Noise: Fixed optimized Cubic noise calculation

git-svn-id: http://mc-server.googlecode.com/svn/trunk@1469 0a769ca7-a7f5-676a-18bf-c427514a06d6
master
madmaxoft@gmail.com 2013-05-11 21:06:03 +00:00
parent 3cd3e4d4cc
commit 8d0b607feb
1 changed files with 64 additions and 1 deletions

View File

@ -722,7 +722,7 @@ void cCubicNoise::CalcFloorFrac(
) const ) const
{ {
NOISE_DATATYPE val = a_Start; NOISE_DATATYPE val = a_Start;
NOISE_DATATYPE dif = (a_End - a_Start) / a_Size; NOISE_DATATYPE dif = (a_End - a_Start) / (a_Size - 1);
for (int i = 0; i < a_Size; i++) for (int i = 0; i < a_Size; i++)
{ {
a_Floor[i] = FAST_FLOOR(val); a_Floor[i] = FAST_FLOOR(val);
@ -853,3 +853,66 @@ void cPerlinNoise::Generate2D(
void cPerlinNoise::Generate3D(
NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y + a_SizeX * a_SizeY * z]
int a_SizeX, int a_SizeY, int a_SizeZ, ///< Count of the array, 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 Z direction
NOISE_DATATYPE * a_Workspace ///< Workspace that this function can use and trash
) const
{
if (m_Octaves.empty())
{
// No work to be done
return;
}
bool ShouldFreeWorkspace = (a_Workspace == NULL);
int ArrayCount = a_SizeX * a_SizeY * a_SizeZ;
if (ShouldFreeWorkspace)
{
a_Workspace = new NOISE_DATATYPE[ArrayCount];
}
// Generate the first octave directly into array:
m_Octaves.front().m_Noise.Generate3D(
a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
a_StartX * m_Octaves.front().m_Frequency, a_EndX * m_Octaves.front().m_Frequency,
a_StartY * m_Octaves.front().m_Frequency, a_EndY * m_Octaves.front().m_Frequency,
a_StartZ * m_Octaves.front().m_Frequency, a_EndZ * m_Octaves.front().m_Frequency
);
NOISE_DATATYPE Amplitude = m_Octaves.front().m_Amplitude;
for (int i = 0; i < ArrayCount; i++)
{
a_Array[i] = a_Workspace[i] * Amplitude;
}
// Add each octave:
for (cOctaves::const_iterator itr = m_Octaves.begin() + 1, end = m_Octaves.end(); itr != end; ++itr)
{
// Generate cubic noise for the octave:
itr->m_Noise.Generate3D(
a_Workspace, a_SizeX, a_SizeY, a_SizeZ,
a_StartX * itr->m_Frequency, a_EndX * itr->m_Frequency,
a_StartY * itr->m_Frequency, a_EndY * itr->m_Frequency,
a_StartZ * itr->m_Frequency, a_EndZ * itr->m_Frequency
);
// Add the cubic noise into the output:
NOISE_DATATYPE Amplitude = itr->m_Amplitude;
for (int i = 0; i < ArrayCount; i++)
{
a_Array[i] += a_Workspace[i] * Amplitude;
}
}
if (ShouldFreeWorkspace)
{
delete[] a_Workspace;
}
}