Noise: Added an efficient 3D cubic noise generation
git-svn-id: http://mc-server.googlecode.com/svn/trunk@1466 0a769ca7-a7f5-676a-18bf-c427514a06d6master
parent
7e02ec87b9
commit
6c66e19f94
252
source/Noise.cpp
252
source/Noise.cpp
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@ -216,6 +216,189 @@ void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY)
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cCubicCell3D:
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class cCubicCell3D
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{
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public:
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cCubicCell3D(
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const cNoise & a_Noise, ///< Noise to use for generating the random values
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
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const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
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const NOISE_DATATYPE * a_FracY, ///< Pointer to the attay that stores the Y fractional values
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const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
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);
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/// Uses current m_WorkRnds[] to generate part of the array
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void Generate(
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int a_FromX, int a_ToX,
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int a_FromY, int a_ToY,
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int a_FromZ, int a_ToZ
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);
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/// Initializes m_WorkRnds[] with the specified Floor values
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void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ);
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/// Updates m_WorkRnds[] for the new Floor values.
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void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ);
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protected:
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typedef NOISE_DATATYPE Workspace[4][4][4];
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const cNoise & m_Noise;
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Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
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Workspace m_Workspace1; ///< Buffer 1 for workspace doublebuffering, used in Move()
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Workspace m_Workspace2; ///< Buffer 2 for workspace doublebuffering, used in Move()
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int m_CurFloorX;
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int m_CurFloorY;
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int m_CurFloorZ;
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NOISE_DATATYPE * m_Array;
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int m_SizeX, m_SizeY, m_SizeZ;
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const NOISE_DATATYPE * m_FracX;
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const NOISE_DATATYPE * m_FracY;
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const NOISE_DATATYPE * m_FracZ;
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} ;
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cCubicCell3D::cCubicCell3D(
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const cNoise & a_Noise, ///< Noise to use for generating the random values
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, in each direction
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const NOISE_DATATYPE * a_FracX, ///< Pointer to the array that stores the X fractional values
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const NOISE_DATATYPE * a_FracY, ///< Pointer to the attay that stores the Y fractional values
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const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
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) :
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m_Noise(a_Noise),
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m_WorkRnds(&m_Workspace1),
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m_Array(a_Array),
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m_SizeX(a_SizeX),
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m_SizeY(a_SizeY),
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m_SizeZ(a_SizeZ),
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m_FracX(a_FracX),
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m_FracY(a_FracY),
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m_FracZ(a_FracZ)
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{
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}
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void cCubicCell3D::Generate(
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int a_FromX, int a_ToX,
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int a_FromY, int a_ToY,
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int a_FromZ, int a_ToZ
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)
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{
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for (int z = a_FromZ; z < a_ToZ; z++)
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{
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int idxZ = z * m_SizeX * m_SizeY;
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NOISE_DATATYPE Interp2[4][4];
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NOISE_DATATYPE FracZ = m_FracZ[z];
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for (int x = 0; x < 4; x++)
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{
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for (int y = 0; y < 4; y++)
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{
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Interp2[x][y] = cNoise::CubicInterpolate((*m_WorkRnds)[x][y][0], (*m_WorkRnds)[x][y][1], (*m_WorkRnds)[x][y][2], (*m_WorkRnds)[x][y][3], FracZ);
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}
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}
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for (int y = a_FromY; y < a_ToY; y++)
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{
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NOISE_DATATYPE Interp[4];
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NOISE_DATATYPE FracY = m_FracY[y];
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Interp[0] = cNoise::CubicInterpolate(Interp2[0][0], Interp2[0][1], Interp2[0][2], Interp2[0][3], FracY);
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Interp[1] = cNoise::CubicInterpolate(Interp2[1][0], Interp2[1][1], Interp2[1][2], Interp2[1][3], FracY);
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Interp[2] = cNoise::CubicInterpolate(Interp2[2][0], Interp2[2][1], Interp2[2][2], Interp2[2][3], FracY);
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Interp[3] = cNoise::CubicInterpolate(Interp2[3][0], Interp2[3][1], Interp2[3][2], Interp2[3][3], FracY);
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int idx = idxZ + y * m_SizeX + a_FromX;
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for (int x = a_FromX; x < a_ToX; x++)
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{
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m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]);
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} // for x
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} // for y
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} // for z
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}
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void cCubicCell3D::InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ)
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{
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m_CurFloorX = a_FloorX;
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m_CurFloorY = a_FloorY;
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m_CurFloorZ = a_FloorZ;
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for (int x = 0; x < 4; x++)
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{
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int cx = a_FloorX + x - 1;
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for (int y = 0; y < 4; y++)
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{
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int cy = a_FloorY + y - 1;
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for (int z = 0; z < 4; z++)
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{
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int cz = a_FloorZ + z - 1;
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(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
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}
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}
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}
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}
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void cCubicCell3D::Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ)
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{
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// Swap the doublebuffer:
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int OldFloorX = m_CurFloorX;
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int OldFloorY = m_CurFloorY;
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int OldFloorZ = m_CurFloorZ;
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Workspace * OldWorkRnds = m_WorkRnds;
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m_WorkRnds = (m_WorkRnds == &m_Workspace1) ? &m_Workspace2 : &m_Workspace1;
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// Reuse as much of the old workspace as possible:
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int DiffX = OldFloorX - a_NewFloorX;
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int DiffY = OldFloorY - a_NewFloorY;
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int DiffZ = OldFloorZ - a_NewFloorZ;
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for (int x = 0; x < 4; x++)
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{
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int cx = a_NewFloorX + x - 1;
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int OldX = x - DiffX; // Where would this X be in the old grid?
