Added NoiseState to maintain the noise offsets in clouds
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123e434b0a
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24 changed files with 207 additions and 636 deletions
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#include "NoiseFunctionNaive.h"
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/*
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* Naive noise implementation, based on pseudo-random grids.
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*/
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#include <cstdlib>
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#include <cmath>
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#include <cstring>
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#include "Interpolation.h"
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#include "RandomGenerator.h"
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#include "PackStream.h"
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static int _noise_pool_size;
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static double* _noise_pool;
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NoiseFunctionNaive::NoiseFunctionNaive()
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{
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}
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void noiseNaiveInit()
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{
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int i;
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_noise_pool_size = 1048576;
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_noise_pool = new double[_noise_pool_size];
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for (i = 0; i < _noise_pool_size; i++)
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{
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_noise_pool[i] = RandomGenerator::random() - 0.5;
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}
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}
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void noiseNaiveQuit()
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{
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delete[] _noise_pool;
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}
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void noiseNaiveSave(PackStream* stream)
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{
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int i;
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stream->write(&_noise_pool_size);
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for (i = 0; i < _noise_pool_size; i++)
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{
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stream->write(_noise_pool + i);
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}
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}
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void noiseNaiveLoad(PackStream* stream)
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{
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int i;
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stream->read(&_noise_pool_size);
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delete[] _noise_pool;
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_noise_pool = new double[_noise_pool_size];
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for (i = 0; i < _noise_pool_size; i++)
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{
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stream->read(_noise_pool + i);
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}
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}
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double noiseNaiveGet1DValue(double x)
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{
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x *= 3.0;
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int size = _noise_pool_size;
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int xbase = (int)floor(x);
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double xinternal = x - (double)xbase;
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int x0 = (xbase - 1) % size;
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if (x0 < 0)
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{
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x0 += size;
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}
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int x1 = xbase % size;
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if (x1 < 0)
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{
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x1 += size;
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}
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int x2 = (xbase + 1) % size;
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if (x2 < 0)
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{
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x2 += size;
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}
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int x3 = (xbase + 2) % size;
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if (x3 < 0)
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{
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x3 += size;
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}
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double buf_cubic_x[4];
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buf_cubic_x[0] = _noise_pool[x0 % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[x1 % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[x2 % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[x3 % _noise_pool_size];
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return Interpolation::cubic(buf_cubic_x, xinternal) * 0.837 + 0.5;
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}
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double noiseNaiveGet2DValue(double x, double y)
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{
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x *= 3.0;
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y *= 3.0;
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int size = (int)pow(_noise_pool_size, 0.5);
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int xbase = (int)floor(x);
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int ybase = (int)floor(y);
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double xinternal = x - (double)xbase;
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double yinternal = y - (double)ybase;
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int x0 = (xbase - 1) % size;
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if (x0 < 0)
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{
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x0 += size;
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}
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int x1 = xbase % size;
