Modifications for the new architecture

to fullfill mixer implementation requirements
*Added FBM2D, first complex noise class of the new architecture
*Removed NoiseMachine, because was redundant and not fitting with the new
architecture
*Minor changes to almost every other noise class (mostly adding 'this->')
everywhere an inherited member from template base class was called from
the inherited class
This commit is contained in:
Remi Beges 2012-10-02 19:55:35 +02:00
parent a41a2ddcb3
commit 3f8e3cfb60
21 changed files with 295 additions and 994 deletions

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@ -8,28 +8,33 @@
#define COMPLEXNOISEBASE_HPP #define COMPLEXNOISEBASE_HPP
#include <Nazara/Prerequesites.hpp> #include <Nazara/Prerequesites.hpp>
#include <Nazara/Noise/NoiseBase.hpp>
class NAZARA_API NzComplexNoiseBase : public NzNoiseBase template <typename T>
class NzComplexNoiseBase
{ {
public: public:
NzComplexNoiseBase(); NzComplexNoiseBase();
~NzComplexNoiseBase() = default; ~NzComplexNoiseBase() = default;
void SetLacunarity(float lacunarity); T GetOctaveNumber() const;
void SetHurstParameter(float h); T GetLacunarity() const;
void SetOctavesNumber(float octaves); T GetHurstParameter() const;
void SetLacunarity(T lacunarity);
void SetHurstParameter(T h);
void SetOctavesNumber(T octaves);
void RecomputeExponentArray(); void RecomputeExponentArray();
protected: protected:
float m_lacunarity; T m_lacunarity;
float m_hurst; T m_hurst;
float m_octaves; T m_octaves;
float exponent_array[30]; T exponent_array[30];
float m_sum; T m_sum;
private: private:
bool m_parametersModified; bool m_parametersModified;
}; };
#include<Nazara/Noise/ComplexNoiseBase.inl>
#endif // COMPLEXNOISEBASE_HPP #endif // COMPLEXNOISEBASE_HPP

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@ -0,0 +1,102 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <cmath>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <iostream>
using namespace std;
template <typename T>
NzComplexNoiseBase<T>::NzComplexNoiseBase()
{
m_parametersModified = true;
m_lacunarity = 5.0f;
m_hurst = 1.2f;
m_octaves = 3.0f;
for (int i(0) ; i < m_octaves; ++i)
{
exponent_array[i] = 0;
}
}
template <typename T>
T NzComplexNoiseBase<T>::GetLacunarity() const
{
return m_lacunarity;
}
template <typename T>
T NzComplexNoiseBase<T>::GetHurstParameter() const
{
return m_hurst;
}
template <typename T>
T NzComplexNoiseBase<T>::GetOctaveNumber() const
{
return m_octaves;
}
template <typename T>
void NzComplexNoiseBase<T>::SetLacunarity(T lacunarity)
{
// if(lacunarity != m_lacunarity)
//{
m_lacunarity = lacunarity;
m_parametersModified = true;
//}
}
template <typename T>
void NzComplexNoiseBase<T>::SetHurstParameter(T h)
{
//if(h != m_hurst)
//{
m_hurst = h;
m_parametersModified = true;
//}
}
template <typename T>
void NzComplexNoiseBase<T>::SetOctavesNumber(T octaves)
{
if(octaves <= 30.0f)
m_octaves = octaves;
else
m_octaves = 30.0f;
m_parametersModified = true;
}
template <typename T>
void NzComplexNoiseBase<T>::RecomputeExponentArray()
{
if(m_parametersModified)
{
cout<<"Recomputing exponent array"<<endl;
float frequency = 1.0;
m_sum = 0.f;
for (int i(0) ; i < static_cast<int>(m_octaves) ; ++i)
{
exponent_array[i] = std::pow( frequency, -m_hurst );
cout<<"expo["<<i<<"] : "<<exponent_array[i]<<endl;
frequency *= m_lacunarity;
//m_sum += 1.0f/exponent_array[i];//A tester
m_sum += exponent_array[i];
}
cout<<"sum = "<<m_sum<<endl;
m_parametersModified = false;
}
}
#include <Nazara/Core/DebugOff.hpp>

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@ -0,0 +1,33 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef FBM2DNOISE_HPP
#define FBM2DNOISE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Noise/ComplexNoiseBase.hpp>
#include <Nazara/Noise/Abstract2DNoise.hpp>
template <typename T> class NzFBM2D : public NzAbstract2DNoise<T>, public NzComplexNoiseBase<T>
{
public:
NzFBM2D(nzNoises source, int seed);
T GetValue(T x, T y, T resolution);
~NzFBM2D();
protected:
private:
NzAbstract2DNoise<T>* m_source;
T m_value;
T m_remainder;
nzNoises m_noiseType;
};
typedef NzFBM2D<float> NzFBM2Df;
typedef NzFBM2D<double> NzFBM2Dd;
#include <Nazara/Noise/FBM2D.inl>
#endif // FBM2DNOISE_HPP

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@ -0,0 +1,70 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
#include <Nazara/Noise/Perlin2D.hpp>
#include <Nazara/Noise/Simplex2D.hpp>
#include <iostream>
using namespace std;
template <typename T>
NzFBM2D<T>::NzFBM2D(nzNoises source, int seed) : NzComplexNoiseBase<T>()
{
switch(source)
{
case PERLIN:
m_source = new NzPerlin2D<T>;
break;
default:
m_source = new NzSimplex2D<T>;
break;
}
m_source->SetNewSeed(seed);
m_source->ShufflePermutationTable();
m_noiseType = source;
}
template <typename T>
T NzFBM2D<T>::GetValue(T x, T y, T resolution)
{
this->RecomputeExponentArray();
m_value = 0.0;
for (int i(0); i < this->m_octaves; ++i)
{
m_value += m_source->GetValue(x,y,resolution) * this->exponent_array[i];
resolution *= this->m_lacunarity;
}
//cout<<m_value<<endl;//"|"<<this->m_sum<<endl;
//m_remainder = this->m_octaves - static_cast<int>(this->m_octaves);
//if(!NzNumberEquals(remainder, static_cast<T>(0.0)))
// m_value += remainder * Get2DSimplexNoiseValue(x,y,resolution) * exponent_array[(int)m_octaves-1];
//0.65 is an experimental value to make the noise stick closer to [-1 , 1]
return m_value / (this->m_sum * 0.65);
}
template <typename T>
NzFBM2D<T>::~NzFBM2D()
{
switch(m_noiseType)
{
case PERLIN:
delete dynamic_cast<NzPerlin2D<T>*>(m_source);
break;
default:
delete dynamic_cast<NzSimplex2D<T>*>(m_source);
break;
}
}
#include <Nazara/Core/DebugOff.hpp>

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@ -8,8 +8,9 @@
#define NAZARA_MAPPEDNOISEBASE_HPP #define NAZARA_MAPPEDNOISEBASE_HPP
#include <Nazara/Prerequesites.hpp> #include <Nazara/Prerequesites.hpp>
#include <Nazara/Noise/NoiseBase.hpp>
template <typename T> class NzMappedNoiseBase template <typename T> class NzMappedNoiseBase : public NzNoiseBase
{ {
public: public:
NzMappedNoiseBase(); NzMappedNoiseBase();

