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/cvs/deliantra/server/include/noise.h
Revision: 1.12
Committed: Sun May 1 13:18:23 2011 UTC (13 years ago) by root
Content type: text/plain
Branch: MAIN
Changes since 1.11: +16 -0 lines
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File Contents

# Content
1 /*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 *
4 * Copyright (©) 2010,2011 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 *
6 * 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 *
11 * 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 *
16 * 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 *
20 * The authors can be reached via e-mail to <support@deliantra.net>
21 */
22
23 #ifndef NOISE_H_
24 #define NOISE_H_
25
26 #include <blitz/tinyvec.h>
27 #include <blitz/tinyvec-et.h>
28
29 #include "global.h"
30
31 typedef blitz::TinyVector<float,2> vec2d;
32 typedef blitz::TinyVector<float,3> vec3d;
33
34 vec2d
35 inline floor (vec2d v)
36 {
37 return vec2d (fastfloor (v[0]), fastfloor (v[1]));
38 }
39
40 vec3d
41 inline floor (vec3d v)
42 {
43 return vec3d (fastfloor (v[0]), fastfloor (v[1]), fastfloor (v[2]));
44 }
45
46 vec2d
47 inline pow (vec2d v, vec2d p)
48 {
49 return vec2d (pow (v[0], p[0]), pow (v[1], p[1]));
50 }
51
52 /////////////////////////////////////////////////////////////////////////////
53
54 // various s-shaped curves, smooth to, first, or second derivative
55 // used for smooth interpolation from 0..1
56
57 // linear
58 template<typename T>
59 inline T
60 sigmoid0 (T x)
61 {
62 return x;
63 }
64
65 // 3x²-2x³
66 template<typename T>
67 inline T
68 sigmoid1 (T x)
69 {
70 return (3 - 2 * x) * x * x;
71 }
72
73 // 6x⁵ - 15x⁴ + 10x³
74 template<typename T>
75 inline T
76 sigmoid2 (T x)
77 {
78 #ifdef MORE_PARALLELITY
79 float x2 = x * x;
80 float x4 = x2 * x2;
81
82 return (6 * x4 + 10 * x2) * x - 15 * x4;
83 #endif
84
85 // simple horner
86 return ((6 * x - 15) * x + 10) * x * x * x;
87 }
88
89 // blend between a and b
90 // c is the control function - if lower than ca
91 // then return a, if higher than cb, return b
92 template<typename T, typename U>
93 inline T
94 blend (T a, T b, U c, U ca, U cb, U weight (U) = sigmoid1)
95 {
96 if (c <= ca) return a;
97 if (c >= cb) return b;
98
99 U w = weight ((c - ca) / (cb - ca));
100 return (U(1) - w) * a + w * b;
101 }
102
103 // blend between a and b
104 // c is the control function - if lower than -c_w
105 // then return a, if higher than +c_w then b.
106 template<typename T, typename U>
107 inline T
108 blend0 (T a, T b, U c, U c_w, U weight (U) = sigmoid1)
109 {
110 return blend<T,U> (a, b, c, -c_w, c_w, weight);
111 }
112
113 template<class vec_t, int a, int b>
114 struct rotate_nn
115 {
116 typename vec_t::T_numtype s, c;
117
118 void set (typename vec_t::T_numtype angle)
119 {
120 s = sin (angle);
121 c = cos (angle);
122 }
123
124 void operator ()(vec_t &P) const
125 {
126 vec_t o = P;
127
128 P[a] = o[a] * c - o[b] * s;
129 P[b] = o[a] * s + o[b] * c;
130 }
131 };
132
133 template<class vec_t>
134 struct rotate_xy : rotate_nn<vec_t, 0, 1>
135 {
136 };
137
138 template<class vec_t>
139 struct rotate_xz : rotate_nn<vec_t, 0, 2>
140 {
141 };
142
143 template<class vec_t>
144 struct rotate_yz : rotate_nn<vec_t, 1, 2>
145 {
146 };
147
148 /////////////////////////////////////////////////////////////////////////////
149
150 template< int N, typename T>
151 struct permutation
152 {
153 T pmap[N];
154
155 void seed (seedable_rand_gen &rng);
156
157 T operator ()(T v) func_pure
158 {
159 return pmap[v & T(N - 1)];
160 }
161 };
162
163 /////////////////////////////////////////////////////////////////////////////
164
165 template<class vec_t>
166 struct noise_gen_base
167 {
168 permutation<256, uint8_t> rvmap[vec_t::numElements + 1];
169
170 typedef typename vec_t::T_numtype value_t;
171
172 void seed (seedable_rand_gen &rng);
173 void seed (seed_t seed);
174
175 value_t operator ()(vec_t P, uint32_t seed = 0) func_pure;
176 };
177
178 template<class vec_t>
179 struct noise_gen;
180
181 // modelled after 2d/3d kensler noise without projection
182 template<>
183 struct noise_gen<vec2d>
184 : noise_gen_base<vec2d>
185 {
186 static value_t abs_avg() { return 0.2231; } // avg(abs(noise))
187 };
188
189 template<>
190 struct noise_gen<vec3d>
191 : noise_gen_base<vec3d>
192 {
193 static vec3d::T_numtype abs_avg() { return 0.415; } // avg(abs(noise))
194
195 using noise_gen_base<vec3d>::operator ();
196
197 // noise projected on a surface with normal n
198 vec2d::T_numtype operator() (vec3d P, vec3d N, uint32_t seed = 0) func_pure;
199 };
200
201 typedef noise_gen<vec2d> noise2d;
202 typedef noise_gen<vec3d> noise3d;
203
204 /////////////////////////////////////////////////////////////////////////////
205
206 template<class vec_t>
207 struct frac_gen
208 : noise_gen<vec_t>
209 {
210 enum { MAX_OCTAVES = 32 };
211
212 typedef typename vec_t::T_numtype value_t;
213
214 int octaves;
215 value_t h, lac, ex[MAX_OCTAVES];
216 value_t fbm_mul[MAX_OCTAVES];
217 rotate_xy<vec_t> rot[MAX_OCTAVES];
218
219 frac_gen (int octaves = 3, value_t lacunarity = 2, value_t hurst_expo = .5, uint32_t seed = 0);
220
221 value_t noise (vec_t P, uint32_t seed = 0) func_pure
222 {
223 return operator() (P, seed);
224 }
225
226 value_t fBm (vec_t P) func_pure;
227 value_t turbulence (vec_t P) func_pure;
228 value_t multifractal (vec_t P, value_t offset = 1) func_pure;
229 value_t heterofractal (vec_t P, value_t offset = 1) func_pure;
230 value_t hybridfractal (vec_t P, value_t offset = 1, value_t gain = 1) func_pure;
231 value_t ridgedmultifractal (vec_t P, value_t offset = 1, value_t gain = 8) func_pure;
232 value_t billowfractal (vec_t P, value_t offset = 1, value_t gain = 2) func_pure;
233 value_t terrain (vec_t P) func_pure;
234 value_t terrain2 (vec_t P) func_pure;
235 };
236
237 typedef frac_gen<vec2d> frac2d;
238 typedef frac_gen<vec3d> frac3d;
239
240 /////////////////////////////////////////////////////////////////////////////
241
242 template<typename T, typename U>
243 T
244 inline border_blend (T a, T b, vec2d P, U N, U W)
245 {
246 U border = W; // within n places of the border
247
248 min_it (border, P [0]);
249 min_it (border, N - P [0]);
250 min_it (border, P [1]);
251 min_it (border, N - P [1]);
252
253 return blend (a, b,border, U(0), W);
254 }
255
256 #endif
257