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authorAlexander Harkness <me@bearbin.net>2024-11-02 22:27:47 +0100
committerAlexander Harkness <me@bearbin.net>2024-11-02 22:27:47 +0100
commitcb50ec10591c0e0e4b9915e642bc50d3d8d1fd0a (patch)
treef647b20e1823f1846af88e832cf82a4a02e96e69 /src/Noise/Noise.cpp
parentImprove clang-format config file, remove automatically enforced code style from contrib guide. (diff)
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Diffstat (limited to 'src/Noise/Noise.cpp')
-rw-r--r--src/Noise/Noise.cpp478
1 files changed, 334 insertions, 144 deletions
diff --git a/src/Noise/Noise.cpp b/src/Noise/Noise.cpp
index 136d124a0..51cc4708f 100644
--- a/src/Noise/Noise.cpp
+++ b/src/Noise/Noise.cpp
@@ -112,7 +112,14 @@ public:
////////////////////////////////////////////////////////////////////////////////
// Globals:
-void Debug3DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY, size_t a_SizeZ, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
+void Debug3DNoise(
+ const NOISE_DATATYPE * a_Noise,
+ size_t a_SizeX,
+ size_t a_SizeY,
+ size_t a_SizeZ,
+ const AString & a_FileNameBase,
+ NOISE_DATATYPE a_Coeff
+)
{
const int BUF_SIZE = 512;
ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
@@ -129,7 +136,8 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY
unsigned char buf[BUF_SIZE];
for (size_t x = 0; x < a_SizeX; x++)
{
- buf[x] = static_cast<unsigned char>(Clamp(static_cast<int>(128 + a_Coeff * a_Noise[idx++]), 0, 255));
+ buf[x] =
+ static_cast<unsigned char>(Clamp(static_cast<int>(128 + a_Coeff * a_Noise[idx++]), 0, 255));
}
f1.Write(buf, a_SizeX);
} // for y
@@ -150,7 +158,8 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY
unsigned char buf[BUF_SIZE];
for (size_t x = 0; x < a_SizeX; x++)
{
- buf[x] = static_cast<unsigned char>(Clamp(static_cast<int>(128 + a_Coeff * a_Noise[idx++]), 0, 255));
+ buf[x] =
+ static_cast<unsigned char>(Clamp(static_cast<int>(128 + a_Coeff * a_Noise[idx++]), 0, 255));
}
f2.Write(buf, a_SizeX);
} // for z
@@ -165,7 +174,13 @@ void Debug3DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY
-void Debug2DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY, const AString & a_FileNameBase, NOISE_DATATYPE a_Coeff)
+void Debug2DNoise(
+ const NOISE_DATATYPE * a_Noise,
+ size_t a_SizeX,
+ size_t a_SizeY,
+ const AString & a_FileNameBase,
+ NOISE_DATATYPE a_Coeff
+)
{
const int BUF_SIZE = 512;
ASSERT(a_SizeX <= BUF_SIZE); // Just stretch it, if needed
@@ -195,20 +210,18 @@ void Debug2DNoise(const NOISE_DATATYPE * a_Noise, size_t a_SizeX, size_t a_SizeY
class cCubicCell2D
{
-public:
+ public:
cCubicCell2D(
- const cNoise & a_Noise, ///< Noise to use for generating the random values
+ 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, ///< Count of the array, in each direction
+ int a_SizeX,
+ int a_SizeY, ///< 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_FracY ///< Pointer to the attay that stores the Y 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
- );
+ void Generate(int a_FromX, int a_ToX, int a_FromY, int a_ToY);
/** Initializes m_WorkRnds[] with the specified Floor values */
void InitWorkRnds(int a_FloorX, int a_FloorY);
@@ -216,12 +229,13 @@ public:
/** Updates m_WorkRnds[] for the new Floor values. */
void Move(int a_NewFloorX, int a_NewFloorY);
-protected:
+ protected:
typedef NOISE_DATATYPE Workspace[4][4];
