forked from perilouswithadollarsign/cstrike15_src
-
Notifications
You must be signed in to change notification settings - Fork 0
/
Copy pathsparse_convolution_noise.cpp
251 lines (213 loc) · 7.01 KB
/
sparse_convolution_noise.cpp
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
//========= Copyright © 1996-2006, Valve Corporation, All rights reserved. ============//
//
// Purpose: noise() primitives.
//
//=====================================================================================//
#include <math.h>
#include "basetypes.h"
#ifndef _PS3
#include <memory.h>
#endif
#include "tier0/dbg.h"
#include "mathlib/mathlib.h"
#include "mathlib/vector.h"
#include "mathlib/noise.h"
// memdbgon must be the last include file in a .cpp file!!!
#include "tier0/memdbgon.h"
// generate high quality noise based upon "sparse convolution". HIgher quality than perlin noise,
// and no direcitonal artifacts.
#include "noisedata.h"
#define N_IMPULSES_PER_CELL 5
#define NORMALIZING_FACTOR 1.0
//(0.5/N_IMPULSES_PER_CELL)
static inline int LatticeCoord(float x)
{
return ((int) floor(x)) & 0xff;
}
static inline int Hash4D(int ix, int iy, int iz, int idx)
{
int ret=perm_a[ix];
ret=perm_b[(ret+iy) & 0xff];
ret=perm_c[(ret+iz) & 0xff];
ret=perm_d[(ret+idx) & 0xff];
return ret;
}
#define SQ(x) ((x)*(x))
static float CellNoise( int ix, int iy, int iz, float xfrac, float yfrac, float zfrac,
float (*pNoiseShapeFunction)(float) )
{
float ret=0;
for(int idx=0;idx<N_IMPULSES_PER_CELL;idx++)
{
int coord_idx=Hash4D( ix, iy, iz, idx );
float dsq=SQ(impulse_xcoords[coord_idx]-xfrac)+
SQ(impulse_ycoords[coord_idx]-yfrac)+
SQ(impulse_zcoords[coord_idx]-zfrac);
dsq = sqrt( dsq );
if (dsq < 1.0 )
{
ret += (*pNoiseShapeFunction)( 1-dsq );
}
}
return ret;
}
float SparseConvolutionNoise( Vector const &pnt )
{
return SparseConvolutionNoise( pnt, QuinticInterpolatingPolynomial );
}
float FractalNoise( Vector const &pnt, int n_octaves)
{
float scale=1.0;
float iscale=1.0;
float ret=0;
float sumscale=0;
for(int o=0;o<n_octaves;o++)
{
Vector p1=pnt;
p1 *= scale;
ret+=iscale * SparseConvolutionNoise( p1 );
sumscale += iscale;
scale *= 2.0;
iscale *= 0.5;
}
return ret * ( 1.0/sumscale );
}
float Turbulence( Vector const &pnt, int n_octaves)
{
float scale=1.0;
float iscale=1.0;
float ret=0;
float sumscale=0;
for(int o=0;o<n_octaves;o++)
{
Vector p1=pnt;
p1 *= scale;
ret+=iscale * fabs ( 2.0*( SparseConvolutionNoise( p1 )-.5 ) );
sumscale += iscale;
scale *= 2.0;
iscale *= 0.5;
}
return ret * ( 1.0/sumscale );
}
#ifdef MEASURE_RANGE
float fmin1=10000000.0;
float fmax1=-1000000.0;
#endif
float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) )
{
// computer integer lattice point
int ix=LatticeCoord(pnt.x);
int iy=LatticeCoord(pnt.y);
int iz=LatticeCoord(pnt.z);
// compute offsets within unit cube
float xfrac=pnt.x-floor(pnt.x);
float yfrac=pnt.y-floor(pnt.y);
float zfrac=pnt.z-floor(pnt.z);
float sum_out=0.;
for(int ox=-1; ox<=1; ox++)
for(int oy=-1; oy<=1; oy++)
for(int oz=-1; oz<=1; oz++)
{
sum_out += CellNoise( ix+ox, iy+oy, iz+oz,