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if (x1 < 0)
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{
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x1 += size;
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}
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int x2 = (xbase + 1) % size;
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if (x2 < 0)
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{
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x2 += size;
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}
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int x3 = (xbase + 2) % size;
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if (x3 < 0)
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{
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x3 += size;
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}
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int y0 = (ybase - 1) % size;
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if (y0 < 0)
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{
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y0 += size;
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}
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int y1 = ybase % size;
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if (y1 < 0)
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{
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y1 += size;
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}
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int y2 = (ybase + 1) % size;
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if (y2 < 0)
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{
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y2 += size;
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}
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int y3 = (ybase + 2) % size;
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if (y3 < 0)
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{
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y3 += size;
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}
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double buf_cubic_x[4];
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double buf_cubic_y[4];
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buf_cubic_x[0] = _noise_pool[(y0 * size + x0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y0 * size + x1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y0 * size + x2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y0 * size + x3) % _noise_pool_size];
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buf_cubic_y[0] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y1 * size + x0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y1 * size + x1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y1 * size + x2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y1 * size + x3) % _noise_pool_size];
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buf_cubic_y[1] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y2 * size + x0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y2 * size + x1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y2 * size + x2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y2 * size + x3) % _noise_pool_size];
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buf_cubic_y[2] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y3 * size + x0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y3 * size + x1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y3 * size + x2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y3 * size + x3) % _noise_pool_size];
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buf_cubic_y[3] = Interpolation::cubic(buf_cubic_x, xinternal);
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return Interpolation::cubic(buf_cubic_y, yinternal) * 0.723 + 0.5;
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}
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double noiseNaiveGet3DValue(double x, double y, double z)
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{
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x *= 3.0;
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y *= 3.0;
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z *= 3.0;
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int size = (int)pow(_noise_pool_size, 0.33333333333333333);
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int xbase = (int)floor(x);
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int ybase = (int)floor(y);
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int zbase = (int)floor(z);
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double xinternal = x - (double)xbase;
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double yinternal = y - (double)ybase;
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double zinternal = z - (double)zbase;
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int x0 = (xbase - 1) % size;
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if (x0 < 0)
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{
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x0 += size;
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}
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int x1 = xbase % size;
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if (x1 < 0)
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{
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x1 += size;
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}
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int x2 = (xbase + 1) % size;
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if (x2 < 0)
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{
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x2 += size;
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}
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int x3 = (xbase + 2) % size;
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if (x3 < 0)
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{
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x3 += size;
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}
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int y0 = (ybase - 1) % size;
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if (y0 < 0)
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{
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y0 += size;
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}
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int y1 = ybase % size;
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if (y1 < 0)
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{
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y1 += size;
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}
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int y2 = (ybase + 1) % size;
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if (y2 < 0)
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{
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y2 += size;
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}
