Add support for eased 3d noise

stable-0.4
kwolekr 2014-10-27 02:02:38 -04:00
parent d274cbfce6
commit b994a7af13
2 changed files with 145 additions and 117 deletions

View File

@ -30,6 +30,11 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#define NOISE_MAGIC_Z 52591
#define NOISE_MAGIC_SEED 1013
typedef float (*Interp3dFxn)(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float z);
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
@ -40,7 +45,8 @@ float cos_lookup[16] = {
//noise poly: p(n) = 60493n^3 + 19990303n + 137612589
float noise2d(int x, int y, int seed) {
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;
@ -49,7 +55,8 @@ float noise2d(int x, int y, int seed) {
}
float noise3d(int x, int y, int z, int seed) {
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;
@ -58,19 +65,23 @@ float noise3d(int x, int y, int z, int seed) {
}
float dotProduct(float vx, float vy, float wx, float wy) {
float dotProduct(float vx, float vy, float wx, float wy)
{
return vx * wx + vy * wy;
}
inline float linearInterpolation(float v0, float v1, float t) {
inline float linearInterpolation(float v0, float v1, float t)
{
return v0 + (v1 - v0) * t;
}
float biLinearInterpolation(float v00, float v10,
float biLinearInterpolation(
float v00, float v10,
float v01, float v11,
float x, float y) {
float x, float y)
{
float tx = easeCurve(x);
float ty = easeCurve(y);
float u = linearInterpolation(v00, v10, tx);
@ -79,38 +90,70 @@ float biLinearInterpolation(float v00, float v10,
}
float biLinearInterpolationNoEase(float x0y0, float x1y0,
float biLinearInterpolationNoEase(
float x0y0, float x1y0,
float x0y1, float x1y1,
float x, float y) {
float x, float y)
{
float u = linearInterpolation(x0y0, x1y0, x);
float v = linearInterpolation(x0y1, x1y1, x);
return linearInterpolation(u, v, y);
}
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)
{
/*float tx = easeCurve(x);
float u = biLinearInterpolation(v000, v100, v010, v110, x, y);
float v = biLinearInterpolation(v001, v101, v011, v111, x, y);
return linearInterpolation(u, v, z);
}
float triLinearInterpolationNoEase(
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);
}
*/
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 tx = easeCurve(x);
float ty = easeCurve(y);
float tz = easeCurve(z);*/
float tx = x;
float ty = y;
float tz = z;
return(
float tz = easeCurve(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 triLinearInterpolationNoEase(
float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111,
float x, float y, float 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) +
@ -121,7 +164,6 @@ float triLinearInterpolation(
v111 * tx * ty * tz
);
}
#endif
#if 0
@ -164,7 +206,7 @@ float noise2d_gradient(float x, float y, int 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);
return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
}
@ -188,7 +230,8 @@ float noise3d_gradient(float x, float y, float z, int 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,
return triLinearInterpolationNoEase(
v000, v100, v010, v110,
v001, v101, v011, v111,
xl, yl, zl);
}
@ -264,24 +307,15 @@ float contour(float v)
v = fabs(v);
if(v >= 1.0)
return 0.0;
return (1.0-v);
return (1.0 - v);
}
///////////////////////// [ New perlin stuff ] ////////////////////////////
Noise::Noise(NoiseParams *np, int seed, int sx, int sy) {
init(np, seed, sx, sy, 1);
}
Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz) {
init(np, seed, sx, sy, sz);
}
void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
{
this->np = np;
this->seed = seed;
this->sx = sx;
@ -296,19 +330,16 @@ void Noise::init(NoiseParams *np, int seed, int sx, int sy, int sz) {
}
Noise::~Noise() {
Noise::~Noise()
{
delete[] buf;
delete[] result;
delete[] noisebuf;
}
void Noise::setSize(int sx, int sy) {
setSize(sx, sy, 1);
}
void Noise::setSize(int sx, int sy, int sz) {
void Noise::setSize(int sx, int sy, int sz)
{
this->sx = sx;
this->sy = sy;
this->sz = sz;
@ -323,21 +354,24 @@ void Noise::setSize(int sx, int sy, int sz) {
}
void Noise::setSpreadFactor(v3f spread) {
void Noise::setSpreadFactor(v3f spread)
{
this->np->spread = spread;
resizeNoiseBuf(sz > 1);
}
void Noise::setOctaves(int octaves) {
void Noise::setOctaves(int octaves)
{
this->np->octaves = octaves;
resizeNoiseBuf(sz > 1);
}
void Noise::resizeNoiseBuf(bool is3d) {
void Noise::resizeNoiseBuf(bool is3d)
{
int nlx, nly, nlz;
float ofactor;
@ -370,7 +404,11 @@ void Noise::resizeNoiseBuf(bool is3d) {
* next octave.
*/
#define idx(x, y) ((y) * nlx + (x))
