Add support for eased 3d noise

This commit is contained in:
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_Z 52591
#define NOISE_MAGIC_SEED 1013 #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] = { 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,
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 //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 int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff; + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n; 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 int n = (NOISE_MAGIC_X * x + NOISE_MAGIC_Y * y + NOISE_MAGIC_Z * z
+ NOISE_MAGIC_SEED * seed) & 0x7fffffff; + NOISE_MAGIC_SEED * seed) & 0x7fffffff;
n = (n >> 13) ^ n; 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; 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; return v0 + (v1 - v0) * t;
} }
float biLinearInterpolation(float v00, float v10, float biLinearInterpolation(
float v01, float v11, float v00, float v10,
float x, float y) { float v01, float v11,
float x, float y)
{
float tx = easeCurve(x); float tx = easeCurve(x);
float ty = easeCurve(y); float ty = easeCurve(y);
float u = linearInterpolation(v00, v10, tx); 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 x0y1, float x1y1, float x0y0, float x1y0,
float x, float y) { float x0y1, float x1y1,
float x, float y)
{
float u = linearInterpolation(x0y0, x1y0, x); float u = linearInterpolation(x0y0, x1y0, x);
float v = linearInterpolation(x0y1, x1y1, x); float v = linearInterpolation(x0y1, x1y1, x);
return linearInterpolation(u, v, y); 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 triLinearInterpolation(
float v000, float v100, float v010, float v110, float v000, float v100, float v010, float v110,
float v001, float v101, float v011, float v111, float v001, float v101, float v011, float v111,
float x, float y, float z) 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 ty = easeCurve(y);
float tz = easeCurve(z);*/ float tz = easeCurve(z);
float tx = x;
float ty = y; return (
float tz = z; v000 * (1 - tx) * (1 - ty) * (1 - tz) +
return( 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) + v000 * (1 - tx) * (1 - ty) * (1 - tz) +
v100 * tx * (1 - ty) * (1 - tz) + v100 * tx * (1 - ty) * (1 - tz) +
v010 * (1 - tx) * ty * (1 - tz) + v010 * (1 - tx) * ty * (1 - tz) +
@ -121,7 +164,6 @@ float triLinearInterpolation(
v111 * tx * ty * tz v111 * tx * ty * tz
); );
} }
#endif
#if 0 #if 0
@ -164,7 +206,7 @@ float noise2d_gradient(float x, float y, int seed)
float v01 = noise2d(x0, y0+1, seed); float v01 = noise2d(x0, y0+1, seed);
float v11 = noise2d(x0+1, y0+1, seed); float v11 = noise2d(x0+1, y0+1, seed);
// Interpolate // Interpolate
return biLinearInterpolation(v00,v10,v01,v11,xl,yl); return biLinearInterpolation(v00, v10, v01, v11, xl, yl);
} }
@ -188,9 +230,10 @@ float noise3d_gradient(float x, float y, float z, int seed)
float v011 = noise3d(x0, y0 + 1, z0 + 1, seed); float v011 = noise3d(x0, y0 + 1, z0 + 1, seed);
float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed); float v111 = noise3d(x0 + 1, y0 + 1, z0 + 1, seed);
// Interpolate // Interpolate
return triLinearInterpolation(v000, v100, v010, v110, return triLinearInterpolationNoEase(
v001, v101, v011, v111, v000, v100, v010, v110,
xl, yl, zl); v001, v101, v011, v111,
xl, yl, zl);
} }
@ -264,24 +307,15 @@ float contour(float v)
v = fabs(v); v = fabs(v);
if(v >= 1.0) if(v >= 1.0)
return 0.0; return 0.0;
return (1.0-v); return (1.0 - v);
} }
///////////////////////// [ New perlin stuff ] //////////////////////////// ///////////////////////// [ New perlin stuff ] ////////////////////////////
Noise::Noise(NoiseParams *np, int seed, int sx, int sy) { Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
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) {
this->np = np; this->np = np;
this->seed = seed; this->seed = seed;
this->sx = sx; 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[] buf;
delete[] result; delete[] result;
delete[] noisebuf; delete[] noisebuf;
} }
void Noise::setSize(int sx, int sy) { void Noise::setSize(int sx, int sy, int sz)
setSize(sx, sy, 1); {
}
void Noise::setSize(int sx, int sy, int sz) {
this->sx = sx; this->sx = sx;
this->sy = sy; this->sy = sy;
this->sz = sz; 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; this->np->spread = spread;
resizeNoiseBuf(sz > 1); resizeNoiseBuf(sz > 1);
} }
void Noise::setOctaves(int octaves) { void Noise::setOctaves(int octaves)
{
this->np->octaves = octaves; this->np->octaves = octaves;
resizeNoiseBuf(sz > 1); resizeNoiseBuf(sz > 1);
} }
void Noise::resizeNoiseBuf(bool is3d) { void Noise::resizeNoiseBuf(bool is3d)
{
int nlx, nly, nlz; int nlx, nly, nlz;
float ofactor; float ofactor;
@ -370,7 +404,11 @@ void Noise::resizeNoiseBuf(bool is3d) {
* next octave. * next octave.