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int y3 = (ybase + 2) % size;
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if (y3 < 0)
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{
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y3 += size;
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}
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int z0 = (zbase - 1) % size;
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if (z0 < 0)
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{
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z0 += size;
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}
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int z1 = zbase % size;
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if (z1 < 0)
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{
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z1 += size;
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}
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int z2 = (zbase + 1) % size;
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if (z2 < 0)
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{
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z2 += size;
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}
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int z3 = (zbase + 2) % size;
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if (z3 < 0)
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{
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z3 += size;
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}
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double buf_cubic_x[4];
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double buf_cubic_y[4];
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double buf_cubic_z[4];
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buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z0) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z0) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z0) % _noise_pool_size];
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buf_cubic_y[0] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z0) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z0) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z0) % _noise_pool_size];
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buf_cubic_y[1] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z0) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z0) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z0) % _noise_pool_size];
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buf_cubic_y[2] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z0) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z0) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z0) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z0) % _noise_pool_size];
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buf_cubic_y[3] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_z[0] = Interpolation::cubic(buf_cubic_y, yinternal);
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buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z1) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z1) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z1) % _noise_pool_size];
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buf_cubic_y[0] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z1) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z1) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z1) % _noise_pool_size];
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buf_cubic_y[1] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z1) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z1) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z1) % _noise_pool_size];
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buf_cubic_y[2] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z1) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z1) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z1) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z1) % _noise_pool_size];
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buf_cubic_y[3] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_z[1] = Interpolation::cubic(buf_cubic_y, yinternal);
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buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z2) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z2) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z2) % _noise_pool_size];
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buf_cubic_y[0] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z2) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z2) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z2) % _noise_pool_size];
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buf_cubic_y[1] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z2) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z2) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z2) % _noise_pool_size];
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buf_cubic_y[2] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z2) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z2) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z2) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z2) % _noise_pool_size];
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buf_cubic_y[3] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_z[2] = Interpolation::cubic(buf_cubic_y, yinternal);
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buf_cubic_x[0] = _noise_pool[(y0 * size * size + x0 * size + z3) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y0 * size * size + x1 * size + z3) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y0 * size * size + x2 * size + z3) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y0 * size * size + x3 * size + z3) % _noise_pool_size];
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buf_cubic_y[0] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y1 * size * size + x0 * size + z3) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y1 * size * size + x1 * size + z3) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y1 * size * size + x2 * size + z3) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y1 * size * size + x3 * size + z3) % _noise_pool_size];
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buf_cubic_y[1] = Interpolation::cubic(buf_cubic_x, xinternal);
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buf_cubic_x[0] = _noise_pool[(y2 * size * size + x0 * size + z3) % _noise_pool_size];
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buf_cubic_x[1] = _noise_pool[(y2 * size * size + x1 * size + z3) % _noise_pool_size];
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buf_cubic_x[2] = _noise_pool[(y2 * size * size + x2 * size + z3) % _noise_pool_size];
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buf_cubic_x[3] = _noise_pool[(y2 * size * size + x3 * size + z3) % _noise_pool_size];
|
||||
buf_cubic_y[2] = Interpolation::cubic(buf_cubic_x, xinternal);
|
||||
|
||||