const cNoise & m_Noise;
- Workspace * m_WorkRnds; ///< The current random values; points to either m_Workspace1 or m_Workspace2 (doublebuffering)
+ 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;
@@ -231,18 +245,19 @@ protected:
int m_SizeX, m_SizeY;
const NOISE_DATATYPE * m_FracX;
const NOISE_DATATYPE * m_FracY;
-} ;
+};
cCubicCell2D::cCubicCell2D(
- const cNoise & a_Noise, ///< Noise to use for generating the random values
+ 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, ///< Count of the array, in each direction
+ int a_SizeX,
+ int a_SizeY, ///< 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_FracY ///< Pointer to the attay that stores the Y fractional values
) :
m_Noise(a_Noise),
m_WorkRnds(&m_Workspace1),
@@ -260,19 +275,40 @@ cCubicCell2D::cCubicCell2D(
-void cCubicCell2D::Generate(
- int a_FromX, int a_ToX,
- int a_FromY, int a_ToY
-)
+void cCubicCell2D::Generate(int a_FromX, int a_ToX, int a_FromY, int a_ToY)
{
for (int y = a_FromY; y < a_ToY; y++)
{
NOISE_DATATYPE Interp[4];
NOISE_DATATYPE FracY = m_FracY[y];
- Interp[0] = cNoise::CubicInterpolate((*m_WorkRnds)[0][0], (*m_WorkRnds)[0][1], (*m_WorkRnds)[0][2], (*m_WorkRnds)[0][3], FracY);
- Interp[1] = cNoise::CubicInterpolate((*m_WorkRnds)[1][0], (*m_WorkRnds)[1][1], (*m_WorkRnds)[1][2], (*m_WorkRnds)[1][3], FracY);
- Interp[2] = cNoise::CubicInterpolate((*m_WorkRnds)[2][0], (*m_WorkRnds)[2][1], (*m_WorkRnds)[2][2], (*m_WorkRnds)[2][3], FracY);
- Interp[3] = cNoise::CubicInterpolate((*m_WorkRnds)[3][0], (*m_WorkRnds)[3][1], (*m_WorkRnds)[3][2], (*m_WorkRnds)[3][3], FracY);
+ Interp[0] = cNoise::CubicInterpolate(
+ (*m_WorkRnds)[0][0],
+ (*m_WorkRnds)[0][1],
+ (*m_WorkRnds)[0][2],
+ (*m_WorkRnds)[0][3],
+ FracY
+ );
+ Interp[1] = cNoise::CubicInterpolate(
+ (*m_WorkRnds)[1][0],
+ (*m_WorkRnds)[1][1],
+ (*m_WorkRnds)[1][2],
+ (*m_WorkRnds)[1][3],
+ FracY
+ );
+ Interp[2] = cNoise::CubicInterpolate(
+ (*m_WorkRnds)[2][0],
+ (*m_WorkRnds)[2][1],
+ (*m_WorkRnds)[2][2],
+ (*m_WorkRnds)[2][3],
+ FracY
+ );
+ Interp[3] = cNoise::CubicInterpolate(
+ (*m_WorkRnds)[3][0],
+ (*m_WorkRnds)[3][1],
+ (*m_WorkRnds)[3][2],
+ (*m_WorkRnds)[3][3],
+ FracY
+ );
int idx = y * m_SizeX + a_FromX;
for (int x = a_FromX; x < a_ToX; x++)
{
@@ -346,22 +382,20 @@ void cCubicCell2D::Move(int a_NewFloorX, int a_NewFloorY)
class cCubicCell3D
{
-public:
+ 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
+ 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
- );
+ 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);
@@ -369,12 +403,13 @@ public:
/** Updates m_WorkRnds[] for the new Floor values. */
void Move(int a_NewFloorX, int a_NewFloorY, int a_NewFloorZ);
-protected:
+ 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_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;
@@ -386,19 +421,21 @@ protected:
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
+ 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),
@@ -419,11 +456,7 @@ cCubicCell3D::cCubicCell3D(
-void cCubicCell3D::Generate(
- int a_FromX, int a_ToX,
- int a_FromY, int a_ToY,
- int a_FromZ, int a_ToZ
-)
+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++)
{
@@ -434,7 +467,13 @@ void cCubicCell3D::Generate(
{
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);
+ 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++)