*/ */
#define idx(x, y) ((y) * nlx + (x)) #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; float v00, v01, v10, v11, u, v, orig_u;
int index, i, j, x0, y0, noisex, noisey; int index, i, j, x0, y0, noisex, noisey;
int nlx, nly; 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)) #define idx(x, y, z) ((z) * nly * nlx + (y) * nlx + (x))
void Noise::gradientMap3D(float x, float y, float z, void Noise::gradientMap3D(
float step_x, float step_y, float step_z, float x, float y, float z,
int seed) { float step_x, float step_y, float step_z,
int seed, bool eased)
{
float v000, v010, v100, v110; float v000, v010, v100, v110;
float v001, v011, v101, v111; float v001, v011, v101, v111;
float u, v, w, orig_u, orig_v; float u, v, w, orig_u, orig_v;
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez; int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz; int nlx, nly, nlz;
Interp3dFxn interpolate = eased ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x); x0 = floor(x);
y0 = floor(y); y0 = floor(y);
z0 = floor(z); z0 = floor(z);
@ -472,10 +515,11 @@ void Noise::gradientMap3D(float x, float y, float z,
u = orig_u; u = orig_u;
noisex = 0; noisex = 0;
for (i = 0; i != sx; i++) { for (i = 0; i != sx; i++) {
buf[index++] = triLinearInterpolation( buf[index++] = interpolate(
v000, v100, v010, v110, v000, v100, v010, v110,
v001, v101, v011, v111, v001, v101, v011, v111,
u, v, w); u, v, w);
u += step_x; u += step_x;
if (u >= 1.0) { if (u >= 1.0) {
u -= 1.0; u -= 1.0;
@ -508,27 +552,23 @@ void Noise::gradientMap3D(float x, float y, float z,
#undef idx #undef idx
float *Noise::perlinMap2D(float x, float y) { float *Noise::perlinMap2D(float x, float y)
{
float f = 1.0, g = 1.0; float f = 1.0, g = 1.0;
int i, j, index, oct; size_t bufsize = sx * sy;
x /= np->spread.X; x /= np->spread.X;
y /= np->spread.Y; 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, gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct); seed + np->seed + oct);
index = 0; for (size_t i = 0; i != bufsize; i++)
for (j = 0; j != sy; j++) { result[i] += g * buf[i];
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
f *= 2.0; f *= 2.0;
g *= np->persist; 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; float f = 1.0;
int i, j, index, oct; size_t bufsize = sx * sy;
x /= np->spread.X; x /= np->spread.X;
y /= np->spread.Y; 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;
for (oct = 0; oct < np->octaves; oct++) { float *g = new float[bufsize];
for (size_t i = 0; i != bufsize; i++)
g[i] = 1.0;
for (int oct = 0; oct < np->octaves; oct++) {
gradientMap2D(x * f, y * f, gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct); seed + np->seed + oct);
index = 0; for (size_t i = 0; i != bufsize; i++) {
for (j = 0; j != sy; j++) { result[i] += g[i] * buf[i];
for (i = 0; i != sx; i++) { g[i] *= persist_map[i];
result[index] += g[index] * buf[index];
g[index] *= persist_map[index];
index++;
}
} }
f *= 2.0; 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; float f = 1.0, g = 1.0;
int i, j, k, index, oct; size_t bufsize = sx * sy * sz;
x /= np->spread.X; x /= np->spread.X;
y /= np->spread.Y; y /= np->spread.Y;
z /= np->spread.Z; 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, gradientMap3D(x * f, y * f, z * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.Z, f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
seed + np->seed + oct); seed + np->seed + oct, eased);
index = 0; for (size_t i = 0; i != bufsize; i++)
for (k = 0; k != sz; k++) { result[i] += g * buf[i];
for (j = 0; j != sy; j++) {
for (i = 0; i != sx; i++) {
result[index] += g * buf[index];
index++;
}
}
}
f *= 2.0; f *= 2.0;
g *= np->persist; g *= np->persist;
@ -606,14 +637,14 @@ float *Noise::perlinMap3D(float x, float y, float z) {
} }
void Noise::transformNoiseMap() { void Noise::transformNoiseMap()
int i = 0; {
for (int z = 0; z != sz; z++) { size_t i = 0;
for (int y = 0; y != sy; y++) {
for (int x = 0; x != sx; x++) { for (int z = 0; z != sz; z++)
result[i] = result[i] * np->scale + np->offset; for (int y = 0; y != sy; y++)
i++; 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 *buf;
float *result; float *result;
Noise(NoiseParams *np, int seed, int sx, int sy); Noise(NoiseParams *np, int seed, int sx, int sy, int sz=1);
Noise(NoiseParams *np, int seed, int sx, int sy, int sz); ~Noise();
virtual ~Noise();
virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz); void setSize(int sx, int sy, int sz=1);
void setSize(int sx, int sy);
void setSize(int sx, int sy, int sz);
void setSpreadFactor(v3f spread); void setSpreadFactor(v3f spread);
void setOctaves(int octaves); void setOctaves(int octaves);
void resizeNoiseBuf(bool is3d); void resizeNoiseBuf(bool is3d);
@ -120,10 +117,10 @@ public:
void gradientMap3D( void gradientMap3D(
float x, float y, float z, float x, float y, float z,
float step_x, float step_y, float step_z, float step_x, float step_y, float step_z,
int seed); int seed, bool eased=false);
float *perlinMap2D(float x, float y); float *perlinMap2D(float x, float y);
float *perlinMap2DModulated(float x, float y, float *persist_map); 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(); void transformNoiseMap();
}; };