#include #include #include struct NoiseLevel; struct NoiseGenerator { int size1; int size2; int size3; double* noise; double height_offset; int level_count; struct NoiseLevel* levels; }; #include "shared/types.h" #include "shared/functions.h" static inline double _cubicInterpolate(double* p, double x) { return p[1] + 0.5 * x * (p[2] - p[0] + x * (2.0 * p[0] - 5.0 * p[1] + 4.0 * p[2] - p[3] + x * (3.0 * (p[1] - p[2]) + p[3] - p[0]))); } NoiseGenerator* noiseCreateGenerator() { NoiseGenerator* result; /* initialize */ result = malloc(sizeof(NoiseGenerator)); result->size1 = 1; result->size2 = 1; result->size3 = 1; result->noise = malloc(sizeof(double)); result->noise[0] = 0.0; result->level_count = 0; result->levels = malloc(sizeof(NoiseLevel)); result->height_offset = 0.0; return result; } void noiseDeleteGenerator(NoiseGenerator* generator) { free(generator->noise); free(generator->levels); free(generator); } void noiseSave(NoiseGenerator* perlin, FILE* f) { int x; double* it_noise; toolsSaveInt(f, perlin->size1); toolsSaveInt(f, perlin->size2); toolsSaveInt(f, perlin->size3); toolsSaveDouble(f, perlin->height_offset); toolsSaveInt(f, perlin->level_count); it_noise = perlin->noise; for (x = 0; x < perlin->size1; x++) { toolsSaveDouble(f, *(it_noise++)); } for (x = 0; x < perlin->level_count; x++) { NoiseLevel level = perlin->levels[x]; toolsSaveDouble(f, level.scaling); toolsSaveDouble(f, level.height); toolsSaveDouble(f, level.xoffset); toolsSaveDouble(f, level.yoffset); toolsSaveDouble(f, level.zoffset); } } void noiseLoad(NoiseGenerator* perlin, FILE* f) { int x; double* it_noise; perlin->size1 = toolsLoadInt(f); perlin->size2 = toolsLoadInt(f); perlin->size3 = toolsLoadInt(f); perlin->height_offset = toolsLoadDouble(f); perlin->level_count = toolsLoadInt(f); perlin->noise = realloc(perlin->noise, sizeof(double) * perlin->size1); it_noise = perlin->noise; for (x = 0; x < perlin->size1; x++) { *(it_noise++) = toolsLoadDouble(f); } perlin->levels = realloc(perlin->levels, sizeof(NoiseLevel) * perlin->level_count); for (x = 0; x < perlin->level_count; x++) { NoiseLevel* level = perlin->levels + x; level->scaling = toolsLoadDouble(f); level->height = toolsLoadDouble(f); level->xoffset = toolsLoadDouble(f); level->yoffset = toolsLoadDouble(f); level->zoffset = toolsLoadDouble(f); } } void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination) { destination->size1 = source->size1; destination->size2 = source->size2; destination->size3 = source->size3; destination->height_offset = source->height_offset; destination->level_count = source->level_count; destination->noise = realloc(destination->noise, sizeof(double) * destination->size1); memcpy(destination->noise, source->noise, sizeof(double) * destination->size1); destination->levels = realloc(destination->levels, sizeof(NoiseLevel) * destination->level_count); memcpy(destination->levels, source->levels, sizeof(NoiseLevel) * destination->level_count); } void noiseGenerateBaseNoise(NoiseGenerator* generator, int size) { int x; double* it_noise; size = (size < 1) ? 1 : size; size = (size > 4000000) ? 