buf_cubic_x[0] = _noise_pool[(y3 * size * size + x0 * size + z3) % _noise_pool_size];
|
||||
buf_cubic_x[1] = _noise_pool[(y3 * size * size + x1 * size + z3) % _noise_pool_size];
|
||||
buf_cubic_x[2] = _noise_pool[(y3 * size * size + x2 * size + z3) % _noise_pool_size];
|
||||
buf_cubic_x[3] = _noise_pool[(y3 * size * size + x3 * size + z3) % _noise_pool_size];
|
||||
buf_cubic_y[3] = Interpolation::cubic(buf_cubic_x, xinternal);
|
||||
|
||||
buf_cubic_z[3] = Interpolation::cubic(buf_cubic_y, yinternal);
|
||||
|
||||
return Interpolation::cubic(buf_cubic_z, zinternal) * 0.794 + 0.5;
|
||||
}
|
||||
|
||||
/*double noiseNaiveGet4DValue(double x, double y, double z, double w)
|
||||
{
|
||||
|
||||
}*/
|
|
@ -1,30 +0,0 @@
|
|||
#ifndef NOISEFUNCTIONNAIVE_H
|
||||
#define NOISEFUNCTIONNAIVE_H
|
||||
|
||||
#include "basics_global.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace system {
|
||||
class PackStream;
|
||||
}
|
||||
namespace basics {
|
||||
|
||||
class NoiseFunctionNaive
|
||||
{
|
||||
public:
|
||||
NoiseFunctionNaive();
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
void noiseNaiveInit();
|
||||
void noiseNaiveQuit();
|
||||
void noiseNaiveSave(PackStream* stream);
|
||||
void noiseNaiveLoad(PackStream* stream);
|
||||
double noiseNaiveGet1DValue(double x);
|
||||
double noiseNaiveGet2DValue(double x, double y);
|
||||
double noiseNaiveGet3DValue(double x, double y, double z);
|
||||
/*double noiseNaiveGet4DValue(double x, double y, double z, double w);*/
|
||||
|
||||
#endif // NOISEFUNCTIONNAIVE_H
|
|
@ -153,7 +153,7 @@ static void _normalize3(double v[3])
|
|||
v[2] = v[2] / s;
|
||||
}
|
||||
|
||||
void noisePerlinInit(void)
|
||||
static int noisePerlinInit(void)
|
||||
{
|
||||
int i, j, k;
|
||||
|
||||
|
@ -185,4 +185,8 @@ void noisePerlinInit(void)
|
|||
for (j = 0 ; j < 3 ; j++)
|
||||
g3[B + i][j] = g3[i][j];
|
||||
}
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int _inited = noisePerlinInit();
|
||||
|
|
|
@ -4,9 +4,6 @@
|
|||
#include "basics_global.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace system {
|
||||
class PackStream;
|
||||
}
|
||||
namespace basics {
|
||||
|
||||
class NoiseFunctionPerlin
|
||||
|
@ -18,7 +15,6 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void noisePerlinInit();
|
||||
double noisePerlinGet1DValue(double x);
|
||||
double noisePerlinGet2DValue(double x, double y);
|
||||
double noisePerlinGet3DValue(double x, double y, double z);
|
||||
|
|
|
@ -10,10 +10,6 @@
|
|||
#include <cmath>
|
||||
#include <cstring>
|
||||
|
||||
NoiseFunctionSimplex::NoiseFunctionSimplex()
|
||||
{
|
||||
}
|
||||
|
||||
typedef struct
|
||||
{
|
||||
double x;
|
||||
|
@ -123,7 +119,7 @@ static inline double _dot4(Grad4 g, double x, double y, double z, double w)
|
|||
return g.x * x + g.y * y + g.z * z + g.w * w;
|
||||
}
|
||||
|
||||
void noiseSimplexInit()
|
||||
static int noiseSimplexInit()
|
||||
{
|
||||
int i;
|
||||
|
||||
|
@ -141,8 +137,12 @@ void noiseSimplexInit()
|
|||
_G3 = 1.0 / 6.0;
|
||||
_F4 = (sqrt(5.0) - 1.0) / 4.0;
|
||||
_G4 = (5.0 - sqrt(5.0)) / 20.0;
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int _inited = noiseSimplexInit();
|
||||
|
||||
double noiseSimplexGet1DValue(double x)
|
||||
{
|
||||
/* TODO Find custom function */
|
||||
|
|
|
@ -4,9 +4,6 @@
|
|||
#include "basics_global.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace system {
|
||||
class PackStream;
|
||||
}
|
||||
namespace basics {
|
||||
|
||||
class NoiseFunctionSimplex
|
||||
|
@ -18,7 +15,6 @@ public:
|
|||
}
|
||||
}
|
||||
|
||||
void noiseSimplexInit();
|
||||
double noiseSimplexGet1DValue(double x);
|
||||
double noiseSimplexGet2DValue(double x, double y);
|
||||
double noiseSimplexGet3DValue(double x, double y, double z);
|
||||
|
|
|
@ -1,66 +1,16 @@
|
|||
#include "NoiseGenerator.h"
|
||||
|
||||
#include "NoiseFunctionNaive.h"
|
||||
#include "NoiseFunctionPerlin.h"
|
||||
#include "NoiseFunctionSimplex.h"
|
||||
#include "PackStream.h"
|
||||
#include "RandomGenerator.h"
|
||||
#include "NoiseState.h"
|
||||
#include <cmath>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
|
||||
#define MAX_LEVEL_COUNT 30
|
||||
|
||||
/* Global noise state */
|
||||
|
||||
void noiseQuit()
|
||||
{
|
||||
noiseNaiveQuit();
|
||||
}
|
||||
|
||||
int noiseInit()
|
||||
{
|
||||
noiseSimplexInit();
|
||||
noisePerlinInit();
|
||||
noiseNaiveInit();
|
||||
|
||||
/* Noise stats */
|
||||
/*NoiseGenerator* noise;
|
||||
int x;
|
||||
double min, max, value;
|
||||
noise = noiseCreateGenerator();
|
||||
noiseSetFunctionParams(noise, NOISE_FUNCTION_NAIVE, 0.0);
|
||||
noiseAddLevelSimple(noise, 1.0, 0.0, 1.0);
|
||||
min = 100000.0;
|
||||
max = -100000.0;
|
||||
for (x = 0; x < 1000000; x++)
|
||||
{
|
||||
value = noiseGet1DTotal(noise, toolsRandom() * 10000.0);
|
||||
value = noiseGet2DTotal(noise, toolsRandom() * 10000.0, toolsRandom() * 10000.0);
|
||||
value = noiseGet3DTotal(noise, toolsRandom() * 10000.0, toolsRandom() * 10000.0, toolsRandom() * 10000.0);
|
||||
if (value < min) min = value;
|
||||
if (value > max) max = value;
|
||||
}
|
||||
printf("%f %f\n", min, max);
|
||||
noiseDeleteGenerator(noise);*/
|
||||
|
||||
atexit(noiseQuit);
|
||||
|
||||
return 1;
|
||||
}
|
||||
|
||||
static int inited = noiseInit();
|
||||
|
||||
void noiseSave(PackStream* stream)
|
||||
{
|
||||
noiseNaiveSave(stream);
|
||||
}
|
||||
|
||||
void noiseLoad(PackStream* stream)
|
||||
{
|
||||
noiseNaiveLoad(stream);
|
||||
}
|
||||
|
||||
/* NoiseGenerator class */
|
||||
|
||||
NoiseGenerator::NoiseGenerator()
|
||||
|
@ -98,10 +48,9 @@ void NoiseGenerator::save(PackStream* stream)
|
|||
stream->write(&level->wavelength);
|
||||
stream->write(&level->amplitude);
|
||||
stream->write(&level->minvalue);
|
||||
stream->write(&level->xoffset);
|
||||
stream->write(&level->yoffset);
|
||||
stream->write(&level->zoffset);
|
||||
}
|
||||
|
||||
state.save(stream);
|
||||
}
|
||||
|
||||
void NoiseGenerator::load(PackStream* stream)
|
||||
|
@ -123,11 +72,10 @@ void NoiseGenerator::load(PackStream* stream)
|
|||
stream->read(&level->wavelength);
|
||||
stream->read(&level->amplitude);
|
||||
stream->read(&level->minvalue);
|
||||
stream->read(&level->xoffset);
|
||||
stream->read(&level->yoffset);
|
||||
stream->read(&level->zoffset);
|
||||
}
|
||||
|
||||
state.load(stream);
|
||||
|
||||
validate();
|
||||
}
|
||||
|
||||
|
@ -139,6 +87,8 @@ void NoiseGenerator::copy(NoiseGenerator* destination)
|
|||
|
||||
memcpy(destination->levels, levels, sizeof(NoiseLevel) * destination->level_count);
|
||||
|
||||
state.copy(&destination->state);
|
||||
|
||||
validate();
|
||||
}
|
||||
|
||||
|
@ -146,26 +96,21 @@ void NoiseGenerator::validate()
|
|||
{
|
||||
int x;
|
||||
|
||||
if (function.algorithm < 0 || function.algorithm > NOISE_FUNCTION_NAIVE)
|
||||
if (function.algorithm < 0 || function.algorithm > NOISE_FUNCTION_SIMPLEX)
|
||||
{
|
||||
function.algorithm = NOISE_FUNCTION_SIMPLEX;
|
||||
}
|
||||
switch (function.algorithm)
|
||||
{
|
||||
case NOISE_FUNCTION_SIMPLEX:
|
||||
_func_noise_1d = noiseSimplexGet1DValue;
|
||||
_func_noise_2d = noiseSimplexGet2DValue;
|
||||
_func_noise_3d = noiseSimplexGet3DValue;