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@ -9,6 +9,13 @@
#include <Nazara/Prerequesites.hpp> #include <Nazara/Prerequesites.hpp>
enum nzNoises
{
PERLIN,
SIMPLEX,
CELL
};
class NAZARA_API NzNoiseBase class NAZARA_API NzNoiseBase
{ {
public: public:

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@ -1,93 +0,0 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#pragma once
#ifndef NOISEMACHINE_HPP
#define NOISEMACHINE_HPP
#include <Nazara/Prerequesites.hpp>
#include <Nazara/Noise/ComplexNoiseBase.hpp>
#include <Nazara/Math/Vector2.hpp>
#include <Nazara/Math/Vector3.hpp>
#include <Nazara/Math/Vector4.hpp>
class NAZARA_API NzNoiseMachine : public NzComplexNoiseBase
{
public:
NzNoiseMachine(int seed = 0);
~NzNoiseMachine() = default;
float Get2DPerlinNoiseValue (float x, float y, float res);
float Get3DPerlinNoiseValue (float x, float y, float z, float res);
float Get4DPerlinNoiseValue (float x, float y, float z, float w, float res);
float Get2DSimplexNoiseValue(float x, float y, float res);
float Get3DSimplexNoiseValue(float x, float y, float z, float res);
float Get4DSimplexNoiseValue(float x, float y, float z, float w, float res);
float Get2DCellNoiseValue(float x, float y, float res);
float Get3DCellNoiseValue(float x, float y, float z, float res);
float Get4DCellNoiseValue(float x, float y, float z, float w, float res);
float Get2DFBMNoiseValue(float x, float y, float res);
float Get3DFBMNoiseValue(float x, float y, float z, float res);
float Get2DHybridMultiFractalNoiseValue(float x, float y, float res);
float Get3DHybridMultiFractalNoiseValue(float x, float y, float z, float res);
protected:
private:
float gradient2[8][2];
int gradient3[16][3];
int gradient4[32][4];
int lookupTable4D[64][4];
//----------------------- Common variables --------------------------------------
int ii,jj,kk,ll;
int gi0,gi1,gi2,gi3,gi4,gi5,gi6,gi7,gi8,gi9,gi10,gi11,gi12,gi13,gi14,gi15;
//----------------------- Simplex variables --------------------------------------
float n1, n2, n3, n4, n5;
NzVector4f d1,d2,d3,d4,d5,unskewedCubeOrigin,unskewedDistToOrigin;
NzVector4i off1, off2,off3,skewedCubeOrigin;
float c1,c2,c3,c4,c5,c6;
int c;
float SkewCoeff2D;
float UnskewCoeff2D;
float SkewCoeff3D;
float UnskewCoeff3D;
float SkewCoeff4D;
float UnskewCoeff4D;
float sum;
//----------------------- Perlin Variables -------------------------------------
int x0,y0,z0,w0;
float Li1,Li2,Li3,Li4,Li5,Li6,Li7,Li8,Li9,Li10,Li11,Li12,Li13,Li14;
float s[4],t[4],u[4],v[4];
float Cx, Cy, Cz, Cw;
NzVector4f temp;
float tmp;
//---------------------- Complex Noise Variables --------------------------------
bool first;
float value;
float remainder;
float smax;
float smin;
};
#endif // NOISEMACHINE_HPP

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@ -12,12 +12,12 @@
#include <Nazara/Noise/Abstract2DNoise.hpp> #include <Nazara/Noise/Abstract2DNoise.hpp>
#include <Nazara/Math/Vector2.hpp> #include <Nazara/Math/Vector2.hpp>
template <typename T> class NzPerlin2D : public NzAbstract2DNoise<T>, public NzNoiseBase template <typename T> class NzPerlin2D : public NzAbstract2DNoise<T>
{ {
public: public:
NzPerlin2D(); NzPerlin2D();
T GetValue(T x, T y, T resolution); T GetValue(T x, T y, T resolution);
~NzPerlin2D() = default; virtual ~NzPerlin2D() = default;
protected: protected:
private: private:
int x0, y0; int x0, y0;

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@ -23,16 +23,16 @@ T NzPerlin2D<T>::GetValue(T x, T y, T resolution)
x *= resolution; x *= resolution;
y *= resolution; y *= resolution;
x0 = fastfloor(x); x0 = this->fastfloor(x);
y0 = fastfloor(y); y0 = this->fastfloor(y);
ii = x0 & 255; ii = x0 & 255;
jj = y0 & 255; jj = y0 & 255;
gi0 = perm[ii + perm[jj]] & 7; gi0 = this->perm[ii + this->perm[jj]] & 7;
gi1 = perm[ii + 1 + perm[jj]] & 7; gi1 = this->perm[ii + 1 + this->perm[jj]] & 7;
gi2 = perm[ii + perm[jj + 1]] & 7; gi2 = this->perm[ii + this->perm[jj + 1]] & 7;
gi3 = perm[ii + 1 + perm[jj + 1]] & 7; gi3 = this->perm[ii + 1 + this->perm[jj + 1]] & 7;
temp.x = x-x0; temp.x = x-x0;
temp.y = y-y0; temp.y = y-y0;

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@ -12,7 +12,7 @@
#include <Nazara/Noise/Abstract3DNoise.hpp> #include <Nazara/Noise/Abstract3DNoise.hpp>
#include <Nazara/Math/Vector3.hpp> #include <Nazara/Math/Vector3.hpp>
template <typename T> class NzPerlin3D : public NzAbstract3DNoise<T>, public NzNoiseBase template <typename T> class NzPerlin3D : public NzAbstract3DNoise<T>
{ {
public: public:
NzPerlin3D(); NzPerlin3D();

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@ -28,23 +28,23 @@ T NzPerlin3D<T>::GetValue(T x, T y, T z, T resolution)
y /= resolution; y /= resolution;
z /= resolution; z /= resolution;
x0 = fastfloor(x); x0 = this->fastfloor(x);
y0 = fastfloor(y); y0 = this->fastfloor(y);
z0 = fastfloor(z); z0 = this->fastfloor(z);
ii = x0 & 255; ii = x0 & 255;
jj = y0 & 255; jj = y0 & 255;
kk = z0 & 255; kk = z0 & 255;
gi0 = perm[ii + perm[jj + perm[kk]]] & 15; gi0 = this->perm[ii + this->perm[jj + this->perm[kk]]] & 15;
gi1 = perm[ii + 1 + perm[jj + perm[kk]]] & 15; gi1 = this->perm[ii + 1 + this->perm[jj + this->perm[kk]]] & 15;
gi2 = perm[ii + perm[jj + 1 + perm[kk]]] & 15; gi2 = this->perm[ii + this->perm[jj + 1 + this->perm[kk]]] & 15;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk]]] & 15; gi3 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk]]] & 15;
gi4 = perm[ii + perm[jj + perm[kk + 1]]] & 15; gi4 = this->perm[ii + this->perm[jj + this->perm[kk + 1]]] & 15;
gi5 = perm[ii + 1 + perm[jj + perm[kk + 1]]] & 15; gi5 = this->perm[ii + 1 + this->perm[jj + this->perm[kk + 1]]] & 15;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1]]] & 15; gi6 = this->perm[ii + this->perm[jj + 1 + this->perm[kk + 1]]] & 15;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] & 15; gi7 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + 1]]] & 15;
temp.x = x-x0; temp.x = x-x0;
temp.y = y-y0; temp.y = y-y0;

