paysages3d/lib_paysages/noise.c

560 lines
14 KiB
C

#include "noise.h"
#include <stdlib.h>
#include <math.h>
#include <string.h>
#include "tools.h"
#include "noisesimplex.h"
#include "noisenaive.h"
#include "noiseperlin.h"
#include "opencl.h"
#define MAX_LEVEL_COUNT 30
struct NoiseLevel;
struct NoiseGenerator
{
NoiseFunction function;
double height_offset;
int level_count;
struct NoiseLevel levels[MAX_LEVEL_COUNT];
double _max_height;
double (*_func_noise_1d)(double x);
double (*_func_noise_2d)(double x, double y);
double (*_func_noise_3d)(double x, double y, double z);
};
void 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, 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);*/
}
void noiseQuit()
{
noiseNaiveQuit();
}
void noiseSave(PackStream* stream)
{
noiseNaiveSave(stream);
}
void noiseLoad(PackStream* stream)
{
noiseNaiveLoad(stream);
}
NoiseGenerator* noiseCreateGenerator()
{
NoiseGenerator* result;
/* initialize */
result = malloc(sizeof(NoiseGenerator));
result->function.algorithm = NOISE_FUNCTION_SIMPLEX;
result->function.ridge_factor = 0.0;
result->level_count = 0;
result->height_offset = 0.0;
noiseValidate(result);
return result;
}
void noiseDeleteGenerator(NoiseGenerator* generator)
{
free(generator);
}
void noiseSaveGenerator(PackStream* stream, NoiseGenerator* generator)
{
int x;
x = (int)generator->function.algorithm;
packWriteInt(stream, &x);
packWriteDouble(stream, &generator->function.ridge_factor);
packWriteDouble(stream, &generator->height_offset);
packWriteInt(stream, &generator->level_count);
for (x = 0; x < generator->level_count; x++)
{
NoiseLevel* level = generator->levels + x;
packWriteDouble(stream, &level->scaling);
packWriteDouble(stream, &level->height);
packWriteDouble(stream, &level->xoffset);
packWriteDouble(stream, &level->yoffset);
packWriteDouble(stream, &level->zoffset);
}
}
void noiseLoadGenerator(PackStream* stream, NoiseGenerator* generator)
{
int x;
packReadInt(stream, &x);
generator->function.algorithm = (NoiseFunctionAlgorithm)x;
packReadDouble(stream, &generator->function.ridge_factor);
packReadDouble(stream, &generator->height_offset);
packReadInt(stream, &generator->level_count);
for (x = 0; x < generator->level_count; x++)
{
NoiseLevel* level = generator->levels + x;
packReadDouble(stream, &level->scaling);
packReadDouble(stream, &level->height);
packReadDouble(stream, &level->xoffset);
packReadDouble(stream, &level->yoffset);
packReadDouble(stream, &level->zoffset);
}
noiseValidate(generator);
}
void noiseCopy(NoiseGenerator* source, NoiseGenerator* destination)
{
destination->function = source->function;
destination->height_offset = source->height_offset;
destination->level_count = source->level_count;
memcpy(destination->levels, source->levels, sizeof(NoiseLevel) * destination->level_count);
noiseValidate(destination);
}
void noiseValidate(NoiseGenerator* generator)
{
int x;
double max_height = generator->height_offset;
if (generator->function.algorithm < 0 || generator->function.algorithm > NOISE_FUNCTION_NAIVE)
{
generator->function.algorithm = NOISE_FUNCTION_SIMPLEX;
}
switch (generator->function.algorithm)
{
case NOISE_FUNCTION_SIMPLEX:
generator->_func_noise_1d = noiseSimplexGet1DValue;
generator->_func_noise_2d = noiseSimplexGet2DValue;
generator->_func_noise_3d = noiseSimplexGet3DValue;
break;
case NOISE_FUNCTION_PERLIN:
generator->_func_noise_1d = noisePerlinGet1DValue;
generator->_func_noise_2d = noisePerlinGet2DValue;
generator->_func_noise_3d = noisePerlinGet3DValue;
break;
case NOISE_FUNCTION_NAIVE:
generator->_func_noise_1d = noiseNaiveGet1DValue;
generator->_func_noise_2d = noiseNaiveGet2DValue;
generator->_func_noise_3d = noiseNaiveGet3DValue;
break;
}
if (generator->function.ridge_factor > 0.5)
{
generator->function.ridge_factor = 0.5;
}
if (generator->function.ridge_factor < -0.5)
{
generator->function.ridge_factor = -0.5;
}
for (x = 0; x < generator->level_count; x++)
{
max_height += generator->levels[x].height / 2.0;
}
generator->_max_height = max_height;
}
NoiseFunction noiseGetFunction(NoiseGenerator* generator)
{
return generator->function;
}
void noiseSetFunction(NoiseGenerator* generator, NoiseFunction* function)
{
generator->function = *function;
noiseValidate(generator);
}
void noiseSetFunctionParams(NoiseGenerator* generator, NoiseFunctionAlgorithm algorithm, double ridge_factor)
{
NoiseFunction function = {algorithm, ridge_factor};
noiseSetFunction(generator, &function);
}
void noiseForceValue(NoiseGenerator* generator, double value)
{
noiseClearLevels(generator);
generator->height_offset = value;
noiseAddLevelSimple(generator, 1.0, 0.0); /* FIXME Should not be needed */
}
double noiseGetMaxValue(NoiseGenerator* generator)
{
return generator->_max_height;
}
int noiseGetLevelCount(NoiseGenerator* generator)
{
return generator->level_count;
}
void noiseClearLevels(NoiseGenerator* generator)
{
generator->level_count = 0;
noiseValidate(generator);
}
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level)
{
if (generator->level_count < MAX_LEVEL_COUNT)
{
generator->levels[generator->level_count] = level;
generator->level_count++;
noiseValidate(generator);
}
}
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);
}
void noiseRemoveLevel(NoiseGenerator* generator, int level)
{
if (level >= 0 && level < generator->level_count)
{
if (generator->level_count > 1 && level < generator->level_count - 1)
{
memmove(generator->levels + level, generator->levels + level + 1, sizeof(NoiseLevel) * (generator->level_count - level - 1));
}
generator->level_count--;
noiseValidate(generator);
}
}
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;
noiseValidate(generator);
}
}
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;
noiseValidate(generator);
}
static inline double _applyRidge(double value, double ridge)
{
if (ridge > 0.0)
{
return fabs(value + 0.5 - ridge) / (1.0 - ridge) - 0.5;
}
else if (ridge < 0.0)
{
return -fabs(value - 0.5 - ridge) / (1.0 + ridge) + 0.5;
}
else
{
return value;
}
/*if (ridge > 0.0)
{
return fabs(value + 0.5 - ridge) - 0.5 + ridge;
}
else if (ridge < 0.0)
{
return -fabs(value - 0.5 - ridge) + 0.5 + ridge;
}
else
{
return value;
}*/
}
static inline double _get1DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x)
{
return _applyRidge(generator->_func_noise_1d(x / level->scaling + level->xoffset), generator->function.ridge_factor) * 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 _get2DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y)
{
return _applyRidge(generator->_func_noise_2d(x / level->scaling + level->xoffset, y / level->scaling + level->yoffset), generator->function.ridge_factor) * 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 _get3DLevelValue(NoiseGenerator* generator, NoiseLevel* level, double x, double y, double z)
{
return _applyRidge(generator->_func_noise_3d(x / level->scaling + level->xoffset, y / level->scaling + level->yoffset, z / level->scaling + level->zoffset), generator->function.ridge_factor) * 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;
}