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authormadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-16 22:47:43 +0200
committermadmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6>2013-04-16 22:47:43 +0200
commit0a7c2d3146aa739473c7c1213eba173c163dbd54 (patch)
treef07decfe9e7118a98fa4fddd9163c95546764670 /source/Noise.cpp
parentProper entity removal functions (diff)
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Diffstat (limited to 'source/Noise.cpp')
-rw-r--r--source/Noise.cpp305
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;
+ }
+}