|
||||
break;
|
||||
case NOISE_FUNCTION_PERLIN:
|
||||
_func_noise_1d = noisePerlinGet1DValue;
|
||||
_func_noise_2d = noisePerlinGet2DValue;
|
||||
_func_noise_3d = noisePerlinGet3DValue;
|
||||
break;
|
||||
case NOISE_FUNCTION_NAIVE:
|
||||
_func_noise_1d = noiseNaiveGet1DValue;
|
||||
_func_noise_2d = noiseNaiveGet2DValue;
|
||||
_func_noise_3d = noiseNaiveGet3DValue;
|
||||
case NOISE_FUNCTION_SIMPLEX:
|
||||
_func_noise_1d = noiseSimplexGet1DValue;
|
||||
_func_noise_2d = noiseSimplexGet2DValue;
|
||||
_func_noise_3d = noiseSimplexGet3DValue;
|
||||
break;
|
||||
}
|
||||
|
||||
|
@ -195,18 +140,17 @@ void NoiseGenerator::validate()
|
|||
}
|
||||
}
|
||||
|
||||
void NoiseGenerator::randomizeOffsets()
|
||||
void NoiseGenerator::setState(const NoiseState &state)
|
||||
{
|
||||
int i;
|
||||
for (i = 0; i < MAX_LEVEL_COUNT; i++)
|
||||
{
|
||||
levels[i].xoffset = RandomGenerator::random();
|
||||
levels[i].yoffset = RandomGenerator::random();
|
||||
levels[i].zoffset = RandomGenerator::random();
|
||||
}
|
||||
state.copy(&this->state);
|
||||
}
|
||||
|
||||
NoiseFunction NoiseGenerator::getFunction()
|
||||
void NoiseGenerator::randomizeOffsets()
|
||||
{
|
||||
state.randomizeOffsets();
|
||||
}
|
||||
|
||||
NoiseGenerator::NoiseFunction NoiseGenerator::getFunction()
|
||||
{
|
||||
return function;
|
||||
}
|
||||
|
@ -254,19 +198,10 @@ void NoiseGenerator::clearLevels()
|
|||
validate();
|
||||
}
|
||||
|
||||
void NoiseGenerator::addLevel(NoiseLevel level, int protect_offsets)
|
||||
void NoiseGenerator::addLevel(NoiseLevel level)
|
||||
{
|
||||
if (level_count < MAX_LEVEL_COUNT)
|
||||
{
|
||||
NoiseLevel baselevel = levels[level_count];
|
||||
|
||||
if (protect_offsets)
|
||||
{
|
||||
level.xoffset = baselevel.xoffset;
|
||||
level.yoffset = baselevel.yoffset;
|
||||
level.zoffset = baselevel.zoffset;
|
||||
}
|
||||
|
||||
levels[level_count] = level;
|
||||
level_count++;
|
||||
validate();
|
||||
|
@ -281,7 +216,7 @@ void NoiseGenerator::addLevelSimple(double scaling, double minvalue, double maxv
|
|||
level.minvalue = minvalue;
|
||||
level.amplitude = maxvalue - minvalue;
|
||||
|
||||
addLevel(level, 1);
|
||||
addLevel(level);
|
||||
}
|
||||
|
||||
void NoiseGenerator::addLevels(int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor)
|
||||
|
@ -290,7 +225,7 @@ void NoiseGenerator::addLevels(int level_count, NoiseLevel start_level, double s
|
|||
|
||||
for (i = 0; i < level_count; i++)
|
||||
{
|
||||
addLevel(start_level, 1);
|
||||
addLevel(start_level);
|
||||
start_level.minvalue += start_level.amplitude * (1.0 - amplitude_factor) * center_factor;
|
||||
start_level.wavelength *= scaling_factor;
|
||||
start_level.amplitude *= amplitude_factor;
|
||||
|
@ -333,19 +268,10 @@ int NoiseGenerator::getLevel(int level, NoiseLevel* params)
|
|||
}
|
||||
}
|
||||
|
||||
void NoiseGenerator::setLevel(int index, NoiseLevel level, int protect_offsets)
|
||||
void NoiseGenerator::setLevel(int index, NoiseLevel level)
|
||||
{
|
||||
if (index >= 0 && index < level_count)
|
||||
{
|
||||
NoiseLevel baselevel = levels[index];
|
||||
|
||||
if (protect_offsets)
|
||||
{
|
||||
level.xoffset = baselevel.xoffset;
|
||||
level.yoffset = baselevel.yoffset;
|
||||
level.zoffset = baselevel.zoffset;
|
||||
}
|
||||
|
||||
levels[index] = level;
|
||||
validate();
|
||||
}
|
||||
|
@ -359,7 +285,7 @@ void NoiseGenerator::setLevelSimple(int index, double scaling, double minvalue,
|
|||
level.minvalue = minvalue;
|
||||
level.amplitude = maxvalue - minvalue;
|
||||
|
||||
setLevel(index, level, 1);
|
||||
setLevel(index, level);
|
||||
}
|
||||
|
||||
void NoiseGenerator::normalizeAmplitude(double minvalue, double maxvalue, int adjust_scaling)
|
||||
|
@ -440,16 +366,16 @@ static inline double _fixValue(double value, double ridge, double curve)
|
|||
|
||||
|
||||
|
||||
inline double NoiseGenerator::_get1DLevelValue(NoiseLevel* level, double x)
|
||||
inline double NoiseGenerator::_get1DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x)
|
||||
{
|
||||
return level->minvalue + _fixValue(_func_noise_1d(x / level->wavelength + level->xoffset), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
return level->minvalue + _fixValue(_func_noise_1d(x / level->wavelength + offset.x), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
}
|
||||
|
||||
double NoiseGenerator::get1DLevel(int level, double x)
|
||||
{
|
||||
if (level >= 0 && level < level_count)
|
||||
{
|
||||
return _get1DLevelValue(levels + level, x);
|
||||
return _get1DLevelValue(levels + level, state.level_offsets[level], x);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -465,7 +391,7 @@ double NoiseGenerator::get1DTotal(double x)
|
|||
result = 0.0;
|
||||
for (level = 0; level < level_count; level++)
|
||||
{
|
||||
result += _get1DLevelValue(levels + level, x);
|
||||
result += _get1DLevelValue(levels + level, state.level_offsets[level], x);
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
@ -489,7 +415,7 @@ double NoiseGenerator::get1DDetail(double x, double detail)
|
|||
factor = (detail * 0.5 - height) / 0.25;
|
||||
}
|
||||
|
||||
result += _get1DLevelValue(levels + level, x) * factor;
|
||||
result += _get1DLevelValue(levels + level, state.level_offsets[level], x) * factor;
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
@ -497,16 +423,16 @@ double NoiseGenerator::get1DDetail(double x, double detail)
|
|||
|
||||
|
||||
|
||||
inline double NoiseGenerator::_get2DLevelValue(NoiseLevel* level, double x, double y)
|
||||
inline double NoiseGenerator::_get2DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x, double y)
|
||||
{
|
||||
return level->minvalue + _fixValue(_func_noise_2d(x / level->wavelength + level->xoffset, y / level->wavelength + level->yoffset), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
return level->minvalue + _fixValue(_func_noise_2d(x / level->wavelength + offset.x, y / level->wavelength + offset.y), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
}
|
||||
|
||||
double NoiseGenerator::get2DLevel(int level, double x, double y)
|
||||
{
|
||||
if (level >= 0 && level < level_count)
|
||||
{
|
||||
return _get2DLevelValue(levels + level, x, y);
|
||||
return _get2DLevelValue(levels + level, state.level_offsets[level], x, y);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -522,7 +448,7 @@ double NoiseGenerator::get2DTotal(double x, double y)
|
|||
result = 0.0;
|
||||
for (level = 0; level < level_count; level++)
|
||||
{
|
||||
result += _get2DLevelValue(levels + level, x, y);
|
||||
result += _get2DLevelValue(levels + level, state.level_offsets[level], x, y);
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
@ -546,7 +472,7 @@ double NoiseGenerator::get2DDetail(double x, double y, double detail)
|
|||
factor = (detail * 0.5 - height) / 0.25;
|
||||
}
|
||||
|
||||
result += _get2DLevelValue(levels + level, x, y) * factor;
|
||||
result += _get2DLevelValue(levels + level, state.level_offsets[level], x, y) * factor;
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
@ -554,16 +480,16 @@ double NoiseGenerator::get2DDetail(double x, double y, double detail)
|
|||
|
||||
|
||||
|
||||