@@ -574,7 +613,13 @@ NOISE_DATATYPE cNoise::CubicNoise1D(NOISE_DATATYPE a_X) const
{
int BaseX = FAST_FLOOR(a_X);
NOISE_DATATYPE FracX = a_X - BaseX;
- return CubicInterpolate(IntNoise1D(BaseX - 1), IntNoise1D(BaseX), IntNoise1D(BaseX + 1), IntNoise1D(BaseX + 2), FracX);
+ return CubicInterpolate(
+ IntNoise1D(BaseX - 1),
+ IntNoise1D(BaseX),
+ IntNoise1D(BaseX + 1),
+ IntNoise1D(BaseX + 2),
+ FracX
+ );
}
@@ -595,12 +640,31 @@ NOISE_DATATYPE cNoise::CubicNoise2D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y) cons
const int BaseX = FAST_FLOOR(a_X);
const int BaseY = FAST_FLOOR(a_Y);
- const NOISE_DATATYPE points[4][4] =
- {
- { IntNoise2D(BaseX - 1, BaseY - 1), IntNoise2D(BaseX, BaseY - 1), IntNoise2D(BaseX + 1, BaseY - 1), IntNoise2D(BaseX + 2, BaseY - 1), },
- { IntNoise2D(BaseX - 1, BaseY), IntNoise2D(BaseX, BaseY), IntNoise2D(BaseX + 1, BaseY), IntNoise2D(BaseX + 2, BaseY), },
- { IntNoise2D(BaseX - 1, BaseY + 1), IntNoise2D(BaseX, BaseY + 1), IntNoise2D(BaseX + 1, BaseY + 1), IntNoise2D(BaseX + 2, BaseY + 1), },
- { IntNoise2D(BaseX - 1, BaseY + 2), IntNoise2D(BaseX, BaseY + 2), IntNoise2D(BaseX + 1, BaseY + 2), IntNoise2D(BaseX + 2, BaseY + 2), },
+ const NOISE_DATATYPE points[4][4] = {
+ {
+ IntNoise2D(BaseX - 1, BaseY - 1),
+ IntNoise2D(BaseX, BaseY - 1),
+ IntNoise2D(BaseX + 1, BaseY - 1),
+ IntNoise2D(BaseX + 2, BaseY - 1),
+ },
+ {
+ IntNoise2D(BaseX - 1, BaseY),
+ IntNoise2D(BaseX, BaseY),
+ IntNoise2D(BaseX + 1, BaseY),
+ IntNoise2D(BaseX + 2, BaseY),
+ },
+ {
+ IntNoise2D(BaseX - 1, BaseY + 1),
+ IntNoise2D(BaseX, BaseY + 1),
+ IntNoise2D(BaseX + 1, BaseY + 1),
+ IntNoise2D(BaseX + 2, BaseY + 1),
+ },
+ {
+ IntNoise2D(BaseX - 1, BaseY + 2),
+ IntNoise2D(BaseX, BaseY + 2),
+ IntNoise2D(BaseX + 1, BaseY + 2),
+ IntNoise2D(BaseX + 2, BaseY + 2),
+ },
};
const NOISE_DATATYPE FracX = a_X - BaseX;
@@ -624,66 +688,158 @@ NOISE_DATATYPE cNoise::CubicNoise3D(NOISE_DATATYPE a_X, NOISE_DATATYPE a_Y, NOIS
const int BaseY = FAST_FLOOR(a_Y);
const int BaseZ = FAST_FLOOR(a_Z);
- const NOISE_DATATYPE points1[4][4] =
- {
- { IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1), },
- { IntNoise3D(BaseX - 1, BaseY, BaseZ - 1), IntNoise3D(BaseX, BaseY, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY, BaseZ - 1), },
- { IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1), },
- { IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1), },
+ const NOISE_DATATYPE points1[4][4] = {
+ {
+ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ - 1),
+ IntNoise3D(BaseX, BaseY - 1, BaseZ - 1),
+ IntNoise3D(BaseX + 1, BaseY - 1, BaseZ - 1),
+ IntNoise3D(BaseX + 2, BaseY - 1, BaseZ - 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY, BaseZ - 1),
+ IntNoise3D(BaseX, BaseY, BaseZ - 1),
+ IntNoise3D(BaseX + 1, BaseY, BaseZ - 1),
+ IntNoise3D(BaseX + 2, BaseY, BaseZ - 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ - 1),
+ IntNoise3D(BaseX, BaseY + 1, BaseZ - 1),
+ IntNoise3D(BaseX + 1, BaseY + 1, BaseZ - 1),
+ IntNoise3D(BaseX + 2, BaseY + 1, BaseZ - 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ - 1),
+ IntNoise3D(BaseX, BaseY + 2, BaseZ - 1),
+ IntNoise3D(BaseX + 1, BaseY + 2, BaseZ - 1),
+ IntNoise3D(BaseX + 2, BaseY + 2, BaseZ - 1),
+ },
};
- const NOISE_DATATYPE FracX = (a_X) - BaseX;
- const NOISE_DATATYPE x1interp1 = CubicInterpolate(points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX);
