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/cvs/deliantra/server/include/noise.h
Revision: 1.17
Committed: Wed Nov 28 17:41:45 2012 UTC (11 years, 5 months ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.16: +2 -2 lines
Log Message:
g++-4.7

File Contents

# User Rev Content
1 root 1.1 /*
2     * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 root 1.15 *
4 root 1.14 * Copyright (©) 2010,2011,2012 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 root 1.15 *
6 root 1.1 * Deliantra is free software: you can redistribute it and/or modify it under
7     * the terms of the Affero GNU General Public License as published by the
8     * Free Software Foundation, either version 3 of the License, or (at your
9     * option) any later version.
10 root 1.15 *
11 root 1.1 * This program is distributed in the hope that it will be useful,
12     * but WITHOUT ANY WARRANTY; without even the implied warranty of
13     * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14     * GNU General Public License for more details.
15 root 1.15 *
16 root 1.1 * You should have received a copy of the Affero GNU General Public License
17     * and the GNU General Public License along with this program. If not, see
18     * <http://www.gnu.org/licenses/>.
19 root 1.15 *
20 root 1.1 * The authors can be reached via e-mail to <support@deliantra.net>
21     */
22    
23     #ifndef NOISE_H_
24     #define NOISE_H_
25    
26 root 1.17 #include <string.h> // workaround for tinyvec using memcpy without including string.h
27 root 1.5 #include <blitz/tinyvec.h>
28     #include <blitz/tinyvec-et.h>
29    
30 root 1.1 #include "global.h"
31    
32 root 1.5 typedef blitz::TinyVector<float,2> vec2d;
33     typedef blitz::TinyVector<float,3> vec3d;
34 root 1.3
35 root 1.10 vec2d
36     inline floor (vec2d v)
37     {
38     return vec2d (fastfloor (v[0]), fastfloor (v[1]));
39     }
40    
41     vec3d
42     inline floor (vec3d v)
43     {
44     return vec3d (fastfloor (v[0]), fastfloor (v[1]), fastfloor (v[2]));
45     }
46    
47     vec2d
48     inline pow (vec2d v, vec2d p)
49     {
50     return vec2d (pow (v[0], p[0]), pow (v[1], p[1]));
51     }
52    
53     /////////////////////////////////////////////////////////////////////////////
54    
55     // various s-shaped curves, smooth to, first, or second derivative
56     // used for smooth interpolation from 0..1
57    
58     // linear
59     template<typename T>
60     inline T
61     sigmoid0 (T x)
62     {
63     return x;
64     }
65    
66     // 3x²-2x³
67     template<typename T>
68     inline T
69     sigmoid1 (T x)
70     {
71     return (3 - 2 * x) * x * x;
72     }
73    
74     // 6x⁵ - 15x⁴ + 10x³
75     template<typename T>
76     inline T
77     sigmoid2 (T x)
78     {
79     #ifdef MORE_PARALLELITY
80     float x2 = x * x;
81     float x4 = x2 * x2;
82    
83     return (6 * x4 + 10 * x2) * x - 15 * x4;
84     #endif
85    
86     // simple horner
87     return ((6 * x - 15) * x + 10) * x * x * x;
88     }
89    
90     // blend between a and b
91     // c is the control function - if lower than ca
92     // then return a, if higher than cb, return b
93     template<typename T, typename U>
94     inline T
95     blend (T a, T b, U c, U ca, U cb, U weight (U) = sigmoid1)
96     {
97     if (c <= ca) return a;
98     if (c >= cb) return b;
99    
100     U w = weight ((c - ca) / (cb - ca));
101     return (U(1) - w) * a + w * b;
102     }
103    
104     // blend between a and b
105     // c is the control function - if lower than -c_w
106     // then return a, if higher than +c_w then b.
