mirror of
https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-12-12 12:54:48 +00:00
340 lines
8.8 KiB
C++
340 lines
8.8 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
|
|
// Copyright (C) 2010 Winch Gate Property Limited
|
|
//
|
|
// This program is free software: you can redistribute it and/or modify
|
|
// it under the terms of the GNU Affero General Public License as
|
|
// published by the Free Software Foundation, either version 3 of the
|
|
// License, or (at your option) any later version.
|
|
//
|
|
// This program is distributed in the hope that it will be useful,
|
|
// but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
|
// GNU Affero General Public License for more details.
|
|
//
|
|
// You should have received a copy of the GNU Affero General Public License
|
|
// along with this program. If not, see <http://www.gnu.org/licenses/>.
|
|
|
|
#include "stdmisc.h"
|
|
|
|
#include "nel/misc/noise_value.h"
|
|
#include "nel/misc/fast_floor.h"
|
|
|
|
|
|
#ifdef DEBUG_NEW
|
|
#define new DEBUG_NEW
|
|
#endif
|
|
|
|
namespace NLMISC
|
|
{
|
|
|
|
|
|
// 3 level: best quality/speed ratio.
|
|
#define NL3D_NOISE_LEVEL 3
|
|
#define NL3D_NOISE_GRID_SIZE_SHIFT 5
|
|
#define NL3D_NOISE_GRID_SIZE (1<<NL3D_NOISE_GRID_SIZE_SHIFT)
|
|
static const float NL3D_OO255= 1.0f / 255;
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
// ***************************************************************************
|
|
/// A static 3D array of random value + other infos for noise
|
|
class CRandomGrid3D
|
|
{
|
|
public:
|
|
|
|
// generate a random grid, with same seed.
|
|
CRandomGrid3D()
|
|
{
|
|
//seed
|
|
srand(0);
|
|
|
|
// init the grid
|
|
for(uint z=0; z<NL3D_NOISE_GRID_SIZE; z++)
|
|
{
|
|
for(uint y=0; y<NL3D_NOISE_GRID_SIZE; y++)
|
|
{
|
|
for(uint x=0; x<NL3D_NOISE_GRID_SIZE; x++)
|
|
{
|
|
uint id= x + (y<<NL3D_NOISE_GRID_SIZE_SHIFT) + (z<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
|
|
// take higher bits of rand gives better result.
|
|
uint v= rand() >> 5;
|
|
_Texture3d[id]= v&255;
|
|
}
|
|
}
|
|
}
|
|
|
|
// init sizes.
|
|
uint i;
|
|
// sum of sizes must be 1, and each level must be /2.
|
|
float sizeSum=0;
|
|
for(i=0; i<NL3D_NOISE_LEVEL; i++)
|
|
{
|
|
_Sizes[i]= 1.0f / (1<<i);
|
|
sizeSum+= _Sizes[i];
|
|
}
|
|
// normalize
|
|
for(i=0; i<NL3D_NOISE_LEVEL; i++)
|
|
{
|
|
_Sizes[i]/= sizeSum;
|
|
}
|
|
|
|
// init LevelPhases.
|
|
for(i=0; i<NL3D_NOISE_LEVEL; i++)
|
|
{
|
|
_LevelPhase[i].x= frand(NL3D_NOISE_GRID_SIZE);
|
|
_LevelPhase[i].y= frand(NL3D_NOISE_GRID_SIZE);
|
|
_LevelPhase[i].z= frand(NL3D_NOISE_GRID_SIZE);
|
|
}
|
|
// not for level 0.
|
|
_LevelPhase[0]= CVector::Null;
|
|
}
|
|
|
|
// x/y/z are use to lookup directly in the grid 3D.
|
|
static inline float evalNearest(const CVector &pos)
|
|
{
|
|
// compute integer part.
|
|
sint x= OptFastFloor(pos.x);
|
|
sint y= OptFastFloor(pos.y);
|
|
sint z= OptFastFloor(pos.z);
|
|
// index in texture.
|
|
uint ux= x& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uy= y& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uz= z& (NL3D_NOISE_GRID_SIZE-1);
|
|
|
|
// read the texture.