void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed) {
void Noise::gradientMap2D(
float x, float y,
float step_x, float step_y,
int seed)
{
float v00, v01, v10, v11, u, v, orig_u;
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
@ -424,15 +462,20 @@ void Noise::gradientMap2D(float x, float y, float step_x, float step_y, int seed
#define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(float x, float y, float z,
void Noise::gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed) {
int seed, bool eased)
{
float v000, v010, v100, v110;
float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
Interp3dFxn interpolate = eased ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
y0 = floor(y);
z0 = floor(z);
@ -472,10 +515,11 @@ void Noise::gradientMap3D(float x, float y, float z,
u = orig_u;
noisex = 0;
for (i = 0; i != sx; i++) {
buf[index++] = triLinearInterpolation(
buf[index++] = interpolate(
v000, v100, v010, v110,
v001, v101, v011, v111,
u, v, w);
u += step_x;
if (u >= 1.0) {
u -= 1.0;
@ -508,27 +552,23 @@ void Noise::gradientMap3D(float x, float y, float z,
#undef idx
float *Noise::perlinMap2D(float x, float y) {
float *Noise::perlinMap2D(float x, float y)
{
float f = 1.0, g = 1.0;
int i, j, index, oct;
size_t bufsize = sx * sy;
x /= np->spread.X;
y /= np->spread.Y;
memset(result, 0, sizeof(float) * sx * sy);
memset(result, 0, sizeof(float) * bufsize);
for (oct = 0; oct < np->octaves; oct++) {
for (int oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
index = 0;
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
for (size_t i = 0; i != bufsize; i++)
result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
@ -538,31 +578,28 @@ float *Noise::perlinMap2D(float x, float y) {
}
float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
float *Noise::perlinMap2DModulated(float x, float y, float *persist_map)
{
float f = 1.0;
int i, j, index, oct;
size_t bufsize = sx * sy;
x /= np->spread.X;
y /= np->spread.Y;
memset(result, 0, sizeof(float) * sx * sy);
memset(result, 0, sizeof(float) * bufsize);
float *g = new float[sx * sy];
for (index = 0; index != sx * sy; index++)
g[index] = 1.0;
float *g = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
g[i] = 1.0;
for (oct = 0; oct < np->octaves; oct++) {
for (int oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
index = 0;
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g[index] * buf[index];
g[index] *= persist_map[index];
index++;
}
for (size_t i = 0; i != bufsize; i++) {
result[i] += g[i] * buf[i];
g[i] *= persist_map[i];
}
f *= 2.0;
@ -573,30 +610,24 @@ float *Noise::perlinMap2DModulated(float x, float y, float *persist_map) {
}
float *Noise::perlinMap3D(float x, float y, float z) {
float *Noise::perlinMap3D(float x, float y, float z, bool eased)
{
float f = 1.0, g = 1.0;
int i, j, k, index, oct;
size_t bufsize = sx * sy * sz;
x /= np->spread.X;
y /= np->spread.Y;
z /= np->spread.Z;
memset(result, 0, sizeof(float) * sx * sy * sz);
memset(result, 0, sizeof(float) * bufsize);
for (oct = 0; oct < np->octaves; oct++) {
for (int oct = 0; oct < np->octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
seed + np->seed + oct);
seed + np->seed + oct, eased);
index = 0;
for (k = 0; k != sz; k++) {
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
}
for (size_t i = 0; i != bufsize; i++)
result[i] += g * buf[i];
f *= 2.0;
g *= np->persist;
@ -606,14 +637,14 @@ float *Noise::perlinMap3D(float x, float y, float z) {
}
void Noise::transformNoiseMap() {
int i = 0;
for (int z = 0; z != sz; z++) {
for (int y = 0; y != sy; y++) {
void Noise::transformNoiseMap()
{
size_t i = 0;
for (int z = 0; z != sz; z++)
for (int y = 0; y != sy; y++)
for (int x = 0; x != sx; x++) {
result[i] = result[i] * np->scale + np->offset;
i++;
}
}
}
}

View File

@ -102,13 +102,10 @@ public:
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();
Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
~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 setSize(int sx, int sy, int sz=1);
void setSpreadFactor(v3f spread);
void setOctaves(int octaves);
void resizeNoiseBuf(bool is3d);
@ -120,10 +117,10 @@ public:
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed);
int seed, bool eased=false);
float *perlinMap2D(float x, float y);
float *perlinMap2DModulated(float x, float y, float *persist_map);
float *perlinMap3D(float x, float y, float z);
float *perlinMap3D(float x, float y, float z, bool eased=false);
void transformNoiseMap();
};