inline double NoiseGenerator::_get3DLevelValue(NoiseLevel* level, double x, double y, double z)
|
||||
inline double NoiseGenerator::_get3DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x, double y, double z)
|
||||
{
|
||||
return level->minvalue + _fixValue(_func_noise_3d(x / level->wavelength + level->xoffset, y / level->wavelength + level->yoffset, z / level->wavelength + level->zoffset), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
return level->minvalue + _fixValue(_func_noise_3d(x / level->wavelength + offset.x, y / level->wavelength + offset.y, z / level->wavelength + offset.z), function.ridge_factor, function.curve_factor) * level->amplitude;
|
||||
}
|
||||
|
||||
double NoiseGenerator::get3DLevel(int level, double x, double y, double z)
|
||||
{
|
||||
if (level >= 0 && level < level_count)
|
||||
{
|
||||
return _get3DLevelValue(levels + level, x, y, z);
|
||||
return _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z);
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -579,7 +505,7 @@ double NoiseGenerator::get3DTotal(double x, double y, double z)
|
|||
result = 0.0;
|
||||
for (level = 0; level < level_count; level++)
|
||||
{
|
||||
result += _get3DLevelValue(levels + level, x, y, z);
|
||||
result += _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z);
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
@ -603,7 +529,7 @@ double NoiseGenerator::get3DDetail(double x, double y, double z, double detail)
|
|||
factor = (detail * 0.5 - height) / 0.25;
|
||||
}
|
||||
|
||||
result += _get3DLevelValue(levels + level, x, y, z) * factor;
|
||||
result += _get3DLevelValue(levels + level, state.level_offsets[level], x, y, z) * factor;
|
||||
}
|
||||
return result + height_offset;
|
||||
}
|
||||
|
|
|
@ -4,12 +4,18 @@
|
|||
#include "basics_global.h"
|
||||
|
||||
#define MAX_LEVEL_COUNT 30
|
||||
#include "NoiseState.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace basics {
|
||||
|
||||
class BASICSSHARED_EXPORT NoiseGenerator
|
||||
{
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
NOISE_FUNCTION_SIMPLEX,
|
||||
NOISE_FUNCTION_PERLIN,
|
||||
NOISE_FUNCTION_NAIVE
|
||||
NOISE_FUNCTION_SIMPLEX
|
||||
} NoiseFunctionAlgorithm;
|
||||
|
||||
typedef struct
|
||||
|
@ -24,17 +30,8 @@ typedef struct
|
|||
double wavelength;
|
||||
double amplitude;
|
||||
double minvalue;
|
||||
double xoffset;
|
||||
double yoffset;
|
||||
double zoffset;
|
||||
} NoiseLevel;
|
||||
|
||||
namespace paysages {
|
||||
namespace system {class PackStream;}
|
||||
namespace basics {
|
||||
|
||||
class BASICSSHARED_EXPORT NoiseGenerator
|
||||
{
|
||||
public:
|
||||
NoiseGenerator();
|
||||
virtual ~NoiseGenerator();
|
||||
|
@ -44,6 +41,9 @@ public:
|
|||
virtual void copy(NoiseGenerator* destination);
|
||||
virtual void validate();
|
||||
|
||||
inline const NoiseState &getState() const {return state;}
|
||||
void setState(const NoiseState &state);
|
||||
|
||||
void randomizeOffsets();
|
||||
NoiseFunction getFunction();
|
||||
void setCustomFunction(double (*func1d)(double x), double (*func2d)(double x, double y), double (*func3d)(double x, double y, double z));
|
||||
|
@ -53,13 +53,13 @@ public:
|
|||
void getRange(double* minvalue, double* maxvalue);
|
||||
int getLevelCount();
|
||||
void clearLevels();
|
||||
void addLevel(NoiseLevel level, int protect_offsets);
|
||||
void addLevel(NoiseLevel level);
|
||||
void addLevelSimple(double scaling, double minvalue, double maxvalue);
|
||||
void addLevels(int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor);
|
||||
void addLevelsSimple(int level_count, double scaling, double minvalue, double maxvalue, double center_factor);
|
||||
void removeLevel(int level);
|
||||
int getLevel(int level, NoiseLevel* params);
|
||||
void setLevel(int index, NoiseLevel level, int protect_offsets);
|
||||
void setLevel(int index, NoiseLevel level);
|
||||
void setLevelSimple(int index, double scaling, double minvalue, double maxvalue);
|
||||
void normalizeAmplitude(double minvalue, double maxvalue, int adjust_scaling);
|
||||
double get1DLevel(int level, double x);
|
||||
|
@ -73,15 +73,17 @@ public:
|
|||
double get3DDetail(double x, double y, double z, double detail);
|
||||
|
||||
private:
|
||||
double _get1DLevelValue(NoiseLevel* level, double x);
|
||||
double _get2DLevelValue(NoiseLevel* level, double x, double y);
|
||||
double _get3DLevelValue(NoiseLevel* level, double x, double y, double z);
|
||||
double _get1DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x);
|
||||
double _get2DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x, double y);
|
||||
double _get3DLevelValue(NoiseLevel* level, const NoiseState::NoiseOffset &offset, double x, double y, double z);
|
||||
|
||||
NoiseFunction function;
|
||||
double height_offset;
|
||||
int level_count;
|
||||
NoiseLevel levels[MAX_LEVEL_COUNT];
|
||||
|
||||
NoiseState state;
|
||||
|
||||
double _min_value;
|
||||
double _max_value;
|
||||
double (*_func_noise_1d)(double x);
|
||||
|
@ -92,7 +94,4 @@ private:
|
|||
}
|
||||
}
|
||||
|
||||
BASICSSHARED_EXPORT void noiseSave(PackStream* stream);
|
||||
BASICSSHARED_EXPORT void noiseLoad(PackStream* stream);
|
||||
|
||||
#endif // NOISEGENERATOR_H
|
||||
|
|
55
src/basics/NoiseState.cpp
Normal file
55
src/basics/NoiseState.cpp
Normal file
|
@ -0,0 +1,55 @@
|
|||
#include "NoiseState.h"
|
||||
|
||||
#include "PackStream.h"
|
||||
#include "RandomGenerator.h"
|
||||
|
||||
NoiseState::NoiseState()
|
||||
{
|
||||
for (int i = 0; i < 30; i++)
|
||||
{
|
||||
level_offsets.push_back(NoiseOffset());
|
||||
}
|
||||
randomizeOffsets();
|
||||
}
|
||||
|
||||
void NoiseState::save(PackStream *stream) const
|
||||
{
|
||||
int levels = level_offsets.size();
|
||||
stream->write(&levels);
|
||||
for (const auto &level_offset:level_offsets)
|
||||
{
|
||||
stream->write(&level_offset.x);
|
||||
stream->write(&level_offset.y);
|
||||
stream->write(&level_offset.z);
|
||||
}
|
||||
}
|
||||
|
||||
void NoiseState::load(PackStream *stream)
|
||||
{
|
||||
int levels;
|
||||
stream->read(&levels);
|
||||
level_offsets.clear();
|
||||
for (int i = 0; i < levels; i++)
|
||||
{
|
||||
NoiseOffset level_offset;
|
||||
stream->read(&level_offset.x);
|
||||
stream->read(&level_offset.y);
|
||||
stream->read(&level_offset.z);
|
||||
level_offsets.push_back(level_offset);
|
||||
}
|
||||
}
|
||||
|
||||
void NoiseState::copy(NoiseState *destination) const
|
||||
{
|
||||
destination->level_offsets = level_offsets;
|
||||
}
|
||||
|
||||
void NoiseState::randomizeOffsets()
|
||||
{
|
||||
for (auto &level_offset:level_offsets)
|
||||
{
|
||||
level_offset.x = RandomGenerator::random();
|
||||
level_offset.y = RandomGenerator::random();
|
||||
level_offset.z = RandomGenerator::random();
|
||||
}
|
||||
}
|
41
src/basics/NoiseState.h
Normal file
41
src/basics/NoiseState.h
Normal file
|
@ -0,0 +1,41 @@
|
|||
#ifndef NOISESTATE_H
|
||||
#define NOISESTATE_H
|
||||
|
||||
#include "basics_global.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace basics {
|
||||
|
||||
/*!
|
||||
* Fractal noise state, that can be saved to a file.
|
||||
*
|
||||
* This state contains the noise offsets for noise layers.