|
|
float turb= lookup(ux,uy,uz);
|
|
|
|
return turb*NL3D_OO255;
|
|
}
|
|
|
|
// x/y/z are use to lookup directly in the grid 3D.
|
|
static inline float evalBiLinear(const CVector &pos)
|
|
{
|
|
// compute integer part.
|
|
sint x= OptFastFloor(pos.x);
|
|
sint y= OptFastFloor(pos.y);
|
|
sint z= OptFastFloor(pos.z);
|
|
// index in texture.
|
|
uint ux= x& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uy= y& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uz= z& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint ux2= (x+1)& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uy2= (y+1)& (NL3D_NOISE_GRID_SIZE-1);
|
|
uint uz2= (z+1)& (NL3D_NOISE_GRID_SIZE-1);
|
|
// delta.
|
|
float dx2;
|
|
float dy2;
|
|
float dz2;
|
|
easeInEaseOut(dx2, pos.x-x);
|
|
easeInEaseOut(dy2, pos.y-y);
|
|
easeInEaseOut(dz2, pos.z-z);
|
|
float dx= 1-dx2;
|
|
float dy= 1-dy2;
|
|
float dz= 1-dz2;
|
|
// TriLinear in texture3D.
|
|
float turb=0;
|
|
float dxdy= dx*dy;
|
|
turb+= lookup(ux,uy,uz)* dxdy*dz;
|
|
turb+= lookup(ux,uy,uz2)* dxdy*dz2;
|
|
float dxdy2= dx*dy2;
|
|
turb+= lookup(ux,uy2,uz)* dxdy2*dz;
|
|
turb+= lookup(ux,uy2,uz2)* dxdy2*dz2;
|
|
float dx2dy= dx2*dy;
|
|
turb+= lookup(ux2,uy,uz)* dx2dy*dz;
|
|
turb+= lookup(ux2,uy,uz2)* dx2dy*dz2;
|
|
float dx2dy2= dx2*dy2;
|
|
turb+= lookup(ux2,uy2,uz)* dx2dy2*dz;
|
|
turb+= lookup(ux2,uy2,uz2)* dx2dy2*dz2;
|
|
|
|
// End!
|
|
return turb*NL3D_OO255;
|
|
}
|
|
|
|
|
|
// get size according to level
|
|
static inline float getLevelSize(uint level)
|
|
{
|
|
return _Sizes[level];
|
|
}
|
|
|
|
// get an additional level phase.
|
|
static inline const CVector &getLevelPhase(uint level)
|
|
{
|
|
return _LevelPhase[level];
|
|
}
|
|
|
|
|
|
// **************
|
|
private:
|
|
|
|
static uint8 _Texture3d[NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE];
|
|
static float _Sizes[NL3D_NOISE_LEVEL];
|
|
static CVector _LevelPhase[NL3D_NOISE_LEVEL];
|
|
|
|
|
|
// lookup with no mod.
|
|
static inline float lookup(uint ux, uint uy, uint uz)
|
|
{
|
|
uint id= ux + (uy<<NL3D_NOISE_GRID_SIZE_SHIFT) + (uz<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
|
|
return _Texture3d[id];
|
|
}
|
|
|
|
// easineasout
|
|
static inline void easeInEaseOut(float &y, float x)
|
|
{
|
|
// cubic such that f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.
|
|
float x2=x*x;
|
|
float x3=x2*x;
|
|
y= -2*x3 + 3*x2;
|
|
}
|
|
|
|
};
|
|
|
|
|
|
uint8 CRandomGrid3D::_Texture3d[NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE];
|
|
float CRandomGrid3D::_Sizes[NL3D_NOISE_LEVEL];
|
|
CVector CRandomGrid3D::_LevelPhase[NL3D_NOISE_LEVEL];
|
|
|
|
// just to init the static arrays.
|
|
static CRandomGrid3D NL3D_RandomGrid3D;
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
float CNoiseValue::evalRandom(const CVector &pos) const
|
|
{
|
|
return CRandomGrid3D::evalNearest(pos);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CNoiseValue::noise(const CVector &pos) const
|
|
{
|
|
// eval "fractaly".
