t; + + +float dotProduct(float vx, float vy, float wx, float wy) { + return vx * wx + vy * wy; } - -double biLinearInterpolation(double x0y0, double x1y0, double x0y1, double x1y1, double x, double y){ - double tx = easeCurve(x); - double ty = easeCurve(y); - /*double tx = x; - double ty = y;*/ - double u = linearInterpolation(x0y0,x1y0,tx); - double v = linearInterpolation(x0y1,x1y1,tx); - return linearInterpolation(u,v,ty); + + +inline float linearInterpolation(float v0, float v1, float t) { + return v0 + (v1 - v0) * t; } -double triLinearInterpolation( - double v000, double v100, double v010, double v110, - double v001, double v101, double v011, double v111, - double x, double y, double z) -{ - /*double tx = easeCurve(x); - double ty = easeCurve(y); - double tz = easeCurve(z);*/ - double tx = x; - double ty = y; - double 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 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); } -double 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; - n = (n * (n*n*60493+19990303) + 1376312589) & 0x7fffffff; - return 1.0 - (double)n/1073741824; + +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); } -double noise3d(int x, int y, int z, int seed) + +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 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) { - 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 1.0 - (double)n/1073741824; + /*float tx = easeCurve(x); + float ty = easeCurve(y); + float tz = easeCurve(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 + ); } +#endif + #if 0 -double noise2d_gradient(double x, double y, int seed) +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 - double xl = x - (double)x0; - double yl = y - (double)y0; + 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); @@ -111,218 +140,480 @@ double noise2d_gradient(double x, double y, int seed) 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 - double s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl); - double u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl); - double v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl); - double w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl); + 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 -#if 1 -double noise2d_gradient(double x, double y, int seed) + +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); + int x0 = myfloor(x); + int y0 = myfloor(y); // Calculate the remaining part of the coordinates - double xl = x - (double)x0; - double yl = y - (double)y0; - // Get values for corners of cube - double v00 = noise2d(x0, y0, seed); - double v10 = noise2d(x0+1, y0, seed); - double v01 = noise2d(x0, y0+1, seed); - double v11 = noise2d(x0+1, y0+1, seed); + float xl = x - (float)x0; + float yl = y - (float)y0; + // Get values for corners of square + float v00 = noise2d(x0, y0, seed); + float v10 = noise2d(x0+1, y0, seed); + float v01 = noise2d(x0, y0+1, seed); + float v11 = noise2d(x0+1, y0+1, seed); // Interpolate return biLinearInterpolation(v00,v10,v01,v11,xl,yl); } -#endif -double noise3d_gradient(double x, double y, double z, int seed) + +float noise3d_gradient(float x, float y, float z, 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); - int z0 = (z > 0.0 ? (int)z : (int)z - 1); + int x0 = myfloor(x); + int y0 = myfloor(y); + int z0 = myfloor(z); // Calculate the remaining part of the coordinates - double xl = x - (double)x0; - double yl = y - (double)y0; - double zl = z - (double)z0; + float xl = x - (float)x0; + float yl = y - (float)y0; + float zl = z - (float)z0; // Get values for corners of cube - double v000 = noise3d(x0, y0, z0, seed); - double v100 = noise3d(x0+1, y0, z0, seed); - double v010 = noise3d(x0, y0+1, z0, seed); - double v110 = noise3d(x0+1, y0+1, z0, seed); - double v001 = noise3d(x0, y0, z0+1, seed); - double v101 = noise3d(x0+1, y0, z0+1, seed); - double v011 = noise3d(x0, y0+1, z0+1, seed); - double v111 = noise3d(x0+1, y0+1, z0+1, seed); + float v000 = noise3d(x0, y0, z0, seed); + float v100 = noise3d(x0 + 1, y0, z0, seed); + float v010 = noise3d(x0, y0 + 1, z0, seed); + float v110 = noise3d(x0 + 1, y0 + 1, z0, seed); + float v001 = noise3d(x0, y0, z0 + 1, seed); + float v101 = noise3d(x0 + 1, y0, z0 + 1, seed); + 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); + return triLinearInterpolation(v000, v100, v010, v110, + v001, v101, v011, v111, + xl, yl, zl); } -double noise2d_perlin(double x, double y, int seed, - int octaves, double persistence) + +float noise2d_perlin(float x, float y, int seed, + int octaves, float persistence) { - double a = 0; - double f = 1.0; - double g = 1.0; - for(int i=0; i0, 0->1, 1->0 +float contour(float v) { + v = fabs(v); + if(v >= 1.0) + return 0.0; + return (1.0-v); } -NoiseBuffer::~NoiseBuffer() -{ - clear(); + +///////////////////////// [ New perlin stuff ] //////////////////////////// + + +Noise::Noise(NoiseParams *np, int seed, int sx, int sy) { + init(np, seed, sx, sy, 1); } -void NoiseBuffer::clear() -{ - if(m_data) - delete[] m_data; - m_data = NULL; - m_size_x = 0; - m_size_y = 0; - m_size_z = 0; + +Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) { + init(np, seed, sx, sy, sz); } -void NoiseBuffer::create(int seed, int octaves, double persistence, - double pos_scale, - double first_x, double first_y, double first_z, - double last_x, double last_y, double last_z, - double samplelength_x, double samplelength_y, double samplelength_z) -{ - clear(); - - m_start_x = first_x - samplelength_x; - m_start_y = first_y - samplelength_y; - m_start_z = first_z - samplelength_z; - m_samplelength_x = samplelength_x; - m_samplelength_y = samplelength_y; - m_samplelength_z = samplelength_z; - - m_size_x = (last_x - m_start_x)/samplelength_x + 2; - m_size_y = (last_y - m_start_y)/samplelength_y + 2; - m_size_z = (last_z - m_start_z)/samplelength_z + 2; - - /*dstream<<"m_size_x="<