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@ -12,7 +12,7 @@
#include <Nazara/Noise/Abstract4DNoise.hpp> #include <Nazara/Noise/Abstract4DNoise.hpp>
#include <Nazara/Math/Vector4.hpp> #include <Nazara/Math/Vector4.hpp>
template <typename T> class NzPerlin4D : public NzAbstract4DNoise<T>, public NzNoiseBase template <typename T> class NzPerlin4D : public NzAbstract4DNoise<T>
{ {
public: public:
NzPerlin4D(); NzPerlin4D();

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@ -34,35 +34,35 @@ T NzPerlin4D<T>::GetValue(T x, T y, T z, T w, T resolution)
z *= resolution; z *= resolution;
w *= resolution; w *= resolution;
x0 = fastfloor(x); x0 = this->fastfloor(x);
y0 = fastfloor(y); y0 = this->fastfloor(y);
z0 = fastfloor(z); z0 = this->fastfloor(z);
w0 = fastfloor(w); w0 = this->fastfloor(w);
ii = x0 & 255; ii = x0 & 255;
jj = y0 & 255; jj = y0 & 255;
kk = z0 & 255; kk = z0 & 255;
ll = w0 & 255; ll = w0 & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll ]]]] & 31; gi0 = this->perm[ii + this->perm[jj + this->perm[kk + this->perm[ll]]]] & 31;
gi1 = perm[ii + 1 + perm[jj + perm[kk + perm[ll ]]]] & 31; gi1 = this->perm[ii + 1 + this->perm[jj + this->perm[kk + this->perm[ll]]]] & 31;
gi2 = perm[ii + perm[jj + 1 + perm[kk + perm[ll ]]]] & 31; gi2 = this->perm[ii + this->perm[jj + 1 + this->perm[kk + this->perm[ll]]]] & 31;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll ]]]] & 31; gi3 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + this->perm[ll]]]] & 31;
gi4 = perm[ii + perm[jj + + perm[kk + 1 + perm[ll ]]]] & 31; gi4 = this->perm[ii + this->perm[jj + + this->perm[kk + 1 + this->perm[ll]]]] & 31;
gi5 = perm[ii + 1 + perm[jj + + perm[kk + 1 + perm[ll ]]]] & 31; gi5 = this->perm[ii + 1 + this->perm[jj + + this->perm[kk + 1 + this->perm[ll]]]] & 31;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll ]]]] & 31; gi6 = this->perm[ii + this->perm[jj + 1 + this->perm[kk + 1 + this->perm[ll]]]] & 31;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll ]]]] & 31; gi7 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + 1 + this->perm[ll]]]] & 31;
gi8 = perm[ii + perm[jj + perm[kk + perm[ll + 1]]]] & 31; gi8 = this->perm[ii + this->perm[jj + this->perm[kk + this->perm[ll + 1]]]] & 31;
gi9 = perm[ii + 1 + perm[jj + perm[kk + perm[ll + 1]]]] & 31; gi9 = this->perm[ii + 1 + this->perm[jj + this->perm[kk + this->perm[ll + 1]]]] & 31;
gi10 = perm[ii + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31; gi10 = this->perm[ii + this->perm[jj + 1 + this->perm[kk + this->perm[ll + 1]]]] & 31;
gi11 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31; gi11 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + this->perm[ll + 1]]]] & 31;
gi12 = perm[ii + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31; gi12 = this->perm[ii + this->perm[jj + this->perm[kk + 1 + this->perm[ll + 1]]]] & 31;
gi13 = perm[ii + 1 + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31; gi13 = this->perm[ii + 1 + this->perm[jj + this->perm[kk + 1 + this->perm[ll + 1]]]] & 31;
gi14 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31; gi14 = this->perm[ii + this->perm[jj + 1 + this->perm[kk + 1 + this->perm[ll + 1]]]] & 31;
gi15 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31; gi15 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + 1 + this->perm[ll + 1]]]] & 31;
temp.x = x-x0; temp.x = x-x0;
temp.y = y-y0; temp.y = y-y0;

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@ -12,12 +12,12 @@
#include <Nazara/Noise/Abstract2DNoise.hpp> #include <Nazara/Noise/Abstract2DNoise.hpp>
#include <Nazara/Math/Vector2.hpp> #include <Nazara/Math/Vector2.hpp>
template <typename T> class NzSimplex2D : public NzAbstract2DNoise<T>, public NzNoiseBase template <typename T> class NzSimplex2D : public NzAbstract2DNoise<T>
{ {
public: public:
NzSimplex2D(); NzSimplex2D();
T GetValue(T x, T y, T resolution); T GetValue(T x, T y, T resolution);
~NzSimplex2D() = default; virtual ~NzSimplex2D() = default;
protected: protected:
private: private:
int ii,jj; int ii,jj;

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@ -27,8 +27,8 @@ T NzSimplex2D<T>::GetValue(T x, T y, T resolution)
y *= resolution; y *= resolution;
sum = (x + y) * SkewCoeff2D; sum = (x + y) * SkewCoeff2D;
skewedCubeOrigin.x = fastfloor(x + sum); skewedCubeOrigin.x = this->fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum); skewedCubeOrigin.y = this->fastfloor(y + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y) * UnskewCoeff2D; sum = (skewedCubeOrigin.x + skewedCubeOrigin.y) * UnskewCoeff2D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum; unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
@ -59,9 +59,9 @@ T NzSimplex2D<T>::GetValue(T x, T y, T resolution)
ii = skewedCubeOrigin.x & 255; ii = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255; jj = skewedCubeOrigin.y & 255;
gi0 = perm[ii + perm[jj ]] & 7; gi0 = this->perm[ii + this->perm[jj ]] & 7;
gi1 = perm[ii + off1.x + perm[jj + off1.y]] & 7; gi1 = this->perm[ii + off1.x + this->perm[jj + off1.y]] & 7;
gi2 = perm[ii + 1 + perm[jj + 1 ]] & 7; gi2 = this->perm[ii + 1 + this->perm[jj + 1 ]] & 7;
c1 = 0.5 - d1.x * d1.x - d1.y * d1.y; c1 = 0.5 - d1.x * d1.x - d1.y * d1.y;
c2 = 0.5 - d2.x * d2.x - d2.y * d2.y; c2 = 0.5 - d2.x * d2.x - d2.y * d2.y;

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@ -12,7 +12,7 @@
#include <Nazara/Noise/Abstract3DNoise.hpp> #include <Nazara/Noise/Abstract3DNoise.hpp>
#include <Nazara/Math/Vector3.hpp> #include <Nazara/Math/Vector3.hpp>
template <typename T> class NzSimplex3D : public NzAbstract3DNoise<T>, public NzNoiseBase template <typename T> class NzSimplex3D : public NzAbstract3DNoise<T>
{ {
public: public:
NzSimplex3D(); NzSimplex3D();

