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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-16 22:47:43 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-04-16 22:47:43 +0200 |
commit | 0a7c2d3146aa739473c7c1213eba173c163dbd54 (patch) | |
tree | f07decfe9e7118a98fa4fddd9163c95546764670 /source/Noise.cpp | |
parent | Proper entity removal functions (diff) | |
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Diffstat (limited to 'source/Noise.cpp')
-rw-r--r-- | source/Noise.cpp | 305 |
1 files changed, 296 insertions, 9 deletions
diff --git a/source/Noise.cpp b/source/Noise.cpp index fab46d652..5261f967c 100644 --- a/source/Noise.cpp +++ b/source/Noise.cpp @@ -2,28 +2,193 @@ #include "Globals.h" // NOTE: MSVC stupidness requires this to be the same across all modules #include "Noise.h" -#include <math.h> + + + + #if NOISE_USE_SSE -#include <smmintrin.h> //_mm_mul_epi32 + #include <smmintrin.h> //_mm_mul_epi32 #endif -#define FAST_FLOOR( x ) ( (x) < 0 ? ((int)x)-1 : ((int)x) ) +#define FAST_FLOOR(x) (((x) < 0) ? (((int)x) - 1) : ((int)x)) -cNoise::cNoise( unsigned int a_Seed ) - : m_Seed( a_Seed ) +NOISE_DATATYPE CubicInterpolate(NOISE_DATATYPE a_A, NOISE_DATATYPE a_B, NOISE_DATATYPE a_C, NOISE_DATATYPE a_D, NOISE_DATATYPE a_Pct) { + NOISE_DATATYPE P = (a_D - a_C) - (a_A - a_B); + NOISE_DATATYPE Q = (a_A - a_B) - P; + NOISE_DATATYPE R = a_C - a_A; + NOISE_DATATYPE S = a_B; + + return ((P * a_Pct + Q) * a_Pct + R) * a_Pct + S; } -cNoise::~cNoise() + + + +class cCubicCell2D +{ +public: + cCubicCell2D( + cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values + ); + + /// Uses current m_WorkRnds[] to generate part of the array + void Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY + ); + + /// Initializes m_WorkRnds[] with the specified Floor values + void InitWorkRnds(int a_FloorX, int a_FloorY); + + /// Updates m_WorkRnds[] for the new Floor values. + void Move(int a_NewFloorX, int a_NewFloorY); + +protected: + typedef NOISE_DATATYPE Workspace[4][4]; + + cNoise & m_Noise; + + Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering) + Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move() + Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move() + int m_CurFloorX; + int m_CurFloorY; + + NOISE_DATATYPE * m_Array; + int m_SizeX, m_SizeY; + const NOISE_DATATYPE * m_FracX; + const NOISE_DATATYPE * m_FracY; +} ; + + + + + +cCubicCell2D::cCubicCell2D( + cNoise & a_Noise, ///< Noise to use for generating the random values + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Count of the array, in each direction + const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values + const NOISE_DATATYPE * a_FracY ///< Pointer to the attay that stores the Y fractional values +) : + m_Noise(a_Noise), + m_WorkRnds(&m_Workspace1), + m_Array(a_Array), + m_SizeX(a_SizeX), + m_SizeY(a_SizeY), + m_FracX(a_FracX), + m_FracY(a_FracY) { } + + + + +void cCubicCell2D::Generate( + int a_FromX, int a_ToX, + int a_FromY, int a_ToY +) +{ + for (int y = a_FromY; y < a_ToY; y++) + { + NOISE_DATATYPE Interp[4]; + NOISE_DATATYPE FracY = m_FracY[y]; + Interp[0] = CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY); + Interp[1] = CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY); + Interp[2] = CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY); + Interp[3] = CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY); + int idx = y * m_SizeX + a_FromX; + for (int x = a_FromX; x < a_ToX; x++) + { + m_Array[idx++] = CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]); + } // for x + } // for y +} + + + + + +void cCubicCell2D::InitWorkRnds(int a_FloorX, int a_FloorY) +{ + m_CurFloorX = a_FloorX; + m_CurFloorY = a_FloorY; + for (int x = 0; x < 4; x++) + { + int cx = a_FloorX + x - 1; + for (int y = 0; y < 4; y++) + { + int cy = a_FloorY + y - 1; + (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy); + } + } +} + + + + + +void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY) +{ + // Swap the doublebuffer: + int OldFloorX = m_CurFloorX; + int OldFloorY = m_CurFloorY; + Workspace * OldWorkRnds = m_WorkRnds; + m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1; + + // Reuse as much of the old workspace as possible: + int DiffX = OldFloorX - a_NewFloorX; + int DiffY = OldFloorY - a_NewFloorY; + for (int x = 0; x < 4; x++) + { + int cx = a_NewFloorX + x - 1; + int OldX = x - DiffX; // Where would this X be