187 lines
5.2 KiB
C++
187 lines
5.2 KiB
C++
// Copyright 2010-2014 Perttu Ahola <celeron55@gmail.com>
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// Copyright 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice, this
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// list of conditions and the following disclaimer.
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//
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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#pragma once
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#include "core/types.h"
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namespace interface
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{
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struct v3f
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{
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float X = 0;
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float Y = 0;
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float Z = 0;
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v3f(float X = 0, float Y = 0, float Z = 0):
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X(X), Y(Y), Z(Z){}
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};
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class PseudoRandom
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{
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public:
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PseudoRandom(): m_next(0)
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{}
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PseudoRandom(int seed): m_next(seed)
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{}
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void seed(int seed){
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m_next = seed;
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}
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// Returns 0...32767
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int next(){
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m_next = m_next * 1103515245 + 12345;
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return ((unsigned)(m_next/65536) % 32768);
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}
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int range(int min, int max);
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private:
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int m_next;
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};
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struct NoiseParams {
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float offset;
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float scale;
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v3f spread;
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int seed;
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int octaves;
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float persist;
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NoiseParams(){}
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NoiseParams(float offset_, float scale_, v3f spread_,
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int seed_, int octaves_, float persist_)
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{
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offset = offset_;
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scale = scale_;
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spread = spread_;
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seed = seed_;
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octaves = octaves_;
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persist = persist_;
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}
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};
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class Noise {
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public:
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NoiseParams *np;
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int seed;
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int sx;
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int sy;
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int sz;
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float *noisebuf;
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float *buf;
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float *result;
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Noise(NoiseParams *np, int seed, int sx, int sy);
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Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
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virtual ~Noise();
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virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz);
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void setSize(int sx, int sy);
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void setSize(int sx, int sy, int sz);
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void setSpreadFactor(v3f spread);
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void setOctaves(int octaves);
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void resizeNoiseBuf(bool is3d);
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void gradientMap2D(
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float x, float y,
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float step_x, float step_y,
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int seed);
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void gradientMap3D(
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float x, float y, float z,
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float step_x, float step_y, float step_z,
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int seed);
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float* perlinMap2D(float x, float y);
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float* perlinMap2DModulated(float x, float y, float *persist_map);
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float* perlinMap3D(float x, float y, float z);
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void transformNoiseMap();
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};
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// Return value: -1 ... 1
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float noise2d(int x, int y, int seed);
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float noise3d(int x, int y, int z, int seed);
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float noise2d_gradient(float x, float y, int seed);
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float noise3d_gradient(float x, float y, float z, int seed);
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float noise2d_perlin(float x, float y, int seed,
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int octaves, float persistence);
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float noise2d_perlin_abs(float x, float y, int seed,
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int octaves, float persistence);
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float noise3d_perlin(float x, float y, float z, int seed,
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int octaves, float persistence);
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float noise3d_perlin_abs(float x, float y, float z, int seed,
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int octaves, float persistence);
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inline float easeCurve(float t){
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return t * t * t * (t * (6.f * t - 15.f) + 10.f);
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}
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inline float NoisePerlin2D(const NoiseParams *np, float x, float y, float s)
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{
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return (np->offset + np->scale * noise2d_perlin(
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(float)x / np->spread.X,
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(float)y / np->spread.Y,
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s + np->seed, np->octaves, np->persist));
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}
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inline float NoisePerlin2DNoTxfm(
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const NoiseParams *np, float x, float y, float s)
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{
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return (noise2d_perlin(
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(float)x / np->spread.X,
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(float)y / np->spread.Y,
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s + np->seed, np->octaves, np->persist));
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}
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inline float NoisePerlin2DPosOffset(const NoiseParams *np, float x, float xoff,
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float y, float yoff, float s)
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{
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return (np->offset + np->scale * noise2d_perlin(
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(float)xoff + (float)x / np->spread.X,
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(float)yoff + (float)y / np->spread.Y,
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s + np->seed, np->octaves, np->persist));
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}
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inline float NoisePerlin2DNoTxfmPosOffset(const NoiseParams *np, float x,
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float xoff, float y, float yoff, float s)
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{
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return (noise2d_perlin(
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(float)xoff + (float)x / np->spread.X,
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(float)yoff + (float)y / np->spread.Y,
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s + np->seed, np->octaves, np->persist));
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}
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inline float NoisePerlin3D(
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const NoiseParams *np, float x, float y, float z, float s)
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{
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return (np->offset + np->scale *
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noise3d_perlin((float)x / np->spread.X, (float)y / np->spread.Y,
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(float)z / np->spread.Z, s + np->seed, np->octaves, np->persist));
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}
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}
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// vim: set noet ts=4 sw=4:
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