LCOV - code coverage report
Current view: top level - src - noise.h (source / functions) Hit Total Coverage
Test: report Lines: 13 50 26.0 %
Date: 2015-07-11 18:23:49 Functions: 2 11 18.2 %

          Line data    Source code
       1             : /*
       2             :  * Minetest
       3             :  * Copyright (C) 2010-2014 celeron55, Perttu Ahola <celeron55@gmail.com>
       4             :  * Copyright (C) 2010-2014 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
       5             :  * All rights reserved.
       6             :  *
       7             :  * Redistribution and use in source and binary forms, with or without modification, are
       8             :  * permitted provided that the following conditions are met:
       9             :  *  1. Redistributions of source code must retain the above copyright notice, this list of
      10             :  *     conditions and the following disclaimer.
      11             :  *  2. Redistributions in binary form must reproduce the above copyright notice, this list
      12             :  *     of conditions and the following disclaimer in the documentation and/or other materials
      13             :  *     provided with the distribution.
      14             :  *
      15             :  * THIS SOFTWARE IS PROVIDED BY THE AUTHOR AND CONTRIBUTORS ``AS IS'' AND ANY EXPRESS OR IMPLIED
      16             :  * WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
      17             :  * FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
      18             :  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
      19             :  * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
      20             :  * SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
      21             :  * ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
      22             :  * NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
      23             :  * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
      24             :  */
      25             : 
      26             : #ifndef NOISE_HEADER
      27             : #define NOISE_HEADER
      28             : 
      29             : #include "irr_v3d.h"
      30             : #include "exceptions.h"
      31             : #include "util/string.h"
      32             : 
      33             : extern FlagDesc flagdesc_noiseparams[];
      34             : 
      35             : // Note: this class is not polymorphic so that its high level of
      36             : // optimizability may be preserved in the common use case
      37             : class PseudoRandom {
      38             : public:
      39             :         const static u32 RANDOM_RANGE = 32767;
      40             : 
      41           0 :         inline PseudoRandom(int seed=0):
      42           0 :                 m_next(seed)
      43             :         {
      44           0 :         }
      45             : 
      46           0 :         inline void seed(int seed)
      47             :         {
      48           0 :                 m_next = seed;
      49           0 :         }
      50             : 
      51           0 :         inline int next()
      52             :         {
      53           0 :                 m_next = m_next * 1103515245 + 12345;
      54           0 :                 return (unsigned)(m_next / 65536) % (RANDOM_RANGE + 1);
      55             :         }
      56             : 
      57           0 :         inline int range(int min, int max)
      58             :         {
      59           0 :                 if (max < min)
      60           0 :                         throw PrngException("Invalid range (max < min)");
      61             :                 /*
      62             :                 Here, we ensure the range is not too large relative to RANDOM_MAX,
      63             :                 as otherwise the effects of bias would become noticable.  Unlike
      64             :                 PcgRandom, we cannot modify this RNG's range as it would change the
      65             :                 output of this RNG for reverse compatibility.
      66             :                 */
      67           0 :                 if ((u32)(max - min) > (RANDOM_RANGE + 1) / 10)
      68           0 :                         throw PrngException("Range too large");
      69             : 
      70           0 :                 return (next() % (max - min + 1)) + min;
      71             :         }
      72             : 
      73             : private:
      74             :         int m_next;
      75             : };
      76             : 
      77             : class PcgRandom {
      78             : public:
      79             :         const static s32 RANDOM_MIN   = -0x7fffffff - 1;
      80             :         const static s32 RANDOM_MAX   = 0x7fffffff;
      81             :         const static u32 RANDOM_RANGE = 0xffffffff;
      82             : 
      83             :         PcgRandom(u64 state=0x853c49e6748fea9bULL, u64 seq=0xda3e39cb94b95bdbULL);
      84             :         void seed(u64 state, u64 seq=0xda3e39cb94b95bdbULL);
      85             :         u32 next();
      86             :         u32 range(u32 bound);
      87             :         s32 range(s32 min, s32 max);
      88             :         void bytes(void *out, size_t len);
      89             :         s32 randNormalDist(s32 min, s32 max, int num_trials=6);
      90             : 
      91             : private:
      92             :         u64 m_state;
      93             :         u64 m_inc;
      94             : };
      95             : 
      96             : #define NOISE_FLAG_DEFAULTS    0x01
      97             : #define NOISE_FLAG_EASED       0x02
      98             : #define NOISE_FLAG_ABSVALUE    0x04
      99             : 
     100             : //// TODO(hmmmm): implement these!