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@ -29,9 +29,9 @@ T NzSimplex3D<T>::GetValue(T x, T y, T z, T resolution)
z *= resolution; z *= resolution;
sum = (x + y + z) * SkewCoeff3D; sum = (x + y + z) * SkewCoeff3D;
skewedCubeOrigin.x = fastfloor(x + sum); skewedCubeOrigin.x = this->fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum); skewedCubeOrigin.y = this->fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum); skewedCubeOrigin.z = this->fastfloor(z + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z) * UnskewCoeff3D; sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z) * UnskewCoeff3D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum; unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
@ -121,10 +121,10 @@ T NzSimplex3D<T>::GetValue(T x, T y, T z, T resolution)
jj = skewedCubeOrigin.y & 255; jj = skewedCubeOrigin.y & 255;
kk = skewedCubeOrigin.z & 255; kk = skewedCubeOrigin.z & 255;
gi0 = perm[ii + perm[jj + perm[kk ]]] % 12; gi0 = this->perm[ii + this->perm[jj + this->perm[kk ]]] % 12;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z]]] % 12; gi1 = this->perm[ii + off1.x + this->perm[jj + off1.y + this->perm[kk + off1.z]]] % 12;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z]]] % 12; gi2 = this->perm[ii + off2.x + this->perm[jj + off2.y + this->perm[kk + off2.z]]] % 12;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 ]]] % 12; gi3 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + 1 ]]] % 12;
c1 = 0.6 - d1.x * d1.x - d1.y * d1.y - d1.z * d1.z; c1 = 0.6 - d1.x * d1.x - d1.y * d1.y - d1.z * d1.z;
c2 = 0.6 - d2.x * d2.x - d2.y * d2.y - d2.z * d2.z; c2 = 0.6 - d2.x * d2.x - d2.y * d2.y - d2.z * d2.z;

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@ -12,7 +12,7 @@
#include <Nazara/Noise/Abstract4DNoise.hpp> #include <Nazara/Noise/Abstract4DNoise.hpp>
#include <Nazara/Math/Vector4.hpp> #include <Nazara/Math/Vector4.hpp>
template <typename T> class NzSimplex4D : public NzAbstract4DNoise<T>, public NzNoiseBase template <typename T> class NzSimplex4D : public NzAbstract4DNoise<T>
{ {
public: public:
NzSimplex4D(); NzSimplex4D();

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@ -54,10 +54,10 @@ T NzSimplex4D<T>::GetValue(T x, T y, T z, T w, T resolution)
w *= resolution; w *= resolution;
sum = (x + y + z + w) * SkewCoeff4D; sum = (x + y + z + w) * SkewCoeff4D;
skewedCubeOrigin.x = fastfloor(x + sum); skewedCubeOrigin.x = this->fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum); skewedCubeOrigin.y = this->fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum); skewedCubeOrigin.z = this->fastfloor(z + sum);
skewedCubeOrigin.w = fastfloor(w + sum); skewedCubeOrigin.w = this->fastfloor(w + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z + skewedCubeOrigin.w) * UnskewCoeff4D; sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z + skewedCubeOrigin.w) * UnskewCoeff4D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum; unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
@ -120,11 +120,11 @@ T NzSimplex4D<T>::GetValue(T x, T y, T z, T w, T resolution)
kk = skewedCubeOrigin.z & 255; kk = skewedCubeOrigin.z & 255;
ll = skewedCubeOrigin.w & 255; ll = skewedCubeOrigin.w & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] & 31; gi0 = this->perm[ii + this->perm[jj + this->perm[kk + this->perm[ll]]]] & 31;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z + perm[ll + off1.w]]]] & 31; gi1 = this->perm[ii + off1.x + this->perm[jj + off1.y + this->perm[kk + off1.z + this->perm[ll + off1.w]]]] & 31;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z + perm[ll + off2.w]]]] & 31; gi2 = this->perm[ii + off2.x + this->perm[jj + off2.y + this->perm[kk + off2.z + this->perm[ll + off2.w]]]] & 31;
gi3 = perm[ii + off3.x + perm[jj + off3.y + perm[kk + off3.z + perm[ll + off3.w]]]] & 31; gi3 = this->perm[ii + off3.x + this->perm[jj + off3.y + this->perm[kk + off3.z + this->perm[ll + off3.w]]]] & 31;
gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32; gi4 = this->perm[ii + 1 + this->perm[jj + 1 + this->perm[kk + 1 + this->perm[ll + 1]]]] % 32;
c1 = 0.6 - d1.x*d1.x - d1.y*d1.y - d1.z*d1.z - d1.w*d1.w; c1 = 0.6 - d1.x*d1.x - d1.y*d1.y - d1.z*d1.z - d1.w*d1.w;
c2 = 0.6 - d2.x*d2.x - d2.y*d2.y - d2.z*d2.z - d2.w*d2.w; c2 = 0.6 - d2.x*d2.x - d2.y*d2.y - d2.z*d2.z - d2.w*d2.w;

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@ -1,62 +0,0 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Noise/ComplexNoiseBase.hpp>
#include <cmath>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
NzComplexNoiseBase::NzComplexNoiseBase()
{
m_parametersModified = true;
m_lacunarity = 5.0f;
m_hurst = 1.2f;
m_octaves = 3.0f;
}
void NzComplexNoiseBase::SetLacunarity(float lacunarity)
{
if(lacunarity != m_lacunarity)
{
m_lacunarity = lacunarity;
m_parametersModified = true;
}
}
void NzComplexNoiseBase::SetHurstParameter(float h)
{
if(h != m_hurst)
{
m_hurst = h;
m_parametersModified = true;
}
}
void NzComplexNoiseBase::SetOctavesNumber(float octaves)
{
if(octaves != m_octaves && octaves < 30)
{
m_octaves = octaves;
m_parametersModified = true;
}
}
void NzComplexNoiseBase::RecomputeExponentArray()
{
if(m_parametersModified)
{
float frequency = 1.0;
m_sum = 0.f;
for (int i(0) ; i < m_octaves; ++i)
{
exponent_array[i] = std::pow( frequency, -m_hurst );
frequency *= m_lacunarity;
m_sum += exponent_array[i];
}
m_parametersModified = false;
}
}