xfrac-ox, yfrac-oy, zfrac-oz,
pNoiseShapeFunction );
}
#ifdef MEASURE_RANGE
fmin1=min(sum_out,fmin1);
fmax1=max(sum_out,fmax1);
#endif
return RemapValClamped( sum_out, .544487, 9.219176, 0.0, 1.0 );
}
float TileableSparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) )
{
// computer integer lattice point
int ix=LatticeCoord(pnt.x);
int iy=LatticeCoord(pnt.y);
int iz=LatticeCoord(pnt.z);
// compute offsets within unit cube
float xfrac=pnt.x-floor(pnt.x);
float yfrac=pnt.y-floor(pnt.y);
float zfrac=pnt.z-floor(pnt.z);
float sum_out=0.;
for(int ox=-1; ox<=1; ox++)
for(int oy=-1; oy<=1; oy++)
for(int oz=-1; oz<=1; oz++)
{
sum_out += CellNoise( ix+ox, iy+oy, iz+oz,
xfrac-ox, yfrac-oy, zfrac-oz,
pNoiseShapeFunction );
}
#ifdef MEASURE_RANGE
fmin1=min(sum_out,fmin1);
fmax1=max(sum_out,fmax1);
#endif
return RemapValClamped( sum_out, .544487, 9.219176, 0.0, 1.0 );
}
// Improved Perlin Noise
// The following code is the c-ification of Ken Perlin's new noise algorithm
// "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN"
// as available here: http://mrl.nyu.edu/~perlin/noise/
float NoiseGradient(int hash, float x, float y, float z)
{
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
float u = h<8 ? x : y; // INTO 12 GRADIENT DIRECTIONS.
float v = h<4 ? y : (h==12||h==14 ? x : z);
return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
}
int NoiseHashIndex( int i )
{
static int s_permutation[] =
{
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
};
return s_permutation[ i & 0xff ];
}
float ImprovedPerlinNoise( Vector const &pnt )
{
float fx = floor(pnt.x);
float fy = floor(pnt.y);
float fz = floor(pnt.z);
int X = (int)fx & 255; // FIND UNIT CUBE THAT
int Y = (int)fy & 255; // CONTAINS POINT.
int Z = (int)fz & 255;
float x = pnt.x - fx; // FIND RELATIVE X,Y,Z
float y = pnt.y - fy; // OF POINT IN CUBE.
float z = pnt.z - fz;
float u = QuinticInterpolatingPolynomial(x); // COMPUTE FADE CURVES
float v = QuinticInterpolatingPolynomial(y); // FOR EACH OF X,Y,Z.
float w = QuinticInterpolatingPolynomial(z);
int A = NoiseHashIndex( X ) + Y; // HASH COORDINATES OF
int AA = NoiseHashIndex( A ) + Z; // THE 8 CUBE CORNERS,
int AB = NoiseHashIndex( A + 1 ) + Z;
int B = NoiseHashIndex( X + 1 ) + Y;
int BA = NoiseHashIndex( B ) + Z;
int BB = NoiseHashIndex( B + 1 ) + Z;
float g0 = NoiseGradient(NoiseHashIndex(AA ), x , y , z );
float g1 = NoiseGradient(NoiseHashIndex(BA ), x-1, y , z );
float g2 = NoiseGradient(NoiseHashIndex(AB ), x , y-1, z );
float g3 = NoiseGradient(NoiseHashIndex(BB ), x-1, y-1, z );
float g4 = NoiseGradient(NoiseHashIndex(AA+1), x , y , z-1 );
float g5 = NoiseGradient(NoiseHashIndex(BA+1), x-1, y , z-1 );
float g6 = NoiseGradient(NoiseHashIndex(AB+1), x , y-1, z-1 );
float g7 = NoiseGradient(NoiseHashIndex(BB+1), x-1, y-1, z-1 );
// AND ADD BLENDED RESULTS FROM 8 CORNERS OF CUBE
float g01 = Lerp( u, g0, g1 );
float g23 = Lerp( u, g2, g3 );
float g45 = Lerp( u, g4, g5 );
float g67 = Lerp( u, g6, g7 );
float g0123 = Lerp( v, g01, g23 );
float g4567 = Lerp( v, g45, g67 );
return Lerp( w, g0123,g4567 );
}