in the old grid? + for (int y = 0; y < 4; y++) + { + int cy = a_NewFloorY + y - 1; + int OldY = y - DiffY; // Where would this Y be in the old grid? + if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4)) + { + (*m_WorkRnds)[x][y] = (*OldWorkRnds)[OldX][OldY]; + } + else + { + (*m_WorkRnds)[x][y] = (NOISE_DATATYPE)m_Noise.IntNoise2D(cx, cy); + } + } + } + m_CurFloorX = a_NewFloorX; + m_CurFloorY = a_NewFloorY; +} + + + + + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cNoise: + +cNoise::cNoise(unsigned int a_Seed) : + m_Seed(a_Seed) +{ +} + + + + + #if NOISE_USE_SSE /**************** * SSE Random value generator @@ -61,6 +226,9 @@ __m128 cNoise::SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3, #endif + + + /*************** * Interpolated (and 1 smoothed) noise in 1-dimension **/ @@ -71,6 +239,10 @@ float cNoise::LinearNoise1D( float a_X ) const return LinearInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX); } + + + + float cNoise::CosineNoise1D( float a_X ) const { int BaseX = FAST_FLOOR( a_X ); @@ -78,6 +250,10 @@ float cNoise::CosineNoise1D( float a_X ) const return CosineInterpolate( IntNoise( BaseX ), IntNoise( BaseX+1 ), FracX); } + + + + float cNoise::CubicNoise1D( float a_X ) const { int BaseX = FAST_FLOOR( a_X ); @@ -85,11 +261,19 @@ float cNoise::CubicNoise1D( float a_X ) const return CubicInterpolate( IntNoise( BaseX-1 ), IntNoise( BaseX ), IntNoise( BaseX+1 ), IntNoise( BaseX+2 ), FracX); } + + + + float cNoise::SmoothNoise1D( int a_X ) const { return IntNoise(a_X)/2 + IntNoise(a_X-1)/4 + IntNoise(a_X+1)/4; } + + + + /****************** * Interpolated (and 1 smoothed) noise in 2-dimensions **/ @@ -111,6 +295,10 @@ float cNoise::LinearNoise2D( float a_X, float a_Y ) const return LinearInterpolate( interp1, interp2, FracY ); } + + + + float cNoise::CosineNoise2D( float a_X, float a_Y ) const { const int BaseX = FAST_FLOOR( a_X ); @@ -363,14 +551,113 @@ void IntArrayLinearInterpolate2D( +#if NOISE_USE_INLINE + #include "Noise.inc" +#endif + +/////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// +// cCubicNoise: -#if NOISE_USE_INLINE - #include "Noise.inc" -#endif +cCubicNoise::cCubicNoise(int a_Seed) : + m_Noise(a_Seed) +{ +} + + + + + +void cCubicNoise::Generate2D( + NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y] + int a_SizeX, int a_SizeY, ///< Size of the array (num doubles), in each direction + NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction + NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction + NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash +) +{ + ASSERT(a_SizeX < MAX_SIZE); + ASSERT(a_SizeY < MAX_SIZE); + ASSERT(a_StartX < a_EndX); + ASSERT(a_StartY < a_EndY); + + // Calculate the integral and fractional parts of each coord: + int FloorX[MAX_SIZE]; + int FloorY[MAX_SIZE]; + NOISE_DATATYPE FracX[MAX_SIZE]; + NOISE_DATATYPE FracY[MAX_SIZE]; + int SameX[MAX_SIZE]; + int SameY[MAX_SIZE]; + int NumSameX, NumSameY; + CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX); + CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY); + + cCubicCell2D Cell(m_Noise, a_Array, a_SizeX, a_SizeY, FracX, FracY); + + Cell.InitWorkRnds(FloorX[0], FloorY[0]); + + // Calculate query values using Cell: + int FromY = 0; + for (int y = 0; y < NumSameY; y++) + { + int ToY = FromY + SameY[y]; + int FromX = 0; + int CurFloorY = FloorY[FromY]; + for (int x = 0; x < NumSameX; x++) + { + int ToX = FromX + SameX[x]; + Cell.Generate(FromX, ToX, FromY, ToY); + Cell.Move(FloorX[ToX], CurFloorY); + FromX = ToX; + } + Cell.Move(FloorX[0], FloorY[ToY]); + FromY = ToY; + } +} + + + + + +void cCubicNoise::CalcFloorFrac( + int a_Size, + NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End, + int * a_Floor, NOISE_DATATYPE * a_Frac, + int * a_Same, int & a_NumSame +) +{ + NOISE_DATATYPE val = a_Start; + NOISE_DATATYPE dif = (a_End - a_Start) / a_Size; + for (int i = 0; i < a_Size; i++) + { + a_Floor[i] = FAST_FLOOR(val); + a_Frac[i] = val - a_Floor[i]; + val += dif; + } + + // Mark up the same floor values into a_Same / a_NumSame: + int CurFloor = a_Floor[0]; + int LastSame = 0; + a_NumSame = 0; + for (int i = 1; i < a_Size; i++) + { + if (a_Floor[i] != CurFloor) + { + a_Same[a_NumSame] = i - LastSame; + LastSame = i; + a_NumSame += 1; + CurFloor = a_Floor[i]; + } + } // for i - a_Floor[] + if (LastSame < a_Size) + { + a_Same[a_NumSame] = a_Size - LastSame; + a_NumSame += 1; + } +} |