- const NOISE_DATATYPE x1interp2 = CubicInterpolate(points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX);
- const NOISE_DATATYPE x1interp3 = CubicInterpolate(points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX);
- const NOISE_DATATYPE x1interp4 = CubicInterpolate(points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX);
-
- const NOISE_DATATYPE points2[4][4] =
- {
- { IntNoise3D(BaseX - 1, BaseY - 1, BaseZ), IntNoise3D(BaseX, BaseY - 1, BaseZ), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ), },
- { IntNoise3D(BaseX - 1, BaseY, BaseZ), IntNoise3D(BaseX, BaseY, BaseZ), IntNoise3D(BaseX + 1, BaseY, BaseZ), IntNoise3D(BaseX + 2, BaseY, BaseZ), },
- { IntNoise3D(BaseX - 1, BaseY + 1, BaseZ), IntNoise3D(BaseX, BaseY + 1, BaseZ), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ), },
- { IntNoise3D(BaseX - 1, BaseY + 2, BaseZ), IntNoise3D(BaseX, BaseY + 2, BaseZ), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ), },
+ const NOISE_DATATYPE FracX = (a_X) -BaseX;
+ const NOISE_DATATYPE x1interp1 =
+ CubicInterpolate(points1[0][0], points1[0][1], points1[0][2], points1[0][3], FracX);
+ const NOISE_DATATYPE x1interp2 =
+ CubicInterpolate(points1[1][0], points1[1][1], points1[1][2], points1[1][3], FracX);
+ const NOISE_DATATYPE x1interp3 =
+ CubicInterpolate(points1[2][0], points1[2][1], points1[2][2], points1[2][3], FracX);
+ const NOISE_DATATYPE x1interp4 =
+ CubicInterpolate(points1[3][0], points1[3][1], points1[3][2], points1[3][3], FracX);
+
+ const NOISE_DATATYPE points2[4][4] = {
+ {
+ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ),
+ IntNoise3D(BaseX, BaseY - 1, BaseZ),
+ IntNoise3D(BaseX + 1, BaseY - 1, BaseZ),
+ IntNoise3D(BaseX + 2, BaseY - 1, BaseZ),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY, BaseZ),
+ IntNoise3D(BaseX, BaseY, BaseZ),
+ IntNoise3D(BaseX + 1, BaseY, BaseZ),
+ IntNoise3D(BaseX + 2, BaseY, BaseZ),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ),
+ IntNoise3D(BaseX, BaseY + 1, BaseZ),
+ IntNoise3D(BaseX + 1, BaseY + 1, BaseZ),
+ IntNoise3D(BaseX + 2, BaseY + 1, BaseZ),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ),
+ IntNoise3D(BaseX, BaseY + 2, BaseZ),
+ IntNoise3D(BaseX + 1, BaseY + 2, BaseZ),
+ IntNoise3D(BaseX + 2, BaseY + 2, BaseZ),
+ },
};
- const NOISE_DATATYPE x2interp1 = CubicInterpolate(points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX);
- const NOISE_DATATYPE x2interp2 = CubicInterpolate(points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX);
- const NOISE_DATATYPE x2interp3 = CubicInterpolate(points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX);
- const NOISE_DATATYPE x2interp4 = CubicInterpolate(points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX);
+ const NOISE_DATATYPE x2interp1 =
+ CubicInterpolate(points2[0][0], points2[0][1], points2[0][2], points2[0][3], FracX);
+ const NOISE_DATATYPE x2interp2 =
+ CubicInterpolate(points2[1][0], points2[1][1], points2[1][2], points2[1][3], FracX);
+ const NOISE_DATATYPE x2interp3 =
+ CubicInterpolate(points2[2][0], points2[2][1], points2[2][2], points2[2][3], FracX);
+ const NOISE_DATATYPE x2interp4 =
+ CubicInterpolate(points2[3][0], points2[3][1], points2[3][2], points2[3][3], FracX);
- const NOISE_DATATYPE points3[4][4] =
- {
- { IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 1), },