     101             : #define NOISE_FLAG_POINTBUFFER 0x08
     102             : #define NOISE_FLAG_SIMPLEX     0x10
     103             : 
     104           0 : struct NoiseParams {
     105             :         float offset;
     106             :         float scale;
     107             :         v3f spread;
     108             :         s32 seed;
     109             :         u16 octaves;
     110             :         float persist;
     111             :         float lacunarity;
     112             :         u32 flags;
     113             : 
     114           0 :         NoiseParams()
     115           0 :         {
     116           0 :                 offset     = 0.0f;
     117           0 :                 scale      = 1.0f;
     118           0 :                 spread     = v3f(250, 250, 250);
     119           0 :                 seed       = 12345;
     120           0 :                 octaves    = 3;
     121           0 :                 persist    = 0.6f;
     122           0 :                 lacunarity = 2.0f;
     123           0 :                 flags      = NOISE_FLAG_DEFAULTS;
     124           0 :         }
     125             : 
     126           4 :         NoiseParams(float offset_, float scale_, v3f spread_, s32 seed_,
     127             :                 u16 octaves_, float persist_, float lacunarity_,
     128             :                 u32 flags_=NOISE_FLAG_DEFAULTS)
     129           4 :         {
     130           4 :                 offset     = offset_;
     131           4 :                 scale      = scale_;
     132           4 :                 spread     = spread_;
     133           4 :                 seed       = seed_;
     134           4 :                 octaves    = octaves_;
     135           4 :                 persist    = persist_;
     136           4 :                 lacunarity = lacunarity_;
     137           4 :                 flags      = flags_;
     138           4 :         }
     139             : };
     140             : 
     141             : 
     142             : // Convenience macros for getting/setting NoiseParams in Settings as a string
     143             : // WARNING:  Deprecated, use Settings::getNoiseParamsFromValue() instead
     144             : #define NOISEPARAMS_FMT_STR "f,f,v3,s32,u16,f"
     145             : //#define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y))
     146             : //#define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y))
     147             : 
     148             : class Noise {
     149             : public:
     150             :         NoiseParams np;
     151             :         int seed;
     152             :         u32 sx;
     153             :         u32 sy;
     154             :         u32 sz;
     155             :         float *noise_buf;
     156             :         float *gradient_buf;
     157             :         float *persist_buf;
     158             :         float *result;
     159             : 
     160             :         Noise(NoiseParams *np, int seed, u32 sx, u32 sy, u32 sz=1);
     161             :         ~Noise();
     162             : 
     163             :         void setSize(u32 sx, u32 sy, u32 sz=1);
     164             :         void setSpreadFactor(v3f spread);
     165             :         void setOctaves(int octaves);
     166             : 
     167             :         void gradientMap2D(
     168             :                 float x, float y,
     169             :                 float step_x, float step_y,
     170             :                 int seed);
     171             :         void gradientMap3D(
     172             :                 float x, float y, float z,
     173             :                 float step_x, float step_y, float step_z,
     174             :                 int seed);
     175             : 
     176             :         float *perlinMap2D(float x, float y, float *persistence_map=NULL);
     177             :         float *perlinMap3D(float x, float y, float z, float *persistence_map=NULL);
     178             : 
     179           0 :         inline float *perlinMap2D_PO(float x, float xoff, float y, float yoff,
     180             :                 float *persistence_map=NULL)
     181             :         {
     182           0 :                 return perlinMap2D(
     183           0 :                         x + xoff * np.spread.X,
     184           0 :                         y + yoff * np.spread.Y,
     185           0 :                         persistence_map);
     186             :         }
     187             : 
     188             :         inline float *perlinMap3D_PO(float x, float xoff, float y, float yoff,
     189             :                 float z, float zoff, float *persistence_map=NULL)
     190             :         {
     191             :                 return perlinMap3D(
     192             :                         x + xoff * np.spread.X,
     193             :                         y + yoff * np.spread.Y,
     194             :                         z + zoff * np.spread.Z,
     195             :                         persistence_map);
     196             :         }
     197             : 
     198             : private:
     199             :         void allocBuffers();
     200             :         void resizeNoiseBuf(bool is3d);
     201             :         void updateResults(float g, float *gmap, float *persistence_map, size_t bufsize);
     202             : 
     203             : };
     204             : 
     205             : float NoisePerlin2D(NoiseParams *np, float x, float y, int seed);
     206             : float NoisePerlin3D(NoiseParams *np, float x, float y, float z, int seed);
     207             : 
     208           0 : inline float NoisePerlin2D_PO(NoiseParams *np, float x, float xoff,
     209             :         float y, float yoff, int seed)
     210             : {
     211           0 :         return NoisePerlin2D(np,
     212           0 :                 x + xoff * np->spread.X,
     213           0 :                 y + yoff * np->spread.Y,
     214           0 :                 seed);
     215             : }
     216             : 
     217             : inline float NoisePerlin3D_PO(NoiseParams *np, float x, float xoff,
     218             :         float y, float yoff, float z, float zoff, int seed)
     219             : {
     220             :         return NoisePerlin3D(np,
     221             :                 x + xoff * np->spread.X,
     222             :                 y + yoff * np->spread.Y,
     223             :                 z + zoff * np->spread.Z,
     224             :                 seed);
     225             : }
     226             : 
     227             : // Return value: -1 ... 1
     228             : float noise2d(int x, int y, int seed);
     229             : float noise3d(int x, int y, int z, int seed);
     230             : 
     231             : float noise2d_gradient(float x, float y, int seed, bool eased=true);
     232             : float noise3d_gradient(float x, float y, float z, int seed, bool eased=false);
     233             : 
     234             : float noise2d_perlin(float x, float y, int seed,
     235             :                 int octaves, float persistence, bool eased=true);
     236             : 
     237             : float noise2d_perlin_abs(float x, float y, int seed,
     238             :                 int octaves, float persistence, bool eased=true);
     239             : 
     240             : float noise3d_perlin(float x, float y, float z, int seed,
     241             :                 int octaves, float persistence, bool eased=false);
     242             : 
     243             : float noise3d_perlin_abs(float x, float y, float z, int seed,
     244             :                 int octaves, float persistence, bool eased=false);
     245             : 
     246     4602268 : inline float easeCurve(float t)
     247             : {
     248     4602268 :         return t * t * t * (t * (6.f * t - 15.f) + 10.f);
     249             : }
     250             : 
     251             : float contour(float v);
     252             : 
     253             : #endif
     254             : 

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