paysages3d/lib_paysages/noise.c

624 lines
17 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 NoiseGenerator
{
NoiseFunction function;
double height_offset;
int level_count;
NoiseLevel levels[MAX_LEVEL_COUNT];
double _min_value;
double _max_value;
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, 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);*/
}
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->function.curve_factor = 0.0;
result->level_count = 0;
result->height_offset = 0.0;
noiseRandomizeOffsets(result);
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->function.curve_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->wavelength);
packWriteDouble(stream, &level->amplitude);
packWriteDouble(stream, &level->minvalue);
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->function.curve_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->wavelength);
packReadDouble(stream, &level->amplitude);
packReadDouble(stream, &level->minvalue);
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;
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;
}
if (generator->function.curve_factor > 1.0)
{
generator->function.curve_factor = 1.0;
}
if (generator->function.curve_factor < -1.0)
{
generator->function.curve_factor = -1.0;
}
generator->_min_value = generator->height_offset;
generator->_max_value = generator->height_offset;
for (x = 0; x < generator->level_count; x++)
{
double min_value = generator->levels[x].minvalue;
double max_value = min_value + generator->levels[x].amplitude;
if (min_value < generator->_min_value)
{
generator->_min_value = min_value;
}
if (max_value > generator->_max_value)
{
generator->_max_value = max_value;
}
}
}
void noiseRandomizeOffsets(NoiseGenerator* generator)
{
int i;
for (i = 0; i < MAX_LEVEL_COUNT; i++)
{
result->levels[i].xoffset = toolsRandom();
result->levels[i].yoffset = toolsRandom();
result->levels[i].zoffset = toolsRandom();
}
}
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, double curve_factor)
{
NoiseFunction function = {algorithm, ridge_factor, curve_factor};
noiseSetFunction(generator, &function);
}
void noiseForceValue(NoiseGenerator* generator, double value)
{
noiseClearLevels(generator);
generator->height_offset = value;
noiseAddLevelSimple(generator, 1.0, 0.0, 0.0); /* FIXME Should not be needed */
}
void noiseGetRange(NoiseGenerator* generator, double* minvalue, double* maxvalue)
{
*minvalue = generator->_min_value;
*maxvalue = generator->_max_value;
}
int noiseGetLevelCount(NoiseGenerator* generator)
{
return generator->level_count;
}
void noiseClearLevels(NoiseGenerator* generator)
{
generator->level_count = 0;
noiseValidate(generator);
}
void noiseAddLevel(NoiseGenerator* generator, NoiseLevel level, int protect_offsets)
{
if (generator->level_count < MAX_LEVEL_COUNT)
{
NoiseLevel baselevel = generator->levels[generator->level_count];
if (protect_offsets)
{
level.xoffset = baselevel.xoffset;
level.yoffset = baselevel.yoffset;
level.zoffset = baselevel.zoffset;
}
generator->levels[generator->level_count] = level;
generator->level_count++;
noiseValidate(generator);
}
}
void noiseAddLevelSimple(NoiseGenerator* generator, double scaling, double minvalue, double maxvalue)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
noiseAddLevel(generator, level, 1);
}
void noiseAddLevels(NoiseGenerator* generator, int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor)
{
int i;
for (i = 0; i < level_count; i++)
{
noiseAddLevel(generator, start_level, 1);
start_level.minvalue += start_level.amplitude * (1.0 - amplitude_factor) * center_factor;
start_level.wavelength *= scaling_factor;
start_level.amplitude *= amplitude_factor;
}
}
void noiseAddLevelsSimple(NoiseGenerator* generator, int level_count, double scaling, double minvalue, double maxvalue)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
noiseAddLevels(generator, level_count, level, 0.5, 0.5, 0.5);
}
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 index, NoiseLevel level, int protect_offsets)
{
if (index >= 0 && index < generator->level_count)
{
NoiseLevel baselevel = generator->levels[index];
if (protect_offsets)
{
level.xoffset = baselevel.xoffset;
level.yoffset = baselevel.yoffset;
level.zoffset = baselevel.zoffset;
}
generator->levels[index] = level;
noiseValidate(generator);
}
}
void noiseSetLevelSimple(NoiseGenerator* generator, int index, double scaling, double minvalue, double maxvalue)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
noiseSetLevel(generator, index, level, 1);
}
void noiseNormalizeAmplitude(NoiseGenerator* generator, double minvalue, double maxvalue, int adjust_scaling)
{
int level;
double current_minvalue, current_maxvalue, current_amplitude;
double target_amplitude, factor;
if (generator->level_count == 0)
{
return;
}
target_amplitude = maxvalue - minvalue;
noiseGetRange(generator, &current_minvalue, &current_maxvalue);
current_amplitude = current_maxvalue - current_minvalue;
factor = target_amplitude / current_amplitude;
for (level = 0; level < generator->level_count; level++)
{
generator->levels[level].minvalue = minvalue + (generator->levels[level].minvalue - current_minvalue) * factor;
generator->levels[level].amplitude *= factor;
if (adjust_scaling)
{
generator->levels[level].wavelength *= factor;
}
}
/*generator->height_offset = minvalue + (generator->height_offset - current_minvalue) * factor;*/
noiseValidate(generator);
}
static inline double _fixValue(double value, double ridge, double curve)
{
if (value < 0.0)
{
value = 0.0;
}
else if (value > 1.0)
{
value = 1.0;
}
if (curve > 0.0)
{
value = value * (1.0 - curve) + sqrt(value) * curve;
}
else if (curve < 0.0)
{
value = value * (1.0 - curve) + value * value * curve;
}
if (ridge > 0.0)
{
return fabs(value - ridge) / (1.0 - ridge);
}
else if (ridge < 0.0)
{
return 1.0 - fabs(value - 1.0 - ridge) / (1.0 + ridge);
}
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 level->minvalue + _fixValue(generator->_func_noise_1d(x / level->wavelength + level->xoffset), generator->function.ridge_factor, generator->function.curve_factor) * level->amplitude;
}
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].amplitude;
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 level->minvalue + _fixValue(generator->_func_noise_2d(x / level->wavelength + level->xoffset, y / level->wavelength + level->yoffset), generator->function.ridge_factor, generator->function.curve_factor) * level->amplitude;
}
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].amplitude;
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 level->minvalue + _fixValue(generator->_func_noise_3d(x / level->wavelength + level->xoffset, y / level->wavelength + level->yoffset, z / level->wavelength + level->zoffset), generator->function.ridge_factor, generator->function.curve_factor) * level->amplitude;
}
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].amplitude;
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;
}