Noise: Added an efficient 3D cubic noise generation

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1466 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-05-09 19:07:09 +00:00
parent 7e02ec87b9
commit 6c66e19f94
1 changed files with 252 additions and 0 deletions

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@ -216,6 +216,189 @@ void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY)
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cCubicCell3D:
class cCubicCell3D
{
public:
cCubicCell3D(
const 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, int a_SizeZ, ///< 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
const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z 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,
int a_FromZ, int a_ToZ
);
/// Initializes m_WorkRnds[] with the specified Floor values
void InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ);
/// Updates m_WorkRnds[] for the new Floor values.
void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ);
protected:
typedef NOISE_DATATYPE Workspace[4][4][4];
const 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;
int m_CurFloorZ;
NOISE_DATATYPE * m_Array;
int m_SizeX, m_SizeY, m_SizeZ;
const NOISE_DATATYPE * m_FracX;
const NOISE_DATATYPE * m_FracY;
const NOISE_DATATYPE * m_FracZ;
} ;
cCubicCell3D::cCubicCell3D(
const 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, int a_SizeZ, ///< 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
const NOISE_DATATYPE * a_FracZ ///< Pointer to the array that stores the Z fractional values
) :
m_Noise(a_Noise),
m_WorkRnds(&m_Workspace1),
m_Array(a_Array),
m_SizeX(a_SizeX),
m_SizeY(a_SizeY),
m_SizeZ(a_SizeZ),
m_FracX(a_FracX),
m_FracY(a_FracY),
m_FracZ(a_FracZ)
{
}
void cCubicCell3D::Generate(
int a_FromX, int a_ToX,
int a_FromY, int a_ToY,
int a_FromZ, int a_ToZ
)
{
for (int z = a_FromZ; z < a_ToZ; z++)
{
int idxZ = z * m_SizeX * m_SizeY;
NOISE_DATATYPE Interp2[4][4];
NOISE_DATATYPE FracZ = m_FracZ[z];
for (int x = 0; x < 4; x++)
{
for (int y = 0; y < 4; y++)
{
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);
}
}
for (int y = a_FromY; y < a_ToY; y++)
{
NOISE_DATATYPE Interp[4];
NOISE_DATATYPE FracY = m_FracY[y];
Interp[0] = cNoise::CubicInterpolate(Interp2[0][0], Interp2[0][1], Interp2[0][2], Interp2[0][3], FracY);
Interp[1] = cNoise::CubicInterpolate(Interp2[1][0], Interp2[1][1], Interp2[1][2], Interp2[1][3], FracY);
Interp[2] = cNoise::CubicInterpolate(Interp2[2][0], Interp2[2][1], Interp2[2][2], Interp2[2][3], FracY);
Interp[3] = cNoise::CubicInterpolate(Interp2[3][0], Interp2[3][1], Interp2[3][2], Interp2[3][3], FracY);
int idx = idxZ + y * m_SizeX + a_FromX;
for (int x = a_FromX; x < a_ToX; x++)
{
m_Array[idx++] = cNoise::CubicInterpolate(Interp[0], Interp[1], Interp[2], Interp[3], m_FracX[x]);
} // for x
} // for y
} // for z
}
void cCubicCell3D::InitWorkRnds(int a_FloorX, int a_FloorY, int a_FloorZ)
{
m_CurFloorX = a_FloorX;
m_CurFloorY = a_FloorY;
m_CurFloorZ = a_FloorZ;
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;
for (int z = 0; z < 4; z++)
{
int cz = a_FloorZ + z - 1;
(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
}
}
}
}
void cCubicCell3D::Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ)
{
// Swap the doublebuffer:
int OldFloorX = m_CurFloorX;
int OldFloorY = m_CurFloorY;
int OldFloorZ = m_CurFloorZ;
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;
int DiffZ = OldFloorZ - a_NewFloorZ;
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?
for (int z = 0; z < 4; z++)
{
int cz = a_NewFloorZ + z - 1;
int OldZ = z - DiffZ;
if ((OldX >= 0) && (OldX < 4) && (OldY >= 0) && (OldY < 4) && (OldZ >= 0) && (OldZ < 4))
{
(*m_WorkRnds)[x][y][z] = (*OldWorkRnds)[OldX][OldY][OldZ];
}
else
{
(*m_WorkRnds)[x][y][z] = (NOISE_DATATYPE)m_Noise.IntNoise3D(cx, cy, cz);
}
} // for z
} // for y
} // for x
m_CurFloorX = a_NewFloorX;
m_CurFloorY = a_NewFloorY;
m_CurFloorZ = a_NewFloorZ;
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cNoise:
@ -462,6 +645,75 @@ void cCubicNoise::Generate2D(
void cCubicNoise::Generate3D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
int a_SizeX, int a_SizeY, int a_SizeZ, ///< 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_StartZ, NOISE_DATATYPE a_EndZ ///< Noise-space coords of the array in the Y direction
) const
{
ASSERT(a_SizeX < MAX_SIZE);
ASSERT(a_SizeY < MAX_SIZE);
ASSERT(a_SizeZ < MAX_SIZE);
ASSERT(a_StartX < a_EndX);
ASSERT(a_StartY < a_EndY);
ASSERT(a_StartZ < a_EndZ);
// Calculate the integral and fractional parts of each coord:
int FloorX[MAX_SIZE];
int FloorY[MAX_SIZE];
int FloorZ[MAX_SIZE];
NOISE_DATATYPE FracX[MAX_SIZE];
NOISE_DATATYPE FracY[MAX_SIZE];
NOISE_DATATYPE FracZ[MAX_SIZE];
int SameX[MAX_SIZE];
int SameY[MAX_SIZE];
int SameZ[MAX_SIZE];
int NumSameX, NumSameY, NumSameZ;
CalcFloorFrac(a_SizeX, a_StartX, a_EndX, FloorX, FracX, SameX, NumSameX);
CalcFloorFrac(a_SizeY, a_StartY, a_EndY, FloorY, FracY, SameY, NumSameY);
CalcFloorFrac(a_SizeZ, a_StartZ, a_EndZ, FloorZ, FracZ, SameZ, NumSameZ);
cCubicCell3D Cell(
m_Noise, a_Array,
a_SizeX, a_SizeY, a_SizeZ,
FracX, FracY, FracZ
);
Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]);
// Calculate query values using Cell:
int FromZ = 0;
for (int z = 0; z < NumSameZ; z++)
{
int ToZ = FromZ + SameZ[z];
int CurFloorZ = FloorZ[FromZ];
int FromY = 0;
for (int y = 0; y < NumSameY; y++)
{
int ToY = FromY + SameY[y];
int CurFloorY = FloorY[FromY];
int FromX = 0;
for (int x = 0; x < NumSameX; x++)
{
int ToX = FromX + SameX[x];
Cell.Generate(FromX, ToX, FromY, ToY, FromZ, ToZ);
Cell.Move(FloorX[ToX], CurFloorY, CurFloorZ);
FromX = ToX;
}
Cell.Move(FloorX[0], FloorY[ToY], CurFloorZ);
FromY = ToY;
} // for y
Cell.Move(FloorX[0], FloorY[0], FloorZ[ToZ]);
FromZ = ToZ;
} // for z
}
void cCubicNoise::CalcFloorFrac(
int a_Size,
NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,