- { IntNoise3D(BaseX - 1, BaseY, BaseZ + 1), IntNoise3D(BaseX, BaseY, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY, BaseZ + 1), },
- { IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 1), },
- { IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 1), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 1), },
+ const NOISE_DATATYPE points3[4][4] = {
+ {
+ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 1),
+ IntNoise3D(BaseX, BaseY - 1, BaseZ + 1),
+ IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 1),
+ IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY, BaseZ + 1),
+ IntNoise3D(BaseX, BaseY, BaseZ + 1),
+ IntNoise3D(BaseX + 1, BaseY, BaseZ + 1),
+ IntNoise3D(BaseX + 2, BaseY, BaseZ + 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 1),
+ IntNoise3D(BaseX, BaseY + 1, BaseZ + 1),
+ IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 1),
+ IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 1),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 1),
+ IntNoise3D(BaseX, BaseY + 2, BaseZ + 1),
+ IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 1),
+ IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 1),
+ },
};
- const NOISE_DATATYPE x3interp1 = CubicInterpolate(points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX);
- const NOISE_DATATYPE x3interp2 = CubicInterpolate(points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX);
- const NOISE_DATATYPE x3interp3 = CubicInterpolate(points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX);
- const NOISE_DATATYPE x3interp4 = CubicInterpolate(points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX);
+ const NOISE_DATATYPE x3interp1 =
+ CubicInterpolate(points3[0][0], points3[0][1], points3[0][2], points3[0][3], FracX);
+ const NOISE_DATATYPE x3interp2 =
+ CubicInterpolate(points3[1][0], points3[1][1], points3[1][2], points3[1][3], FracX);
+ const NOISE_DATATYPE x3interp3 =
+ CubicInterpolate(points3[2][0], points3[2][1], points3[2][2], points3[2][3], FracX);
+ const NOISE_DATATYPE x3interp4 =
+ CubicInterpolate(points3[3][0], points3[3][1], points3[3][2], points3[3][3], FracX);
- const NOISE_DATATYPE points4[4][4] =
- {
- { IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 2), },
- { IntNoise3D(BaseX - 1, BaseY, BaseZ + 2), IntNoise3D(BaseX, BaseY, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY, BaseZ + 2), },
- { IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 2), },
- { IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 2), IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 2), },
+ const NOISE_DATATYPE points4[4][4] = {
+ {
+ IntNoise3D(BaseX - 1, BaseY - 1, BaseZ + 2),
+ IntNoise3D(BaseX, BaseY - 1, BaseZ + 2),
+ IntNoise3D(BaseX + 1, BaseY - 1, BaseZ + 2),
+ IntNoise3D(BaseX + 2, BaseY - 1, BaseZ + 2),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY, BaseZ + 2),
+ IntNoise3D(BaseX, BaseY, BaseZ + 2),
+ IntNoise3D(BaseX + 1, BaseY, BaseZ + 2),
+ IntNoise3D(BaseX + 2, BaseY, BaseZ + 2),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 1, BaseZ + 2),
+ IntNoise3D(BaseX, BaseY + 1, BaseZ + 2),
+ IntNoise3D(BaseX + 1, BaseY + 1, BaseZ + 2),
+ IntNoise3D(BaseX + 2, BaseY + 1, BaseZ + 2),
+ },
+ {
+ IntNoise3D(BaseX - 1, BaseY + 2, BaseZ + 2),
+ IntNoise3D(BaseX, BaseY + 2, BaseZ + 2),
+ IntNoise3D(BaseX + 1, BaseY + 2, BaseZ + 2),
+ IntNoise3D(BaseX + 2, BaseY + 2, BaseZ + 2),