4000000 : size; generator->size1 = size; generator->size2 = (int)floor(sqrt((float)size)); generator->size3 = (int)floor(cbrt((float)size)); generator->noise = realloc(generator->noise, sizeof(double) * size); it_noise = generator->noise; for (x = 0; x < size; x++) { *(it_noise++) = toolsRandom() - 0.5; } } int noiseGetBaseSize(NoiseGenerator* generator) { return generator->size1; } double noiseGetMaxValue(NoiseGenerator* generator) { int x; double result = generator->height_offset; for (x = 0; x < generator->level_count; x++) { result += generator->levels[x].height / 2.0; } return result; } int noiseGetLevelCount(NoiseGenerator* generator) { return generator->level_count; } void noiseClearLevels(NoiseGenerator* generator) { generator->level_count = 0; } void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level) { if (level.scaling < 0.0000001 || level.height < 0.0000001) { return; } generator->levels = realloc(generator->levels, sizeof(NoiseLevel) * (generator->level_count + 1)); generator->levels[generator->level_count] = level; generator->level_count++; } void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double height) { NoiseLevel level; level.scaling = scaling; level.height = height; level.xoffset = toolsRandom(); level.yoffset = toolsRandom(); level.zoffset = toolsRandom(); noiseAddLevel(generator, level); } void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double height_factor, int randomize_offset) { int i; for (i = 0; i < level_count; i++) { if (randomize_offset) { start_level.xoffset = toolsRandom(); start_level.yoffset = toolsRandom(); start_level.zoffset = toolsRandom(); } noiseAddLevel(generator, start_level); start_level.scaling *= scaling_factor; start_level.height *= height_factor; } } void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double scaling, double height) { NoiseLevel level; level.scaling = scaling; level.height = height; noiseAddLevels(generator, level_count, level, 0.5, 0.5, 1); } int noiseGetLevel(NoiseGenerator* generator, int level, NoiseLevel* params) { if (level >= 0 && level < generator->level_count) { *params = generator->levels[level]; return 1; } else { return 0; } } void noiseSetLevel(NoiseGenerator* generator, int level, NoiseLevel params) { if (level >= 0 && level < generator->level_count) { generator->levels[level] = params; } } void noiseSetLevelSimple(NoiseGenerator* generator, int level, double scaling, double height) { NoiseLevel params; params.scaling = scaling; params.height = height; params.xoffset = toolsRandom(); params.yoffset = toolsRandom(); params.zoffset = toolsRandom(); noiseSetLevel(generator, level, params); } void noiseNormalizeHeight(NoiseGenerator* generator, double min_height, double max_height, int adjust_scaling) { int level; double height = 0.0; double target_height = max_height - min_height; if (generator->level_count == 0) { return; } for (level = 0; level < generator->level_count; level++) { height += generator->levels[level].height; } for (level = 0; level < generator->level_count; level++) { generator->levels[level].height *= target_height / height; if (adjust_scaling) { generator->levels[level].scaling *= target_height / height; } } generator->height_offset = min_height + target_height / 2.0; } static inline double _get1DRawNoiseValue(NoiseGenerator* generator, double x) { double* noise = generator->noise; int size = generator->size1; int xbase = (int)floor(x); double xinternal = x - (double)xbase; int x0 = (xbase - 1) % size; if (x0 < 0) { x0 += size; } int x1 = xbase % size; if (x1 < 0) { x1 += size; } int x2 = (xbase + 1) % size; if (x2 < 0) { x2 += size; } int x3 = (xbase + 2) % size; if (x3 < 0) { x3 += size; } double buf_cubic_x[4]; buf_cubic_x[0] = noise[x0]; buf_cubic_x[1] = noise[x1]; buf_cubic_x[2] = noise[x2]; buf_cubic_x[3] = noise[x3]; return _cubicInterpolate(buf_cubic_x, xinternal); } static inline double _get1DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x) { return _get1DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size1) * level->height; } double noiseGet1DLevel(NoiseGenerator* generator, int level, double x) { if (level >= 0 && level < generator->level_count) { return _get1DLevelValue(generator, generator->levels + level, x); } else { return 0.0; } } double noiseGet1DTotal(NoiseGenerator* generator, double x) { int level; double result; result = 0.0; for (level = 0; level < generator->level_count; level++) { result += _get1DLevelValue(generator, generator->levels + level, x); } return result + generator->height_offset; } double noiseGet1DDetail(NoiseGenerator* generator, double x, double detail) { int level; double result, height, factor; result = 0.0; for (level = 0; level < generator->level_count; level++) { height = generator->levels[level].height; factor = 1.0; if (height < detail * 0.25) { break; } else if (height < detail * 0.5) { factor = (detail * 0.5 - height) / 0.25; } result += _get1DLevelValue(generator, generator->levels + level, x) * factor; } return result + generator->height_offset; } static inline double _get2DRawNoiseValue(NoiseGenerator* generator, double x, double y) { double* noise = generator->noise; int size = generator->size2; int xbase = (int)floor(x); int ybase = (int)floor(y); double xinternal = x - (double)xbase; double yinternal = y - (double)ybase; int x0 = (xbase - 1) % size; if (x0 < 0) { x0 += size; } int x1 = xbase % size; if (x1 < 0) { x1 += size; } int x2 = (xbase + 1) % size; if (x2 < 0) { x2 += size; } int x3 = (xbase + 2) % size; if (x3 < 0) { x3 += size; } int y0 = (ybase - 1) % size; if (y0 < 0) { y0 += size; } int y1 = ybase % size; if (y1 < 0) { y1 += size; } int y2 = (ybase + 1) % size; if (y2 < 0) { y2 += size; } int y3 = (ybase + 2) % size; if (y3 < 0) { y3 += size; } double buf_cubic_x[4]; double buf_cubic_y[4]; buf_cubic_x[0] = noise[y0 * size + x0]; buf_cubic_x[1] = noise[y0 * size + x1]; buf_cubic_x[2] = noise[y0 * size + x2]; buf_cubic_x[3] = noise[y0 * size + x3]; buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y1 * size + x0]; buf_cubic_x[1] = noise[y1 * size + x1]; buf_cubic_x[2] = noise[y1 * size + x2]; buf_cubic_x[3] = noise[y1 * size + x3]; buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y2 * size + x0]; buf_cubic_x[1] = noise[y2 * size + x1]; buf_cubic_x[2] = noise[y2 * size + x2]; buf_cubic_x[3] = noise[y2 * size + x3]; buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y3 * size + x0]; buf_cubic_x[1] = noise[y3 * size + x1]; buf_cubic_x[2] = noise[y3 * size + x2]; buf_cubic_x[3] = noise[y3 * size + x3]; buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal); return _cubicInterpolate(buf_cubic_y, yinternal); } static inline double _get2DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y) { return _get2DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size2, y / level->scaling + level->yoffset * generator->size2) * level->height; } double noiseGet2DLevel(NoiseGenerator* generator, int level, double x, double y) { if (level >= 0 && level < generator->level_count) { return _get2DLevelValue(generator, generator->levels + level, x, y); } else { return 0.0; } } double noiseGet2DTotal(NoiseGenerator* generator, double x, double y) { int level; double result; result = 0.0; for (level = 0; level < generator->level_count; level++) { result += _get2DLevelValue(generator, generator->levels + level, x, y); } return result + generator->height_offset; } double noiseGet2DDetail(NoiseGenerator* generator, double x, double y, double detail) { int level; double result, height, factor; result = 0.0; for (level = 0; level < generator->level_count; level++) { height = generator->levels[level].height; factor = 1.0; if (height < detail * 0.25) { break; } else if (height < detail * 0.5) { factor = (detail * 0.5 - height) / 0.25; } result += _get2DLevelValue(generator, generator->levels + level, x, y) * factor; } return result + generator->height_offset; } static inline double _get3DRawNoiseValue(NoiseGenerator* generator, double x, double y, double z) { double* noise = generator->noise; int size = generator->size3; int xbase = (int)floor(x); int ybase = (int)floor(y); int zbase = (int)floor(z); double xinternal = x - (double)xbase; double yinternal = y - (double)ybase; double zinternal = z - (double)zbase; int x0 = (xbase - 1) % size; if (x0 < 0) { x0 += size; } int x1 = xbase % size; if (x1 < 0) { x1 += size; } int x2 = (xbase + 1) % size; if (x2 < 0) { x2 += size; } int x3 = (xbase + 2) % size; if (x3 < 0) { x3 += size; } int y0 = (ybase - 1) % size; if (y0 < 0) { y0 += size; } int y1 = ybase % size; if (y1 < 0) { y1 += size; } int y2 = (ybase + 1) % size; if (y2 < 0) { y2 += size; } int y3 = (ybase + 2) % size; if (y3 < 0) { y3 += size; } int z0 = (zbase - 1) % size; if (z0 < 0) { z0 += size; } int z1 = zbase % size; if (z1 < 0) { z1 += size; } int z2 = (zbase + 1) % size; if (z2 < 0) { z2 += size; } int z3 = (zbase + 2) % size; if (z3 < 0) { z3 += size; } double buf_cubic_x[4]; double buf_cubic_y[4]; double buf_cubic_z[4]; buf_cubic_x[0] = noise[y0 * size * size + x0 * size + z0]; buf_cubic_x[1] = noise[y0 * size * size + x1 * size + z0]; buf_cubic_x[2] = noise[y0 * size * size + x2 * size + z0]; buf_cubic_x[3] = noise[y0 * size * size + x3 * size + z0]; buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y1 * size * size + x0 * size + z0]; buf_cubic_x[1] = noise[y1 * size * size + x1 * size + z0]; buf_cubic_x[2] = noise[y1 * size * size + x2 * size + z0]; buf_cubic_x[3] = noise[y1 * size * size + x3 * size + z0]; buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y2 * size * size + x0 * size + z0]; buf_cubic_x[1] = noise[y2 * size * size + x1 * size + z0]; buf_cubic_x[2] = noise[y2 * size * size + x2 * size + z0]; buf_cubic_x[3] = noise[y2 * size * size + x3 * size + z0]; buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y3 * size * size + x0 * size + z0]; buf_cubic_x[1] = noise[y3 * size * size + x1 * size + z0]; buf_cubic_x[2] = noise[y3 * size * size + x2 * size + z0]; buf_cubic_x[3] = noise[y3 * size * size + x3 * size + z0]; buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_z[0] = _cubicInterpolate(buf_cubic_y, yinternal); buf_cubic_x[0] = noise[y0 * size * size + x0 * size + z1]; buf_cubic_x[1] = noise[y0 * size * size + x1 * size + z1]; buf_cubic_x[2] = noise[y0 * size * size + x2 * size + z1]; buf_cubic_x[3] = noise[y0 * size * size + x3 * size + z1]; buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y1 * size * size + x0 * size + z1]; buf_cubic_x[1] = noise[y1 * size * size + x1 * size + z1]; buf_cubic_x[2] = noise[y1 * size * size + x2 * size + z1]; buf_cubic_x[3] = noise[y1 * size * size + x3 * size + z1]; buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y2 * size * size + x0 * size + z1]; buf_cubic_x[1] = noise[y2 * size * size + x1 * size + z1]; buf_cubic_x[2] = noise[y2 * size * size + x2 * size + z1]; buf_cubic_x[3] = noise[y2 * size * size + x3 * size + z1]; buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y3 * size * size + x0 * size + z1]; buf_cubic_x[1] = noise[y3 * size * size + x1 * size + z1]; buf_cubic_x[2] = noise[y3 * size * size + x2 * size + z1]; buf_cubic_x[3] = noise[y3 * size * size + x3 * size + z1]; buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_z[1] = _cubicInterpolate(buf_cubic_y, yinternal); buf_cubic_x[0] = noise[y0 * size * size + x0 * size + z2]; buf_cubic_x[1] = noise[y0 * size * size + x1 * size + z2]; buf_cubic_x[2] = noise[y0 * size * size + x2 * size + z2]; buf_cubic_x[3] = noise[y0 * size * size + x3 * size + z2]; buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y1 * size * size + x0 * size + z2]; buf_cubic_x[1] = noise[y1 * size * size + x1 * size + z2]; buf_cubic_x[2] = noise[y1 * size * size + x2 * size + z2]; buf_cubic_x[3] = noise[y1 * size * size + x3 * size + z2]; buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y2 * size * size + x0 * size + z2]; buf_cubic_x[1] = noise[y2 * size * size + x1 * size + z2]; buf_cubic_x[2] = noise[y2 * size * size + x2 * size + z2]; buf_cubic_x[3] = noise[y2 * size * size + x3 * size + z2]; buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y3 * size * size + x0 * size + z2]; buf_cubic_x[1] = noise[y3 * size * size + x1 * size + z2]; buf_cubic_x[2] = noise[y3 * size * size + x2 * size + z2]; buf_cubic_x[3] = noise[y3 * size * size + x3 * size + z2]; buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_z[2] = _cubicInterpolate(buf_cubic_y, yinternal); buf_cubic_x[0] = noise[y0 * size * size + x0 * size + z3]; buf_cubic_x[1] = noise[y0 * size * size + x1 * size + z3]; buf_cubic_x[2] = noise[y0 * size * size + x2 * size + z3]; buf_cubic_x[3] = noise[y0 * size * size + x3 * size + z3]; buf_cubic_y[0] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y1 * size * size + x0 * size + z3]; buf_cubic_x[1] = noise[y1 * size * size + x1 * size + z3]; buf_cubic_x[2] = noise[y1 * size * size + x2 * size + z3]; buf_cubic_x[3] = noise[y1 * size * size + x3 * size + z3]; buf_cubic_y[1] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y2 * size * size + x0 * size + z3]; buf_cubic_x[1] = noise[y2 * size * size + x1 * size + z3]; buf_cubic_x[2] = noise[y2 * size * size + x2 * size + z3]; buf_cubic_x[3] = noise[y2 * size * size + x3 * size + z3]; buf_cubic_y[2] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_x[0] = noise[y3 * size * size + x0 * size + z3]; buf_cubic_x[1] = noise[y3 * size * size + x1 * size + z3]; buf_cubic_x[2] = noise[y3 * size * size + x2 * size + z3]; buf_cubic_x[3] = noise[y3 * size * size + x3 * size + z3]; buf_cubic_y[3] = _cubicInterpolate(buf_cubic_x, xinternal); buf_cubic_z[3] = _cubicInterpolate(buf_cubic_y, yinternal); return _cubicInterpolate(buf_cubic_z, zinternal); } static inline double _get3DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y, double z) { return _get3DRawNoiseValue(generator, x / level->scaling + level->xoffset * generator->size3, y / level->scaling + level->yoffset * generator->size3, z / level->scaling + level->zoffset * generator->size3) * level->height; } double noiseGet3DLevel(NoiseGenerator* generator, int level, double x, double y, double z) { if (level >= 0 && level < generator->level_count) { return _get3DLevelValue(generator, generator->levels + level, x, y, z); } else { return 0.0; } } double noiseGet3DTotal(NoiseGenerator* generator, double x, double y, double z) { int level; double result; result = 0.0; for (level = 0; level < generator->level_count; level++) { result += _get3DLevelValue(generator, generator->levels + level, x, y, z); } return result + generator->height_offset; } double noiseGet3DDetail(NoiseGenerator* generator, double x, double y, double z, double detail) { int level; double result, height, factor; result = 0.0; for (level = 0; level < generator->level_count; level++) { height = generator->levels[level].height; factor = 1.0; if (height < detail * 0.25) { break; } else if (height < detail * 0.5) { factor = (detail * 0.5 - height) / 0.25; } result += _get3DLevelValue(generator, generator->levels + level, x, y, z) * factor; } return result + generator->height_offset; }