107     template<typename T, typename U>
108     inline T
109     blend0 (T a, T b, U c, U c_w, U weight (U) = sigmoid1)
110     {
111     return blend<T,U> (a, b, c, -c_w, c_w, weight);
112     }
113    
114 root 1.9 template<class vec_t, int a, int b>
115     struct rotate_nn
116     {
117     typename vec_t::T_numtype s, c;
118    
119     void set (typename vec_t::T_numtype angle)
120     {
121     s = sin (angle);
122     c = cos (angle);
123     }
124    
125     void operator ()(vec_t &P) const
126     {
127     vec_t o = P;
128    
129     P[a] = o[a] * c - o[b] * s;
130     P[b] = o[a] * s + o[b] * c;
131     }
132     };
133    
134     template<class vec_t>
135     struct rotate_xy : rotate_nn<vec_t, 0, 1>
136     {
137     };
138    
139     template<class vec_t>
140     struct rotate_xz : rotate_nn<vec_t, 0, 2>
141     {
142     };
143    
144     template<class vec_t>
145     struct rotate_yz : rotate_nn<vec_t, 1, 2>
146     {
147     };
148    
149 root 1.3 /////////////////////////////////////////////////////////////////////////////
150    
151 root 1.11 template< int N, typename T>
152 root 1.1 struct permutation
153     {
154 root 1.5 T pmap[N];
155 root 1.1
156 root 1.9 void seed (seedable_rand_gen &rng);
157 root 1.1
158 root 1.9 T operator ()(T v) func_pure
159 root 1.1 {
160 root 1.11 return pmap[v & T(N - 1)];
161 root 1.1 }
162     };
163    
164 root 1.9 /////////////////////////////////////////////////////////////////////////////
165    
166     template<class vec_t>
167     struct noise_gen_base
168     {
169 root 1.11 permutation<256, uint8_t> rvmap[vec_t::numElements + 1];
170 root 1.9
171 root 1.10 typedef typename vec_t::T_numtype value_t;
172    
173 root 1.9 void seed (seedable_rand_gen &rng);
174     void seed (seed_t seed);
175    
176 root 1.10 value_t operator ()(vec_t P, uint32_t seed = 0) func_pure;
177 root 1.9 };
178    
179 root 1.5 template<class vec_t>
180     struct noise_gen;
181    
182 root 1.3 // modelled after 2d/3d kensler noise without projection
183 root 1.5 template<>
184     struct noise_gen<vec2d>
185 root 1.9 : noise_gen_base<vec2d>
186 root 1.1 {
187 root 1.10 static value_t abs_avg() { return 0.2231; } // avg(abs(noise))
188 root 1.1 };
189    
190 root 1.5 template<>
191     struct noise_gen<vec3d>
192 root 1.9 : noise_gen_base<vec3d>
193 root 1.3 {
194 root 1.8 static vec3d::T_numtype abs_avg() { return 0.415; } // avg(abs(noise))
195    
196 root 1.9 using noise_gen_base<vec3d>::operator ();
197 root 1.3
198     // noise projected on a surface with normal n
199 root 1.10 vec2d::T_numtype operator() (vec3d P, vec3d N, uint32_t seed = 0) func_pure;
200 root 1.5 };
201    
202 root 1.10 typedef noise_gen<vec2d> noise2d;
203     typedef noise_gen<vec3d> noise3d;
204    
205     /////////////////////////////////////////////////////////////////////////////
206 root 1.5
207     template<class vec_t>
208 root 1.1 struct frac_gen
209 root 1.5 : noise_gen<vec_t>
210 root 1.1 {
211 root 1.8 enum { MAX_OCTAVES = 32 };
212 root 1.1
213 root 1.5 typedef typename vec_t::T_numtype value_t;
214    
215 root 1.10 int octaves;
216 root 1.5 value_t h, lac, ex[MAX_OCTAVES];
217     value_t fbm_mul[MAX_OCTAVES];
218     rotate_xy<vec_t> rot[MAX_OCTAVES];
219    
220 root 1.10 frac_gen (int octaves = 3, value_t lacunarity = 2, value_t hurst_expo = .5, uint32_t seed = 0);
221 root 1.9
222 root 1.10 value_t noise (vec_t P, uint32_t seed = 0) func_pure
223 root 1.5 {
224 root 1.17 return this->operator() (P, seed);
225 root 1.5 }
226    
227 root 1.10 value_t fBm (vec_t P) func_pure;
228     value_t turbulence (vec_t P) func_pure;
229     value_t multifractal (vec_t P, value_t offset = 1) func_pure;
230     value_t heterofractal (vec_t P, value_t offset = 1) func_pure;
231     value_t hybridfractal (vec_t P, value_t offset = 1, value_t gain = 1) func_pure;
232     value_t ridgedmultifractal (vec_t P, value_t offset = 1, value_t gain = 8) func_pure;
233     value_t billowfractal (vec_t P, value_t offset = 1, value_t gain = 2) func_pure;
234     value_t terrain (vec_t P) func_pure;
235     value_t terrain2 (vec_t P) func_pure;
236 root 1.1 };
237    
238 root 1.10 typedef frac_gen<vec2d> frac2d;
239     typedef frac_gen<vec3d> frac3d;
240    
241 root 1.12 /////////////////////////////////////////////////////////////////////////////
242    
243     template<typename T, typename U>
244 root 1.13 inline T
245     border_blend (T a, T b, vec2d P, U N, U W)
246 root 1.12 {
247     U border = W; // within n places of the border
248    
249     min_it (border, P [0]);
250     min_it (border, N - P [0]);
251     min_it (border, P [1]);
252     min_it (border, N - P [1]);
253    
254 root 1.13 return blend (a, b, border, U(0), W);
255 root 1.12 }
256    
257 root 1.1 #endif
258 root 1.5