+ },
};
- const NOISE_DATATYPE x4interp1 = CubicInterpolate(points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX);
- const NOISE_DATATYPE x4interp2 = CubicInterpolate(points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX);
- const NOISE_DATATYPE x4interp3 = CubicInterpolate(points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX);
- const NOISE_DATATYPE x4interp4 = CubicInterpolate(points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX);
+ const NOISE_DATATYPE x4interp1 =
+ CubicInterpolate(points4[0][0], points4[0][1], points4[0][2], points4[0][3], FracX);
+ const NOISE_DATATYPE x4interp2 =
+ CubicInterpolate(points4[1][0], points4[1][1], points4[1][2], points4[1][3], FracX);
+ const NOISE_DATATYPE x4interp3 =
+ CubicInterpolate(points4[2][0], points4[2][1], points4[2][2], points4[2][3], FracX);
+ const NOISE_DATATYPE x4interp4 =
+ CubicInterpolate(points4[3][0], points4[3][1], points4[3][2], points4[3][3], FracX);
- const NOISE_DATATYPE FracY = (a_Y) - BaseY;
+ const NOISE_DATATYPE FracY = (a_Y) -BaseY;
const NOISE_DATATYPE yinterp1 = CubicInterpolate(x1interp1, x1interp2, x1interp3, x1interp4, FracY);
const NOISE_DATATYPE yinterp2 = CubicInterpolate(x2interp1, x2interp2, x2interp3, x2interp4, FracY);
const NOISE_DATATYPE yinterp3 = CubicInterpolate(x3interp1, x3interp2, x3interp3, x3interp4, FracY);
const NOISE_DATATYPE yinterp4 = CubicInterpolate(x4interp1, x4interp2, x4interp3, x4interp4, FracY);
- const NOISE_DATATYPE FracZ = (a_Z) - BaseZ;
+ const NOISE_DATATYPE FracZ = (a_Z) -BaseZ;
return CubicInterpolate(yinterp1, yinterp2, yinterp3, yinterp4, FracZ);
}
@@ -704,10 +860,13 @@ cCubicNoise::cCubicNoise(int a_Seed) :
void cCubicNoise::Generate2D(
- NOISE_DATATYPE * a_Array, ///< Array to generate into [x + a_SizeX * y]
- int a_SizeX, int a_SizeY, ///< 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_Array, ///< Array to generate into [x + a_SizeX * y]
+ int a_SizeX,
+ int a_SizeY, ///< 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
) const
{
ASSERT(a_SizeX > 0);
@@ -762,11 +921,16 @@ 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
+ 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);
@@ -791,11 +955,7 @@ void cCubicNoise::Generate3D(
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
- );
+ cCubicCell3D Cell(m_Noise, a_Array, a_SizeX, a_SizeY, a_SizeZ, FracX, FracY, FracZ);
Cell.InitWorkRnds(FloorX[0], FloorY[0], FloorZ[0]);
@@ -841,9 +1001,12 @@ void cCubicNoise::Generate3D(
void cCubicNoise::CalcFloorFrac(
int a_Size,
- NOISE_DATATYPE a_Start, NOISE_DATATYPE a_End,
- int * a_Floor, NOISE_DATATYPE * a_Frac,
- int * a_Same, int & a_NumSame
+ NOISE_DATATYPE a_Start,
+ NOISE_DATATYPE a_End,
+ int * a_Floor,
+ NOISE_DATATYPE * a_Frac,
+ int * a_Same,
+ int & a_NumSame
) const
{
ASSERT(a_Size > 0);
@@ -914,9 +1077,12 @@ cImprovedNoise::cImprovedNoise(int a_Seed)
void cImprovedNoise::Generate2D(
NOISE_DATATYPE * a_Array,
- int a_SizeX, int a_SizeY,
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY
+ int a_SizeX,
+ int a_SizeY,
+ NOISE_DATATYPE a_StartX,
+ NOISE_DATATYPE a_EndX,
+ NOISE_DATATYPE a_StartY,
+ NOISE_DATATYPE a_EndY
) const
{
size_t idx = 0;
@@ -938,17 +1104,25 @@ void cImprovedNoise::Generate2D(
NOISE_DATATYPE fadeX = Fade(noiseXFrac);
// Hash the coordinates:
- int A = m_Perm[xCoord] + yCoord;
+ int A = m_Perm[xCoord] + yCoord;