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@ -1,762 +0,0 @@
// Copyright (C) 2012 Rémi Bèges
// This file is part of the "Nazara Engine".
// For conditions of distribution and use, see copyright notice in Config.hpp
#include <Nazara/Noise/NoiseMachine.hpp>
#include <Nazara/Core/Error.hpp>
#include <Nazara/Noise/Config.hpp>
#include <Nazara/Noise/Debug.hpp>
NzNoiseMachine::NzNoiseMachine(int seed)
{
SkewCoeff2D = 0.5*(sqrt(3.0) - 1.0);
UnskewCoeff2D = (3.0-sqrt(3.0))/6;
SkewCoeff3D = 1/3;
UnskewCoeff3D = 1/6;
SkewCoeff4D = (sqrt(5) - 1)/4;
UnskewCoeff4D = (5 - sqrt(5))/20;
int lookupTemp4D[][4] =
{
{0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},
{0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},
{1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},
{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},
{2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},
{2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}
};
for(int i(0) ; i < 64 ; ++i)
for(int j(0) ; j < 4 ; ++j)
lookupTable4D[i][j] = lookupTemp4D[i][j];
float grad2Temp[][2] = {{1,1},{-1,1},{1,-1},{-1,-1},
{1,0},{-1,0},{0,1},{0,-1}};
for(int i(0) ; i < 8 ; ++i)
for(int j(0) ; j < 2 ; ++j)
gradient2[i][j] = grad2Temp[i][j];
int grad3Temp[][3] = {
{1,1,0},{-1,1,0},{1,-1,0},{-1,-1,0},
{1,0,1},{-1,0,1},{1,0,-1},{-1,0,-1},
{0,1,1},{0,-1,1},{0,1,-1},{0,-1,-1},
{1,1,0},{-1,1,0},{0,-1,1},{0,-1,-1}
};
for(int i(0) ; i < 16 ; ++i)
for(int j(0) ; j < 3 ; ++j)
gradient3[i][j] = grad3Temp[i][j];
int grad4Temp[][4] =
{
{0,1,1,1}, {0,1,1,-1}, {0,1,-1,1}, {0,1,-1,-1},
{0,-1,1,1},{0,-1,1,-1},{0,-1,-1,1},{0,-1,-1,-1},
{1,0,1,1}, {1,0,1,-1}, {1,0,-1,1}, {1,0,-1,-1},
{-1,0,1,1},{-1,0,1,-1},{-1,0,-1,1},{-1,0,-1,-1},
{1,1,0,1}, {1,1,0,-1}, {1,-1,0,1}, {1,-1,0,-1},
{-1,1,0,1},{-1,1,0,-1},{-1,-1,0,1},{-1,-1,0,-1},
{1,1,1,0}, {1,1,-1,0}, {1,-1,1,0}, {1,-1,-1,0},
{-1,1,1,0},{-1,1,-1,0},{-1,-1,1,0},{-1,-1,-1,0}
};
for(int i(0) ; i < 32 ; ++i)
for(int j(0) ; j < 4 ; ++j)
gradient4[i][j] = grad4Temp[i][j];
}
//------------------------------ PERLIN ------------------------------
float NzNoiseMachine::Get2DPerlinNoiseValue(float x, float y, float res)
{
x /= res;
y /= res;
x0 = fastfloor(x);
y0 = fastfloor(y);
ii = x0 & 255;
jj = y0 & 255;
gi0 = perm[ii + perm[jj]] & 7;
gi1 = perm[ii + 1 + perm[jj]] & 7;
gi2 = perm[ii + perm[jj + 1]] & 7;
gi3 = perm[ii + 1 + perm[jj + 1]] & 7;
temp.x = x-x0;
temp.y = y-y0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
s[0] = gradient2[gi0][0]*temp.x + gradient2[gi0][1]*temp.y;
temp.x = x-(x0+1);
t[0] = gradient2[gi1][0]*temp.x + gradient2[gi1][1]*temp.y;
temp.y = y-(y0+1);
v[0] = gradient2[gi3][0]*temp.x + gradient2[gi3][1]*temp.y;
temp.x = x-x0;
u[0] = gradient2[gi2][0]*temp.x + gradient2[gi2][1]*temp.y;
Li1 = s[0] + Cx*(t[0]-s[0]);
Li2 = u[0] + Cx*(v[0]-u[0]);
return Li1 + Cy*(Li2-Li1);
}
float NzNoiseMachine::Get3DPerlinNoiseValue(float x, float y, float z, float res)
{
x /= res;
y /= res;
z /= res;
x0 = fastfloor(x);
y0 = fastfloor(y);
z0 = fastfloor(z);
ii = x0 & 255;
jj = y0 & 255;
kk = z0 & 255;
gi0 = perm[ii + perm[jj + perm[kk ]]] & 15;
gi1 = perm[ii + 1 + perm[jj + perm[kk ]]] & 15;
gi2 = perm[ii + perm[jj + 1 + perm[kk ]]] & 15;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk ]]] & 15;
gi4 = perm[ii + perm[jj + perm[kk + 1]]] & 15;
gi5 = perm[ii + 1 + perm[jj + perm[kk + 1]]] & 15;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1]]] & 15;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1]]] & 15;
temp.x = x-x0;
temp.y = y-y0;
temp.z = z-z0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
Cz = temp.z * temp.z * temp.z * (temp.z * (temp.z * 6 - 15) + 10);
s[0] = gradient3[gi0][0]*temp.x + gradient3[gi0][1]*temp.y + gradient3[gi0][2]*temp.z;
temp.x = x-(x0+1);
t[0] = gradient3[gi1][0]*temp.x + gradient3[gi1][1]*temp.y + gradient3[gi1][2]*temp.z;
temp.y = y-(y0+1);
v[0] = gradient3[gi3][0]*temp.x + gradient3[gi3][1]*temp.y + gradient3[gi3][2]*temp.z;
temp.x = x-x0;
u[0] = gradient3[gi2][0]*temp.x + gradient3[gi2][1]*temp.y + gradient3[gi2][2]*temp.z;
temp.y = y-y0;
temp.z = z-(z0+1);
s[1] = gradient3[gi4][0]*temp.x + gradient3[gi4][1]*temp.y + gradient3[gi4][2]*temp.z;
temp.x = x-(x0+1);
t[1] = gradient3[gi5][0]*temp.x + gradient3[gi5][1]*temp.y + gradient3[gi5][2]*temp.z;
temp.y = y-(y0+1);
v[1] = gradient3[gi7][0]*temp.x + gradient3[gi7][1]*temp.y + gradient3[gi7][2]*temp.z;
temp.x = x-x0;
u[1] = gradient3[gi6][0]*temp.x + gradient3[gi6][1]*temp.y + gradient3[gi6][2]*temp.z;
Li1 = s[0] + Cx*(t[0]-s[0]);
Li2 = u[0] + Cx*(v[0]-u[0]);
Li3 = s[1] + Cx*(t[1]-s[1]);
Li4 = u[1] + Cx*(v[1]-u[1]);
Li5 = Li1 + Cy*(Li2-Li1);
Li6 = Li3 + Cy*(Li4-Li3);
return Li5 + Cz*(Li6-Li5);
}
float NzNoiseMachine::Get4DPerlinNoiseValue(float x, float y, float z, float w, float res)
{
x /= res;
y /= res;
z /= res;
w /= res;
x0 = fastfloor(x);
y0 = fastfloor(y);
z0 = fastfloor(z);
w0 = fastfloor(w);
ii = x0 & 255;
jj = y0 & 255;
kk = z0 & 255;
ll = w0 & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll ]]]] & 31;
