CelestiaContent/src/perlin.cpp

334 lines
5.8 KiB
C++

#include <stdlib.h>
#include <stdio.h>
#include <math.h>
#include "mathlib.h"
#include "vecmath.h"
#include "perlin.h"
float bias(float a, float b)
{
return (float) pow(a, log(b) / log(0.5));
}
float gain(float a, float b)
{
float p = (float) (log(1.0 - b) / log(0.5));
if (a < 0.001f)
return 0.0f;
else if (a > 0.999f)
return 1.0f;
if (a < 0.5f)
return (float) pow(2 * a, p) / 2;
else
return 1.0f - (float) pow(2 * (1.0 - a), p) / 2;
}
float noise(float vec[], int len)
{
switch (len) {
case 0:
return 0.;
case 1:
return noise1(vec[0]);
case 2:
return noise2(vec);
default:
return noise3(vec);
}
}
float turbulence(float v[], float freq)
{
float t, vec[3];
for (t = 0. ; freq >= 1. ; freq /= 2) {
vec[0] = freq * v[0];
vec[1] = freq * v[1];
vec[2] = freq * v[2];
t += (float) fabs(noise3(vec)) / freq;
}
return t;
}
float turbulence(Point2f& p, float freq)
{
float t;
float vec[2];
for (t = 0.0f; freq >= 1.0f; freq *= 0.5f)
{
vec[0] = freq * p.x;
vec[1] = freq * p.y;
t += (float) fabs(noise2(vec)) / freq;
}
return t;
}
float turbulence(Point3f& p, float freq)
{
float t;
float vec[3];
for (t = 0.0f; freq >= 1.0f; freq *= 0.5f)
{
vec[0] = freq * p.x;
vec[1] = freq * p.y;
vec[2] = freq * p.z;
t += (float) fabs(noise3(vec)) / freq;
}
return t;
}
float fractalsum(float v[], float freq)
{
float t;
float vec[3];
for (t = 0.0f ; freq >= 1.0f ; freq /= 2.0f) {
vec[0] = freq * v[0];
vec[1] = freq * v[1];
vec[2] = freq * v[2];
t += noise3(vec) / freq;
}
return t;
}
float fractalsum(Point2f& p, float freq)
{
float t;
float vec[2];
for (t = 0.0f; freq >= 1.0f; freq *= 0.5f)
{
vec[0] = freq * p.x;
vec[1] = freq * p.y;
t += noise2(vec) / freq;
}
return t;
}
float fractalsum(Point3f& p, float freq)
{
float t;
float vec[3];
for (t = 0.0f; freq >= 1.0f; freq *= 0.5f)
{
vec[0] = freq * p.x;
vec[1] = freq * p.y;
vec[2] = freq * p.z;
t += noise3(vec) / freq;
}
return t;
}
/* noise functions over 1, 2, and 3 dimensions */
#define B 0x100
#define BM 0xff
#define N 0x1000
#define NP 12 /* 2^N */
#define NM 0xfff
static int p[B + B + 2];
static float g3[B + B + 2][3];
static float g2[B + B + 2][2];
static float g1[B + B + 2];
static bool initialized = false;
static void init(void);
#define s_curve(t) ( t * t * (3.0f - 2.0f * t) )
#define setup(i, b0, b1, r0, r1) \
t = vec[i] + N;\
b0 = ((int)t) & BM;\
b1 = (b0+1) & BM;\
r0 = t - (int)t;\
r1 = r0 - 1.0f;
float noise1(float arg)
{
if (!initialized)
init();
int bx0, bx1;
float rx0, rx1, t, u, v, vec[1];
vec[0] = arg;
setup(0, bx0, bx1, rx0, rx1);
u = rx0 * g1[p[bx0]];
v = rx1 * g1[p[bx1]];
return Mathf::lerp(s_curve(rx0), u, v);
}
float noise2(float vec[2])
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
int i, j;
if (!initialized)
init();
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
q = g2[ b00 ] ; u = at2(rx0,ry0);
q = g2[ b10 ] ; v = at2(rx1,ry0);
a = Mathf::lerp(sx, u, v);
q = g2[ b01 ] ; u = at2(rx0,ry1);
q = g2[ b11 ] ; v = at2(rx1,ry1);
b = Mathf::lerp(sx, u, v);
return Mathf::lerp(sy, a, b);
}
float noise3(float vec[3])
{
if (!initialized)
init();
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
int i, j;
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
setup(2, bz0,bz1, rz0,rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
a = Mathf::lerp(t, u, v);
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
b = Mathf::lerp(t, u, v);
c = Mathf::lerp(sy, a, b);
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
a = Mathf::lerp(t, u, v);
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
b = Mathf::lerp(t, u, v);
d = Mathf::lerp(sy, a, b);
return Mathf::lerp(sz, c, d);
}
static void normalize2(float v[2])
{
float s = (float) sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
static void normalize3(float v[3])
{
float s = (float) sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] = v[0] / s;
v[1] = v[1] / s;
v[2] = v[2] / s;
}
static void init()
{
int i, j, k;
for (i = 0; i < B; i++)
{
g1[i] = Mathf::sfrand();
g2[i][0] = Mathf::sfrand();
g2[i][1] = Mathf::sfrand();
normalize2(g2[i]);
g3[i][0] = Mathf::sfrand();
g3[i][1] = Mathf::sfrand();
g3[i][2] = Mathf::sfrand();
normalize3(g3[i]);
}
// Fill the permutation array with values . . .
for (i = 0; i < B; i++)
p[i] = i;
// . . . and then shuffle it
for (i = 0; i < B; i++)
{
k = p[i];
j = rand() % B;
p[i] = p[j];
p[j] = k;
}
// Duplicate values to accelerate table lookups
for (i = 0; i < B + 2; i++)
{
p[B + i] = p[i];
g1[B + i] = g1[i];
g2[B + i][0] = g2[i][0];
g2[B + i][1] = g2[i][1];
g3[B + i][0] = g3[i][0];
g3[B + i][1] = g3[i][1];
g3[B + i][2] = g3[i][2];
}
initialized = true;
}