int AA = m_Perm[A];
int AB = m_Perm[A + 1];
- int B = m_Perm[xCoord + 1] + yCoord;
+ int B = m_Perm[xCoord + 1] + yCoord;
int BA = m_Perm[B];
int BB = m_Perm[B + 1];
// Lerp the gradients:
a_Array[idx++] = Lerp(
- Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, 0), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, 0), fadeX),
- Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, 0), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, 0), fadeX),
+ Lerp(
+ Grad(m_Perm[AA], noiseXFrac, noiseYFrac, 0),
+ Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, 0),
+ fadeX
+ ),
+ Lerp(
+ Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, 0),
+ Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, 0),
+ fadeX
+ ),
fadeY
);
} // for x
@@ -961,10 +1135,15 @@ void cImprovedNoise::Generate2D(
void cImprovedNoise::Generate3D(
NOISE_DATATYPE * a_Array,
- int a_SizeX, int a_SizeY, int a_SizeZ,
- NOISE_DATATYPE a_StartX, NOISE_DATATYPE a_EndX,
- NOISE_DATATYPE a_StartY, NOISE_DATATYPE a_EndY,
- NOISE_DATATYPE a_StartZ, NOISE_DATATYPE a_EndZ
+ int a_SizeX,
+ int a_SizeY,
+ int a_SizeZ,
+ NOISE_DATATYPE a_StartX,
+ NOISE_DATATYPE a_EndX,
+ NOISE_DATATYPE a_StartY,
+ NOISE_DATATYPE a_EndY,
+ NOISE_DATATYPE a_StartZ,
+ NOISE_DATATYPE a_EndZ
) const
{
size_t idx = 0;
@@ -994,10 +1173,10 @@ void cImprovedNoise::Generate3D(
NOISE_DATATYPE fadeX = Fade(noiseXFrac);
// Hash the coordinates:
- int A = m_Perm[xCoord] + yCoord;
+ int A = m_Perm[xCoord] + yCoord;
int AA = m_Perm[A] + zCoord;
int AB = m_Perm[A + 1] + zCoord;
- int B = m_Perm[xCoord + 1] + yCoord;
+ int B = m_Perm[xCoord + 1] + yCoord;
int BA = m_Perm[B] + zCoord;
int BB = m_Perm[B + 1] + zCoord;
@@ -1005,13 +1184,29 @@ void cImprovedNoise::Generate3D(
// TODO: This may be optimized by swapping the coords and recalculating most lerps only "once every x"
a_Array[idx++] = Lerp(
Lerp(
- Lerp(Grad(m_Perm[AA], noiseXFrac, noiseYFrac, noiseZFrac), Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, noiseZFrac), fadeX),
- Lerp(Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, noiseZFrac), Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac), fadeX),
+ Lerp(
+ Grad(m_Perm[AA], noiseXFrac, noiseYFrac, noiseZFrac),
+ Grad(m_Perm[BA], noiseXFrac - 1, noiseYFrac, noiseZFrac),
+ fadeX
+ ),
+ Lerp(
+ Grad(m_Perm[AB], noiseXFrac, noiseYFrac - 1, noiseZFrac),
+ Grad(m_Perm[BB], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac),
+ fadeX
+ ),
fadeY
),
Lerp(
- Lerp(Grad(m_Perm[AA + 1], noiseXFrac, noiseYFrac, noiseZFrac - 1), Grad(m_Perm[BA + 1], noiseXFrac - 1, noiseYFrac, noiseZFrac - 1), fadeX),
- Lerp(Grad(m_Perm[AB + 1], noiseXFrac, noiseYFrac - 1, noiseZFrac - 1), Grad(m_Perm[BB + 1], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac - 1), fadeX),
+ Lerp(
+ Grad(m_Perm[AA + 1], noiseXFrac, noiseYFrac, noiseZFrac - 1),
+ Grad(m_Perm[BA + 1], noiseXFrac - 1, noiseYFrac, noiseZFrac - 1),
+ fadeX
+ ),
+ Lerp(
+ Grad(m_Perm[AB + 1], noiseXFrac, noiseYFrac - 1, noiseZFrac - 1),
+ Grad(m_Perm[BB + 1], noiseXFrac - 1, noiseYFrac - 1, noiseZFrac - 1),
+ fadeX
+ ),
fadeY
),
fadeZ
@@ -1031,13 +1226,8 @@ NOISE_DATATYPE cImprovedNoise::GetValueAt(int a_X, int a_Y, int a_Z)
a_X = a_X & 255;
a_Y = a_Y & 255;
a_Z = a_Z & 255;
- int A = m_Perm[a_X] + a_Y;
+ int A = m_Perm[a_X] + a_Y;
int AA = m_Perm[A] + a_Z;
return Grad(m_Perm[AA], 1, 1, 1);
}
-
-
-
-
-