|
||||
*/
|
||||
class BASICSSHARED_EXPORT NoiseState
|
||||
{
|
||||
public:
|
||||
typedef struct {
|
||||
double x;
|
||||
double y;
|
||||
double z;
|
||||
} NoiseOffset;
|
||||
|
||||
public:
|
||||
NoiseState();
|
||||
|
||||
void save(PackStream* stream) const;
|
||||
void load(PackStream* stream);
|
||||
void copy(NoiseState* destination) const;
|
||||
|
||||
void randomizeOffsets();
|
||||
|
||||
private:
|
||||
std::vector<NoiseOffset> level_offsets;
|
||||
|
||||
friend class NoiseGenerator;
|
||||
};
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
#endif // NOISESTATE_H
|
|
@ -15,7 +15,6 @@ include(../common.pri)
|
|||
|
||||
SOURCES += \
|
||||
NoiseGenerator.cpp \
|
||||
NoiseFunctionNaive.cpp \
|
||||
NoiseFunctionPerlin.cpp \
|
||||
NoiseFunctionSimplex.cpp \
|
||||
Interpolation.cpp \
|
||||
|
@ -32,12 +31,12 @@ SOURCES += \
|
|||
Geometry.cpp \
|
||||
Texture2D.cpp \
|
||||
Texture3D.cpp \
|
||||
Texture4D.cpp
|
||||
Texture4D.cpp \
|
||||
NoiseState.cpp
|
||||
|
||||
HEADERS +=\
|
||||
basics_global.h \
|
||||
NoiseGenerator.h \
|
||||
NoiseFunctionNaive.h \
|
||||
NoiseFunctionPerlin.h \
|
||||
NoiseFunctionSimplex.h \
|
||||
Interpolation.h \
|
||||
|
@ -52,7 +51,8 @@ HEADERS +=\
|
|||
Geometry.h \
|
||||
Texture2D.h \
|
||||
Texture3D.h \
|
||||
Texture4D.h
|
||||
Texture4D.h \
|
||||
NoiseState.h
|
||||
|
||||
unix:!symbian {
|
||||
maemo5 {
|
||||
|
|
|
@ -18,6 +18,7 @@ namespace basics {
|
|||
class SpaceSegment;
|
||||
class Color;
|
||||
class NoiseGenerator;
|
||||
class NoiseState;
|
||||
class Curve;
|
||||
class ColorProfile;
|
||||
class Texture2D;
|
||||
|
|
|
@ -42,6 +42,8 @@ void CloudLayerDefinition::save(PackStream* stream) const
|
|||
stream->write(&altitude);
|
||||
stream->write(&scaling);
|
||||
stream->write(&coverage);
|
||||
|
||||
noise_state.save(stream);
|
||||
}
|
||||
|
||||
void CloudLayerDefinition::load(PackStream* stream)
|
||||
|
@ -56,6 +58,8 @@ void CloudLayerDefinition::load(PackStream* stream)
|
|||
stream->read(&scaling);
|
||||
stream->read(&coverage);
|
||||
|
||||
noise_state.load(stream);
|
||||
|
||||
validate();
|
||||
}
|
||||
|
||||
|
@ -69,6 +73,8 @@ void CloudLayerDefinition::copy(BaseDefinition* _destination) const
|
|||
destination->altitude = altitude;
|
||||
destination->scaling = scaling;
|
||||
destination->coverage = coverage;
|
||||
|
||||
noise_state.copy(&destination->noise_state);
|
||||
}
|
||||
|
||||
void CloudLayerDefinition::validate()
|
||||
|
|
|
@ -5,6 +5,8 @@
|
|||
|
||||
#include "BaseDefinition.h"
|
||||
|
||||
#include "NoiseState.h"
|
||||
|
||||
namespace paysages {
|
||||
namespace definition {
|
||||
|
||||
|
@ -14,6 +16,8 @@ public:
|
|||
CloudLayerDefinition(BaseDefinition* parent);
|
||||
virtual ~CloudLayerDefinition();
|
||||
|
||||
inline const NoiseState &getNoiseState() const {return noise_state;}
|
||||
|
||||
static CloudLayerDefinition* newCopy(const CloudLayerDefinition& other, BaseDefinition* parent);
|
||||
CloudLayerDefinition* newCopy(BaseDefinition* parent) const;
|
||||
|
||||
|
@ -40,6 +44,7 @@ public:
|
|||
|
||||
public:
|
||||
CloudsType type;
|
||||
NoiseState noise_state;
|
||||
double altitude;
|
||||
double scaling;
|
||||
double coverage;
|
||||
|
|
|
@ -3,7 +3,6 @@
|
|||
#include <ctime>
|
||||
#include <map>
|
||||
|
||||
#include "NoiseGenerator.h"
|
||||
#include "PackStream.h"
|
||||
#include "AtmosphereDefinition.h"
|
||||
#include "CameraDefinition.h"
|
||||
|
@ -26,22 +25,6 @@ Scenery::Scenery():
|
|||
addChild(water = new WaterDefinition(this));
|
||||
}
|
||||
|
||||
void Scenery::save(PackStream* stream) const
|
||||
{
|
||||
BaseDefinition::save(stream);
|
||||
|
||||
noiseSave(stream);
|
||||
}
|
||||
|
||||
void Scenery::load(PackStream* stream)
|
||||
{
|
||||
BaseDefinition::load(stream);
|
||||
|
||||
noiseLoad(stream);
|
||||
|
||||
validate();
|
||||
}
|
||||
|
||||
void Scenery::copy(BaseDefinition *destination_) const
|
||||
{
|
||||
Scenery* destination = (Scenery*)destination_;
|
||||
|
|
|
@ -28,9 +28,6 @@ public:
|
|||
public:
|
||||
Scenery();
|
||||
|
||||
virtual void save(PackStream* stream) const override;
|
||||
virtual void load(PackStream* stream) override;
|
||||
|
||||
virtual void validate() override;
|
||||
virtual void copy(BaseDefinition *destination) const override;
|
||||
|
||||
|
|
|
@ -148,7 +148,7 @@ void TerrainDefinition::applyPreset(TerrainPreset preset)
|
|||
_height_noise->addLevelSimple(pow(2.0, resolution + 1), -1.0, 1.0);
|
||||
_height_noise->addLevelsSimple(resolution - 2, pow(2.0, resolution - 1), -0.7, 0.7, 0.5);
|
||||
_height_noise->normalizeAmplitude(-1.0, 1.0, 0);
|
||||
_height_noise->setFunctionParams(NOISE_FUNCTION_SIMPLEX, 0.0, 0.0);
|
||||
_height_noise->setFunctionParams(NoiseGenerator::NOISE_FUNCTION_SIMPLEX, 0.0, 0.0);
|
||||
scaling = 1.0;
|
||||
height = 30.0;
|
||||
shadow_smoothing = 0.03;