gi1 = perm[ii + 1 + perm[jj + perm[kk + perm[ll ]]]] & 31;
gi2 = perm[ii + perm[jj + 1 + perm[kk + perm[ll ]]]] & 31;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll ]]]] & 31;
gi4 = perm[ii + perm[jj + + perm[kk + 1 + perm[ll ]]]] & 31;
gi5 = perm[ii + 1 + perm[jj + + perm[kk + 1 + perm[ll ]]]] & 31;
gi6 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll ]]]] & 31;
gi7 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll ]]]] & 31;
gi8 = perm[ii + perm[jj + perm[kk + perm[ll + 1]]]] & 31;
gi9 = perm[ii + 1 + perm[jj + perm[kk + perm[ll + 1]]]] & 31;
gi10 = perm[ii + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31;
gi11 = perm[ii + 1 + perm[jj + 1 + perm[kk + perm[ll + 1]]]] & 31;
gi12 = perm[ii + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi13 = perm[ii + 1 + perm[jj + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi14 = perm[ii + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31;
gi15 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] & 31;
temp.x = x-x0;
temp.y = y-y0;
temp.z = z-z0;
temp.w = w-w0;
Cx = temp.x * temp.x * temp.x * (temp.x * (temp.x * 6 - 15) + 10);
Cy = temp.y * temp.y * temp.y * (temp.y * (temp.y * 6 - 15) + 10);
Cz = temp.z * temp.z * temp.z * (temp.z * (temp.z * 6 - 15) + 10);
Cw = temp.w * temp.w * temp.w * (temp.w * (temp.w * 6 - 15) + 10);
s[0] = gradient4[gi0][0]*temp.x + gradient4[gi0][1]*temp.y + gradient4[gi0][2]*temp.z + gradient4[gi0][3]*temp.w;
temp.x = x-(x0+1);
t[0] = gradient4[gi1][0]*temp.x + gradient4[gi1][1]*temp.y + gradient4[gi1][2]*temp.z + gradient4[gi1][3]*temp.w;
temp.y = y-(y0+1);
v[0] = gradient4[gi3][0]*temp.x + gradient4[gi3][1]*temp.y + gradient4[gi3][2]*temp.z + gradient4[gi3][3]*temp.w;
temp.x = x-x0;
u[0] = gradient4[gi2][0]*temp.x + gradient4[gi2][1]*temp.y + gradient4[gi2][2]*temp.z + gradient4[gi2][3]*temp.w;
temp.y = y-y0;
temp.z = z-(z0+1);
s[1] = gradient4[gi4][0]*temp.x + gradient4[gi4][1]*temp.y + gradient4[gi4][2]*temp.z + gradient4[gi4][3]*temp.w;
temp.x = x-(x0+1);
t[1] = gradient4[gi5][0]*temp.x + gradient4[gi5][1]*temp.y + gradient4[gi5][2]*temp.z + gradient4[gi5][3]*temp.w;
temp.y = y-(y0+1);
v[1] = gradient4[gi7][0]*temp.x + gradient4[gi7][1]*temp.y + gradient4[gi7][2]*temp.z + gradient4[gi7][3]*temp.w;
temp.x = x-x0;
u[1] = gradient4[gi6][0]*temp.x + gradient4[gi6][1]*temp.y + gradient4[gi6][2]*temp.z + gradient4[gi6][3]*temp.w;
temp.y = y-y0;
temp.z = z-z0;
temp.w = w-(w0+1);
s[2] = gradient4[gi8][0]*temp.x + gradient4[gi8][1]*temp.y + gradient4[gi8][2]*temp.z + gradient4[gi8][3]*temp.w;
temp.x = x-(x0+1);
t[2] = gradient4[gi9][0]*temp.x + gradient4[gi9][1]*temp.y + gradient4[gi9][2]*temp.z + gradient4[gi9][3]*temp.w;
temp.y = y-(y0+1);
v[2] = gradient4[gi11][0]*temp.x + gradient4[gi11][1]*temp.y + gradient4[gi11][2]*temp.z + gradient4[gi11][3]*temp.w;
temp.x = x-x0;
u[2] = gradient4[gi10][0]*temp.x + gradient4[gi10][1]*temp.y + gradient4[gi10][2]*temp.z + gradient4[gi10][3]*temp.w;
temp.y = y-y0;
temp.z = z-(z0+1);
s[3] = gradient4[gi12][0]*temp.x + gradient4[gi12][1]*temp.y + gradient4[gi12][2]*temp.z + gradient4[gi12][3]*temp.w;
temp.x = x-(x0+1);
t[3] = gradient4[gi13][0]*temp.x + gradient4[gi13][1]*temp.y + gradient4[gi13][2]*temp.z + gradient4[gi13][3]*temp.w;
temp.y = y-(y0+1);
v[3] = gradient4[gi15][0]*temp.x + gradient4[gi15][1]*temp.y + gradient4[gi15][2]*temp.z + gradient4[gi15][3]*temp.w;
temp.x = x-x0;
u[3] = gradient4[gi14][0]*temp.x + gradient4[gi14][1]*temp.y + gradient4[gi14][2]*temp.z + gradient4[gi14][3]*temp.w;
Li1 = s[0] + Cx*(t[0]-s[0]);
Li2 = u[0] + Cx*(v[0]-u[0]);
Li3 = s[1] + Cx*(t[1]-s[1]);
Li4 = u[1] + Cx*(v[1]-u[1]);
Li5 = s[2] + Cx*(t[2]-s[2]);
Li6 = u[2] + Cx*(v[2]-u[2]);
Li7 = s[3] + Cx*(t[3]-s[3]);
Li8 = u[3] + Cx*(v[3]-u[3]);
Li9 = Li1 + Cy*(Li2-Li1);
Li10 = Li3 + Cy*(Li4-Li3);
Li11 = Li5 + Cy*(Li6-Li5);
Li12 = Li7 + Cy*(Li8-Li7);
Li13 = Li9 + Cz*(Li10-Li9);
Li14 = Li11 + Cz*(Li12-Li11);
return Li13 + Cw*(Li14-Li13);
}
//------------------------------ SIMPLEX ------------------------------
float NzNoiseMachine::Get2DSimplexNoiseValue(float x, float y, float res)
{
x /= res;
y /= res;
sum = (x + y) * SkewCoeff2D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y) * UnskewCoeff2D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
if(unskewedDistToOrigin.x > unskewedDistToOrigin.y)
{
off1.x = 1;
off1.y = 0;
}
else
{
off1.x = 0;
off1.y = 1;
}
d1 = - unskewedDistToOrigin;
d2.x = d1.x + off1.x - UnskewCoeff2D;
d2.y = d1.y + off1.y - UnskewCoeff2D;
d3.x = d1.x + 1.0 - 2 * UnskewCoeff2D;
d3.y = d1.y + 1.0 - 2 * UnskewCoeff2D;
ii = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
gi0 = perm[ii + perm[jj ]] & 7;
gi1 = perm[ii + off1.x + perm[jj + off1.y]] & 7;
gi2 = perm[ii + 1 + perm[jj + 1 ]] & 7;
c1 = 0.5 - d1.x * d1.x - d1.y * d1.y;
c2 = 0.5 - d2.x * d2.x - d2.y * d2.y;
c3 = 0.5 - d3.x * d3.x - d3.y * d3.y;
