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author | Alexander Harkness <me@bearbin.net> | 2024-11-02 22:27:47 +0100 |
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committer | Alexander Harkness <me@bearbin.net> | 2024-11-02 22:27:47 +0100 |
commit | cb50ec10591c0e0e4b9915e642bc50d3d8d1fd0a (patch) | |
tree | f647b20e1823f1846af88e832cf82a4a02e96e69 /src/Noise/Noise.cpp | |
parent | Improve 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.cpp | 478 |
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); } - - - - - |