|
|
float turb;
|
|
|
|
#if (NL3D_NOISE_LEVEL != 3)
|
|
CVector vd= pos;
|
|
turb=0;
|
|
for(uint level=0;level<NL3D_NOISE_LEVEL;level++)
|
|
{
|
|
// Add the influence of the ith level.
|
|
turb+= CRandomGrid3D::getLevelSize(level) *
|
|
CRandomGrid3D::evalBiLinear(vd + CRandomGrid3D::getLevelPhase(level) );
|
|
// Next level at higher frequency
|
|
vd*= 2;
|
|
}
|
|
#else
|
|
// special case. unrolled loop.
|
|
// level 0 has no phase.
|
|
turb= CRandomGrid3D::getLevelSize(0) *
|
|
CRandomGrid3D::evalBiLinear(pos);
|
|
// level 1
|
|
turb+= CRandomGrid3D::getLevelSize(1) *
|
|
CRandomGrid3D::evalBiLinear(pos*2 + CRandomGrid3D::getLevelPhase(1) );
|
|
// level 2
|
|
turb+= CRandomGrid3D::getLevelSize(2) *
|
|
CRandomGrid3D::evalBiLinear(pos*4 + CRandomGrid3D::getLevelPhase(2) );
|
|
#endif
|
|
|
|
return turb;
|
|
}
|
|
|
|
|
|
|
|
// ***************************************************************************
|
|
CNoiseValue::CNoiseValue()
|
|
{
|
|
Abs= 0;
|
|
Rand= 1;
|
|
Frequency= 1;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
CNoiseValue::CNoiseValue(float abs, float rand, float freq)
|
|
{
|
|
Abs= abs;
|
|
Rand= rand;
|
|
Frequency= freq;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CNoiseValue::eval(const CVector &posInWorld) const
|
|
{
|
|
// A single cube in the Grid3d correspond to Frequency==1.
|
|
// So enlarging size of the grid3d do not affect the frequency aspect.
|
|
return Abs + Rand * noise(posInWorld*Frequency);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
float CNoiseValue::evalOneLevelRandom(const CVector &posInWorld) const
|
|
{
|
|
// A single cube in the Grid3d correspond to Frequency==1.
|
|
// So enlarging size of the grid3d do not affect the frequency aspect.
|
|
return Abs + Rand * evalRandom(posInWorld*Frequency);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
void CNoiseValue::serial(IStream &f)
|
|
{
|
|
(void)f.serialVersion(0);
|
|
f.serial(Abs);
|
|
f.serial(Rand);
|
|
f.serial(Frequency);
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
// ***************************************************************************
|
|
|
|
|
|
// ***************************************************************************
|
|
void CNoiseColorGradient::eval(const CVector &posInWorld, CRGBAF &result) const
|
|
{
|
|
// test if not null grads.
|
|
uint nGrads= (uint)Gradients.size();
|
|
if(nGrads==0)
|
|
return;
|
|
// if only one color, easy
|
|
if(nGrads==1)
|
|
{
|
|
result= Gradients[0];
|
|
}
|
|
else
|
|
{
|
|
// eval noise
|
|
float f= NoiseValue.eval(posInWorld) * (nGrads-1);
|
|
clamp(f, 0.f, (float)(nGrads-1));
|
|
// look up in table of gradients.
|
|
uint id= OptFastFloor(f);
|
|
clamp(id, 0U, nGrads-2);
|
|
// fractionnal part.
|
|
f= f-id;
|
|
clamp(f, 0, 1);
|
|
// interpolate the gradient.
|
|
result= Gradients[id]*(1-f) + Gradients[id+1]*f;
|
|
}
|
|
}
|
|
|
|
// ***************************************************************************
|
|
void CNoiseColorGradient::serial(IStream &f)
|
|
{
|
|
(void)f.serialVersion(0);
|
|
f.serial(NoiseValue);
|
|
f.serialCont(Gradients);
|
|
}
|
|
|
|
|
|
|
|
} // NLMISC
|