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for (int y = 0; y < 4; y++)
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{
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int cy = a_NewFloorY + y - 1;
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int OldY = y - DiffY; // Where would this Y be in the old grid?
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for (int z = 0; z < 4; z++)
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{
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int cz = a_NewFloorZ + z - 1;
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int OldZ = z - DiffZ;
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if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4) && (OldZ >= 0) && (OldZ < 4))
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{
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(*m_WorkRnds)[x][y][z] = (*OldWorkRnds)[OldX][OldY][OldZ];
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}
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else
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{
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(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
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}
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} // for z
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} // for y
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} // for x
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m_CurFloorX = a_NewFloorX;
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m_CurFloorY = a_NewFloorY;
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m_CurFloorZ = a_NewFloorZ;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cNoise:
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@ -462,6 +645,75 @@ void cCubicNoise::Generate2D(
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void cCubicNoise::Generate3D(
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NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
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int a_SizeX, int a_SizeY, int a_SizeZ, ///< Size of the array (num doubles), in each direction
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NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX, ///< Noise-space coords of the array in the X direction
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NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY, ///< Noise-space coords of the array in the Y direction
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NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Y direction
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) const
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{
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ASSERT(a_SizeX < MAX_SIZE);
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ASSERT(a_SizeY < MAX_SIZE);
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ASSERT(a_SizeZ < MAX_SIZE);
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ASSERT(a_StartX < a_EndX);
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ASSERT(a_StartY < a_EndY);
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ASSERT(a_StartZ < a_EndZ);
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// Calculate the integral and fractional parts of each coord:
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int FloorX[MAX_SIZE];
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int FloorY[MAX_SIZE];
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int FloorZ[MAX_SIZE];
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NOISE_DATATYPE FracX[MAX_SIZE];
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NOISE_DATATYPE FracY[MAX_SIZE];
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NOISE_DATATYPE FracZ[MAX_SIZE];
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int SameX[MAX_SIZE];
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int SameY[MAX_SIZE];
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int SameZ[MAX_SIZE];
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int NumSameX, NumSameY, NumSameZ;
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CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
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CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
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CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ);
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cCubicCell3D Cell(
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m_Noise, a_Array,
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a_SizeX, a_SizeY, a_SizeZ,
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FracX, FracY, FracZ
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);
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Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]);
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// Calculate query values using Cell:
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int FromZ = 0;
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for (int z = 0; z < NumSameZ; z++)
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{
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int ToZ = FromZ + SameZ[z];
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int CurFloorZ = FloorZ[FromZ];
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int FromY = 0;
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for (int y = 0; y < NumSameY; y++)
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{
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int ToY = FromY + SameY[y];
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int CurFloorY = FloorY[FromY];
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int FromX = 0;
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for (int x = 0; x < NumSameX; x++)
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{
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int ToX = FromX + SameX[x];
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Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ);
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Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ);
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FromX = ToX;
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}
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Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ);
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FromY = ToY;
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} // for y
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Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]);
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FromZ = ToZ;
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} // for z
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}
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void cCubicNoise::CalcFloorFrac(
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int a_Size,
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NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
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