buildat/src/interface/noise.h

187 lines
5.2 KiB
C++

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