if(c1 < 0)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient2[gi0][0] * d1.x + gradient2[gi0][1] * d1.y);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient2[gi1][0] * d2.x + gradient2[gi1][1] * d2.y);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient2[gi2][0] * d3.x + gradient2[gi2][1] * d3.y);
return (n1+n2+n3)*70;
}
float NzNoiseMachine::Get3DSimplexNoiseValue(float x, float y, float z, float res)
{
x /= res;
y /= res;
z /= res;
sum = (x + y + z) * SkewCoeff3D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z) * UnskewCoeff3D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedCubeOrigin.z = skewedCubeOrigin.z - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
unskewedDistToOrigin.z = z - unskewedCubeOrigin.z;
if(unskewedDistToOrigin.x >= unskewedDistToOrigin.y)
{
if(unskewedDistToOrigin.y >= unskewedDistToOrigin.z)
{
off1.x = 1;
off1.y = 0;
off1.z = 0;
off2.x = 1;
off2.y = 1;
off2.z = 0;
}
else if(unskewedDistToOrigin.x >= unskewedDistToOrigin.z)
{
off1.x = 1;
off1.y = 0;
off1.z = 0;
off2.x = 1;
off2.y = 0;
off2.z = 1;
}
else
{
off1.x = 0;
off1.y = 0;
off1.z = 1;
off2.x = 1;
off2.y = 0;
off2.z = 1;
}
}
else
{
if(unskewedDistToOrigin.y < unskewedDistToOrigin.z)
{
off1.x = 0;
off1.y = 0;
off1.z = 1;
off2.x = 0;
off2.y = 1;
off2.z = 1;
}
else if(unskewedDistToOrigin.x < unskewedDistToOrigin.z)
{
off1.x = 0;
off1.y = 1;
off1.z = 0;
off2.x = 0;
off2.y = 1;
off2.z = 1;
}
else
{
off1.x = 0;
off1.y = 1;
off1.z = 0;
off2.x = 1;
off2.y = 1;
off2.z = 0;
}
}
d1 = unskewedDistToOrigin;
d2.x = d1.x - off1.x + UnskewCoeff3D;
d2.y = d1.y - off1.y + UnskewCoeff3D;
d2.z = d1.z - off1.z + UnskewCoeff3D;
d3.x = d1.x - off2.x + 2*UnskewCoeff3D;
d3.y = d1.y - off2.y + 2*UnskewCoeff3D;
d3.z = d1.z - off2.z + 2*UnskewCoeff3D;
d4.x = d1.x - 1.0 + 3*UnskewCoeff3D;
d4.y = d1.y - 1.0 + 3*UnskewCoeff3D;
d4.z = d1.z - 1.0 + 3*UnskewCoeff3D;
ii = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
kk = skewedCubeOrigin.z & 255;
gi0 = perm[ii + perm[jj + perm[kk ]]] % 12;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z]]] % 12;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z]]] % 12;
gi3 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 ]]] % 12;
c1 = 0.6 - d1.x * d1.x - d1.y * d1.y - d1.z * d1.z;
c2 = 0.6 - d2.x * d2.x - d2.y * d2.y - d2.z * d2.z;
c3 = 0.6 - d3.x * d3.x - d3.y * d3.y - d3.z * d3.z;
c4 = 0.6 - d4.x * d4.x - d4.y * d4.y - d4.z * d4.z;
if(c1 < 0)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient3[gi0][0] * d1.x + gradient3[gi0][1] * d1.y + gradient3[gi0][2] * d1.z);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient3[gi1][0] * d2.x + gradient3[gi1][1] * d2.y + gradient3[gi1][2] * d2.z);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient3[gi2][0] * d3.x + gradient3[gi2][1] * d3.y + gradient3[gi2][2] * d3.z);
if(c4 < 0)
n4 = 0;
else
n4 = c4*c4*c4*c4*(gradient3[gi3][0] * d4.x + gradient3[gi3][1] * d4.y + gradient3[gi3][2] * d4.z);
return (n1+n2+n3+n4)*32;
}
float NzNoiseMachine::Get4DSimplexNoiseValue(float x, float y, float z, float w, float res)
{
x /= res;
y /= res;
z /= res;
w /= res;
sum = (x + y + z + w) * SkewCoeff4D;
skewedCubeOrigin.x = fastfloor(x + sum);
skewedCubeOrigin.y = fastfloor(y + sum);
skewedCubeOrigin.z = fastfloor(z + sum);
skewedCubeOrigin.w = fastfloor(w + sum);
sum = (skewedCubeOrigin.x + skewedCubeOrigin.y + skewedCubeOrigin.z + skewedCubeOrigin.w) * UnskewCoeff4D;
unskewedCubeOrigin.x = skewedCubeOrigin.x - sum;
unskewedCubeOrigin.y = skewedCubeOrigin.y - sum;
unskewedCubeOrigin.z = skewedCubeOrigin.z - sum;
unskewedCubeOrigin.w = skewedCubeOrigin.w - sum;
unskewedDistToOrigin.x = x - unskewedCubeOrigin.x;
unskewedDistToOrigin.y = y - unskewedCubeOrigin.y;
unskewedDistToOrigin.z = z - unskewedCubeOrigin.z;
unskewedDistToOrigin.w = w - unskewedCubeOrigin.w;
c1 = (unskewedDistToOrigin.x > unskewedDistToOrigin.y) ? 32 : 0;
c2 = (unskewedDistToOrigin.x > unskewedDistToOrigin.z) ? 16 : 0;
c3 = (unskewedDistToOrigin.y > unskewedDistToOrigin.z) ? 8 : 0;
c4 = (unskewedDistToOrigin.x > unskewedDistToOrigin.w) ? 4 : 0;
c5 = (unskewedDistToOrigin.y > unskewedDistToOrigin.w) ? 2 : 0;
c6 = (unskewedDistToOrigin.z > unskewedDistToOrigin.w) ? 1 : 0;
c = c1 + c2 + c3 + c4 + c5 + c6;
off1.x = lookupTable4D[c][0] >= 3 ? 1 : 0;
off1.y = lookupTable4D[c][1] >= 3 ? 1 : 0;
off1.z = lookupTable4D[c][2] >= 3 ? 1 : 0;
off1.w = lookupTable4D[c][3] >= 3 ? 1 : 0;
off2.x = lookupTable4D[c][0] >= 2 ? 1 : 0;
off2.y = lookupTable4D[c][1] >= 2 ? 1 : 0;
off2.z = lookupTable4D[c][2] >= 2 ? 1 : 0;
off2.w = lookupTable4D[c][3] >= 2 ? 1 : 0;
off3.x = lookupTable4D[c][0] >= 1 ? 1 : 0;
off3.y = lookupTable4D[c][1] >= 1 ? 1 : 0;
off3.z = lookupTable4D[c][2] >= 1 ? 1 : 0;
off3.w = lookupTable4D[c][3] >= 1 ? 1 : 0;
d1 = unskewedDistToOrigin;
d2.x = d1.x - off1.x + UnskewCoeff4D;
d2.y = d1.y - off1.y + UnskewCoeff4D;
d2.z = d1.z - off1.z + UnskewCoeff4D;
d2.w = d1.w - off1.w + UnskewCoeff4D;
d3.x = d1.x - off2.x + 2*UnskewCoeff4D;
d3.y = d1.y - off2.y + 2*UnskewCoeff4D;
d3.z = d1.z - off2.z + 2*UnskewCoeff4D;
d3.w = d1.w - off2.w + 2*UnskewCoeff4D;