|
||||
|
|
|
@ -113,7 +113,7 @@ void WaterDefinition::validate()
|
|||
{
|
||||
_waves_noise->addLevelsSimple(3, scaling * 0.1, -detail_height * scaling * 0.015, detail_height * scaling * 0.015, 0.5);
|
||||
}
|
||||
_waves_noise->setFunctionParams(NOISE_FUNCTION_SIMPLEX, -turbulence, 0.0);
|
||||
_waves_noise->setFunctionParams(NoiseGenerator::NOISE_FUNCTION_SIMPLEX, -turbulence, 0.0);
|
||||
_waves_noise->validate();
|
||||
|
||||
material->validate();
|
||||
|
|
|
@ -245,7 +245,7 @@ void DialogNoise::revertToCurrent()
|
|||
{
|
||||
int i, n;
|
||||
int selected;
|
||||
NoiseFunction function;
|
||||
NoiseGenerator::NoiseFunction function;
|
||||
|
||||
selected = levels->currentRow();
|
||||
|
||||
|
@ -279,12 +279,12 @@ void DialogNoise::revertToCurrent()
|
|||
|
||||
void DialogNoise::addLevel()
|
||||
{
|
||||
NoiseLevel level;
|
||||
NoiseGenerator::NoiseLevel level;
|
||||
|
||||
level.amplitude = 0.1;
|
||||
level.wavelength = 0.1;
|
||||
|
||||
_current->addLevel(level, 1);
|
||||
_current->addLevel(level);
|
||||
|
||||
revertToCurrent();
|
||||
|
||||
|
@ -310,9 +310,9 @@ void DialogNoise::removeLevel()
|
|||
|
||||
void DialogNoise::functionChanged()
|
||||
{
|
||||
NoiseFunction function;
|
||||
NoiseGenerator::NoiseFunction function;
|
||||
|
||||
function.algorithm = (NoiseFunctionAlgorithm)function_algo->currentIndex();
|
||||
function.algorithm = (NoiseGenerator::NoiseFunctionAlgorithm)function_algo->currentIndex();
|
||||
function.ridge_factor = (double)function_ridge->value() * 0.05;
|
||||
|
||||
_current->setFunction(&function);
|
||||
|
@ -338,7 +338,7 @@ void DialogNoise::levelChanged(int row)
|
|||
void DialogNoise::heightChanged(int value)
|
||||
{
|
||||
_current_level_params.amplitude = ((double)value) / 1000.0;
|
||||
_current->setLevel(_current_level, _current_level_params, 1);
|
||||
_current->setLevel(_current_level, _current_level_params);
|
||||
previewLevel->redraw();
|
||||
previewTotal->redraw();
|
||||
}
|
||||
|
@ -346,7 +346,7 @@ void DialogNoise::heightChanged(int value)
|
|||
void DialogNoise::scalingChanged(int value)
|
||||
{
|
||||
_current_level_params.wavelength = ((double)value) / 1000.0;
|
||||
_current->setLevel(_current_level, _current_level_params, 1);
|
||||
_current->setLevel(_current_level, _current_level_params);
|
||||
previewLevel->redraw();
|
||||
previewTotal->redraw();
|
||||
}
|
||||
|
|
|
@ -39,7 +39,7 @@ private:
|
|||
NoiseGenerator* _base;
|
||||
NoiseGenerator* _current;
|
||||
int _current_level;
|
||||
NoiseLevel _current_level_params;
|
||||
NoiseGenerator::NoiseLevel _current_level_params;
|
||||
BasePreview* previewLevel;
|
||||
BasePreview* previewTotal;
|
||||
QComboBox* function_algo;
|
||||
|
|
|
@ -70,32 +70,6 @@ void OpenGLSkybox::render()
|
|||
program->drawTriangleStrip(vertices, 14);
|
||||
}
|
||||
|
||||
void OpenGLSkybox::alterDayTime(double delta)
|
||||
{
|
||||
#if 0
|
||||
Scenery* scenery = renderer->getScenery();
|
||||
AtmosphereDefinition* definition = scenery->getAtmosphere()->definition;
|
||||
daytime = fmod(daytime + delta * 0.001, 1.0);
|
||||
// TEMP
|
||||
if (daytime > 0.8)
|
||||
{
|
||||
daytime -= 0.6;
|
||||
}
|
||||
if (daytime < 0.2)
|
||||
{
|
||||
daytime += 0.6;
|
||||
}
|
||||
|
||||
definition->hour = (int)(daytime * 24.0);
|
||||
definition->minute = (int)((daytime - (((double)definition->hour) / 24.0)) * 1440.0);
|
||||
|
||||
AtmosphereDefinitionClass.validate(definition);
|
||||
|
||||
// TODO Update only the sun
|
||||
updateScenery(scenery, true);
|
||||
#endif
|
||||
}
|
||||
|
||||
void OpenGLSkybox::setVertex(int i, float x, float y, float z)
|
||||
{
|
||||
vertices[i * 3] = x;
|
||||
|
|
|
@ -18,8 +18,6 @@ public:
|
|||
virtual void update() override;
|
||||
virtual void render() override;
|
||||
|
||||
void alterDayTime(double delta);
|
||||
|
||||
private:
|
||||
void setVertex(int i, float x, float y, float z);
|
||||
|
||||
|
|
|
@ -33,6 +33,7 @@ void CloudModelStratoCumulus::update()
|
|||
noise->addLevelSimple(1.0 / 800.0, -0.003, 0.003);
|
||||
noise->addLevelSimple(1.0 / 1000.0, -0.0015, 0.0015);
|
||||
noise->normalizeAmplitude(-3.0, 3.0, 0);
|
||||
noise->setState(layer->getNoiseState());
|
||||
}
|
||||
|
||||
void CloudModelStratoCumulus::getAltitudeRange(double *min_altitude, double *max_altitude) const
|
||||
|
|
|
@ -31,8 +31,8 @@ protected:
|
|||
terrain->height = 3.0;
|
||||
terrain->scaling = 1.0;
|
||||
terrain->_height_noise->clearLevels();
|
||||
NoiseLevel level = {1.0, 2.0, -1.0, 0.0, 0.0, 0.0};
|
||||
terrain->_height_noise->addLevel(level, 0);
|
||||
NoiseGenerator::NoiseLevel level = {1.0, 2.0, -1.0};
|
||||
terrain->_height_noise->addLevel(level);
|
||||
terrain->_height_noise->setCustomFunction(_noise1dMock, _noise2dMock, _noise3dMock);
|
||||
}
|
||||
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Reference in a new issue