#include "ImprovedNoise.h" #include "../../../../util/Random.h" ImprovedNoise::ImprovedNoise() { Random random(1); init(&random); } ImprovedNoise::ImprovedNoise( Random* random ) { init(random); } void ImprovedNoise::init( Random* random ) { xo = random->nextFloat() * 256.f; yo = random->nextFloat() * 256.f; zo = random->nextFloat() * 256.f; for (int i = 0; i < 256; i++) { p[i] = i; } for (int i = 0; i < 256; i++) { int j = random->nextInt(256 - i) + i; int tmp = p[i]; p[i] = p[j]; p[j] = tmp; p[i + 256] = p[i]; } } float ImprovedNoise::noise( float _x, float _y, float _z ) { float x = _x + xo; float y = _y + yo; float z = _z + zo; int xf = (int) x; int yf = (int) y; int zf = (int) z; if (x < xf) xf--; if (y < yf) yf--; if (z < zf) zf--; int X = xf & 255, // FIND UNIT CUBE THAT Y = yf & 255, // CONTAINS POINT. Z = zf & 255; x -= xf; // FIND RELATIVE X,Y,Z y -= yf; // OF POINT IN CUBE. z -= zf; float u = x * x * x * (x * (x * 6 - 15) + 10), // COMPUTE FADE CURVES v = y * y * y * (y * (y * 6 - 15) + 10), // FOR EACH OF X,Y,Z. w = z * z * z * (z * (z * 6 - 15) + 10); int A = p[X] + Y, AA = p[A] + Z, AB = p[A + 1] + Z, // HASH COORDINATES OF B = p[X + 1] + Y, BA = p[B] + Z, BB = p[B + 1] + Z; // THE 8 CUBE CORNERS, return lerp(w, lerp(v, lerp(u, grad(p[AA], x, y, z), // AND ADD grad(p[BA], x - 1, y, z)), // BLENDED lerp(u, grad(p[AB], x, y - 1, z), // RESULTS grad(p[BB], x - 1, y - 1, z))),// FROM 8 lerp(v, lerp(u, grad(p[AA + 1], x, y, z - 1), // CORNERS grad(p[BA + 1], x - 1, y, z - 1)), // OF CUBE lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)))); } const float ImprovedNoise::lerp( float t, float a, float b ) { return a + t * (b - a); } const float ImprovedNoise::grad2( int hash, float x, float z ) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE float u = (1-((h&8)>>3))*x, // INTO 12 GRADIENT DIRECTIONS. v = h < 4 ? 0 : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } const float ImprovedNoise::grad( int hash, float x, float y, float z ) { int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE float u = h < 8 ? x : y, // INTO 12 GRADIENT DIRECTIONS. v = h < 4 ? y : h == 12 || h == 14 ? x : z; return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v); } float ImprovedNoise::getValue( float x, float y ) { return noise(x, y, 0); } float ImprovedNoise::getValue( float x, float y, float z ) { return noise(x, y, z); } void ImprovedNoise::add( float* buffer, float _x, float _y, float _z, int xSize, int ySize, int zSize, float xs, float ys, float zs, float pow ) { if (ySize==1) { int A = 0, AA = 0, B = 0, BA = 0; float vv0 = 0, vv2 = 0; int pp = 0; float scale = 1.0f / pow; for (int xx = 0; xx < xSize; xx++) { float x = (_x + xx) * xs + xo; int xf = (int) x; if (x < xf) xf--; int X = xf & 255; x -= xf; float u = x * x * x * (x * (x * 6 - 15) + 10); for (int zz = 0; zz < zSize; zz++) { float z = (_z + zz) * zs + zo; int zf = (int) z; if (z < zf) zf--; int Z = zf & 255; z -= zf; float w = z * z * z * (z * (z * 6 - 15) + 10); A = p[X] + 0; AA = p[A] + Z; B = p[X + 1] + 0; BA = p[B] + Z; vv0 = lerp(u, grad2(p[AA], x, z), grad(p[BA], x - 1, 0, z)); vv2 = lerp(u, grad(p[AA + 1], x, 0, z - 1), grad(p[BA + 1], x - 1, 0, z - 1)); float val = lerp(w, vv0, vv2); buffer[pp++] += val * scale; } } return; } int pp = 0; float scale = 1 / pow; int yOld = -1; int A = 0, AA = 0, AB = 0, B = 0, BA = 0, BB = 0; float vv0 = 0, vv1 = 0, vv2 = 0, vv3 = 0; for (int xx = 0; xx < xSize; xx++) { float x = (_x + xx) * xs + xo; int xf = (int) x; if (x < xf) xf--; int X = xf & 255; x -= xf; float u = x * x * x * (x * (x * 6 - 15) + 10); for (int zz = 0; zz < zSize; zz++) { float z = (_z + zz) * zs + zo; int zf = (int) z; if (z < zf) zf--; int Z = zf & 255; z -= zf; float w = z * z * z * (z * (z * 6 - 15) + 10); for (int yy = 0; yy < ySize; yy++) { float y = (_y + yy) * ys + yo; int yf = (int) y; if (y < yf) yf--; int Y = yf & 255; y -= yf; float v = y * y * y * (y * (y * 6 - 15) + 10); if (yy == 0 || Y != yOld) { yOld = Y; A = p[X] + Y; AA = p[A] + Z; AB = p[A + 1] + Z; B = p[X + 1] + Y; BA = p[B] + Z; BB = p[B + 1] + Z; vv0 = lerp(u, grad(p[AA], x, y, z), grad(p[BA], x - 1, y, z)); vv1 = lerp(u, grad(p[AB], x, y - 1, z), grad(p[BB], x - 1, y - 1, z)); vv2 = lerp(u, grad(p[AA + 1], x, y, z - 1), grad(p[BA + 1], x - 1, y, z - 1)); vv3 = lerp(u, grad(p[AB + 1], x, y - 1, z - 1), grad(p[BB + 1], x - 1, y - 1, z - 1)); } float v0 = lerp(v, vv0, vv1); float v1 = lerp(v, vv2, vv3); float val = lerp(w, v0, v1); buffer[pp++] += val * scale; } } } } int ImprovedNoise::hashCode() { int x = 4711; for (int i = 0; i < 512; ++i) x = x * 37 + p[i]; return x; }