d4.x = d1.x - off3.x + 3*UnskewCoeff4D;
d4.y = d1.y - off3.y + 3*UnskewCoeff4D;
d4.z = d1.z - off3.z + 3*UnskewCoeff4D;
d4.w = d1.w - off3.w + 3*UnskewCoeff4D;
d5.x = d1.x - 1.0 + 4*UnskewCoeff4D;
d5.y = d1.y - 1.0 + 4*UnskewCoeff4D;
d5.z = d1.z - 1.0 + 4*UnskewCoeff4D;
d5.w = d1.w - 1.0 + 4*UnskewCoeff4D;
ii = skewedCubeOrigin.x & 255;
jj = skewedCubeOrigin.y & 255;
kk = skewedCubeOrigin.z & 255;
ll = skewedCubeOrigin.w & 255;
gi0 = perm[ii + perm[jj + perm[kk + perm[ll]]]] & 31;
gi1 = perm[ii + off1.x + perm[jj + off1.y + perm[kk + off1.z + perm[ll + off1.w]]]] & 31;
gi2 = perm[ii + off2.x + perm[jj + off2.y + perm[kk + off2.z + perm[ll + off2.w]]]] & 31;
gi3 = perm[ii + off3.x + perm[jj + off3.y + perm[kk + off3.z + perm[ll + off3.w]]]] & 31;
gi4 = perm[ii + 1 + perm[jj + 1 + perm[kk + 1 + perm[ll + 1]]]] % 32;
c1 = 0.6 - d1.x*d1.x - d1.y*d1.y - d1.z*d1.z - d1.w*d1.w;
c2 = 0.6 - d2.x*d2.x - d2.y*d2.y - d2.z*d2.z - d2.w*d2.w;
c3 = 0.6 - d3.x*d3.x - d3.y*d3.y - d3.z*d3.z - d3.w*d3.w;
c4 = 0.6 - d4.x*d4.x - d4.y*d4.y - d4.z*d4.z - d4.w*d4.w;
c5 = 0.6 - d5.x*d5.x - d5.y*d5.y - d5.z*d5.z - d5.w*d5.w;
if(c1 < 0)
n1 = 0;
else
n1 = c1*c1*c1*c1*(gradient4[gi0][0]*d1.x + gradient4[gi0][1]*d1.y + gradient4[gi0][2]*d1.z + gradient4[gi0][3]*d1.w);
if(c2 < 0)
n2 = 0;
else
n2 = c2*c2*c2*c2*(gradient4[gi1][0]*d2.x + gradient4[gi1][1]*d2.y + gradient4[gi1][2]*d2.z + gradient4[gi1][3]*d2.w);
if(c3 < 0)
n3 = 0;
else
n3 = c3*c3*c3*c3*(gradient4[gi2][0]*d3.x + gradient4[gi2][1]*d3.y + gradient4[gi2][2]*d3.z + gradient4[gi2][3]*d3.w);
if(c4 < 0)
n4 = 0;
else
n4 = c4*c4*c4*c4*(gradient4[gi3][0]*d4.x + gradient4[gi3][1]*d4.y + gradient4[gi3][2]*d4.z + gradient4[gi3][3]*d4.w);
if(c5 < 0)
n5 = 0;
else
n5 = c5*c5*c5*c5*(gradient4[gi4][0]*d5.x + gradient4[gi4][1]*d5.y + gradient4[gi4][2]*d5.z + gradient4[gi4][3]*d5.w);
return (n1+n2+n3+n4+n5)*27.0;
}
//------------------------------ CELL ------------------------------
float NzNoiseMachine::Get2DCellNoiseValue(float x, float y, float res)
{
return 0;
}
float NzNoiseMachine::Get3DCellNoiseValue(float x, float y, float z, float res)
{
x /= res;
y /= res;
z /= res;
x0 = static_cast<int>(x);
y0 = static_cast<int>(y);
z0 = static_cast<int>(z);
return (this->JenkinsHash(x0,y0,z0) & 255);
}
float NzNoiseMachine::Get4DCellNoiseValue(float x, float y, float z, float w, float res)
{
x /= res;
y /= res;
z /= res;
w /= res;
x0 = static_cast<int>(x) & 255;
y0 = static_cast<int>(y) & 255;
z0 = static_cast<int>(z) & 255;
w0 = static_cast<int>(w) & 255;
return 0;
}
//------------------------------ FBM ------------------------------
float NzNoiseMachine::Get2DFBMNoiseValue(float x, float y, float res)
{
value = 0.0;
RecomputeExponentArray();
for (int i(0); i < m_octaves; ++i)
{
value += Get2DPerlinNoiseValue(x,y,res) * exponent_array[i];
x *= m_lacunarity;
y *= m_lacunarity;
}
remainder = m_octaves - (int)m_octaves;
if(remainder != 0)
value += remainder * Get2DSimplexNoiseValue(x,y,res) * exponent_array[(int)m_octaves-1];
return value * m_sum;
}
float NzNoiseMachine::Get3DFBMNoiseValue(float x, float y, float z, float res)
{
value = 0.0;
RecomputeExponentArray();
for(int i(0); i < m_octaves; ++i)
{
value += Get3DSimplexNoiseValue(x,y,z,res) * exponent_array[i];
x *= m_lacunarity;
y *= m_lacunarity;
z *= m_lacunarity;
}
remainder = m_octaves - (int)m_octaves;
if(remainder != 0)
value += remainder * Get3DSimplexNoiseValue(x,y,z,res) * exponent_array[(int)m_octaves-1];
return value * m_sum;
}
//------------------------------ HYBRID MULTIFRACTAL ------------------------------
float NzNoiseMachine::Get2DHybridMultiFractalNoiseValue(float x, float y, float res)
{
float result, signal, weight, remainder;
float offset = 1;
RecomputeExponentArray();
result = (Get2DSimplexNoiseValue(x,y,res) + offset) * exponent_array[0];
weight = result;
x *= m_lacunarity;
y *= m_lacunarity;
for(int i(1) ; i < m_octaves; ++i)
{
if(weight > 1.0)
weight = 1.0;
signal = (Get2DSimplexNoiseValue(x,y,res) + offset) * exponent_array[i];
result += weight * signal;
weight *= signal;
x *= m_lacunarity;
y *= m_lacunarity;
}
remainder = m_octaves - (int)m_octaves;
if(remainder != 0)
result += remainder * Get2DSimplexNoiseValue(x,y,res) * exponent_array[(int)m_octaves-1];
return result;
}
float NzNoiseMachine::Get3DHybridMultiFractalNoiseValue(float x, float y, float z, float res)
{
float result, signal, weight, remainder;
float offset = 1;
RecomputeExponentArray();
result = (Get3DSimplexNoiseValue(x,y,z,res) + offset) * exponent_array[0];
weight = result;
x *= m_lacunarity;
y *= m_lacunarity;
for(int i(1) ; i < m_octaves; ++i)
{
if(weight > 1.0)
weight = 1.0;
signal = ( Get3DSimplexNoiseValue(x,y,z,res) + offset ) * exponent_array[i];
result += weight * signal;
weight *= signal;
x *= m_lacunarity;
y *= m_lacunarity;
}
remainder = m_octaves - (int)m_octaves;
if(remainder != 0)
result += remainder * Get3DSimplexNoiseValue(x,y,z,res) * exponent_array[(int)m_octaves-1];
return result;
}
#include <Nazara/Core/DebugOff.hpp>