paysages3d/src/basics/NoiseGenerator.cpp

597 lines
14 KiB
C++

#include "NoiseGenerator.h"
#include "NoiseFunctionNaive.h"
#include "NoiseFunctionPerlin.h"
#include "NoiseFunctionSimplex.h"
#include "PackStream.h"
#include "RandomGenerator.h"
#include <cmath>
#define MAX_LEVEL_COUNT 30
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::NoiseGenerator()
{
function.algorithm = NOISE_FUNCTION_SIMPLEX;
function.ridge_factor = 0.0;
function.curve_factor = 0.0;
level_count = 0;
height_offset = 0.0;
randomizeOffsets();
validate();
}
NoiseGenerator::~NoiseGenerator()
{
}
void NoiseGenerator::save(PackStream* stream)
{
int x;
x = (int)function.algorithm;
stream->write(&x);
stream->write(&function.ridge_factor);
stream->write(&function.curve_factor);
stream->write(&height_offset);
stream->write(&level_count);
for (x = 0; x < level_count; x++)
{
NoiseLevel* level = levels + x;
stream->write(&level->wavelength);
stream->write(&level->amplitude);
stream->write(&level->minvalue);
stream->write(&level->xoffset);
stream->write(&level->yoffset);
stream->write(&level->zoffset);
}
}
void NoiseGenerator::load(PackStream* stream)
{
int x;
stream->read(&x);
function.algorithm = (NoiseFunctionAlgorithm)x;
stream->read(&function.ridge_factor);
stream->read(&function.curve_factor);
stream->read(&height_offset);
stream->read(&level_count);
for (x = 0; x < level_count; x++)
{
NoiseLevel* level = levels + x;
stream->read(&level->wavelength);
stream->read(&level->amplitude);
stream->read(&level->minvalue);
stream->read(&level->xoffset);
stream->read(&level->yoffset);
stream->read(&level->zoffset);
}
validate();
}
void NoiseGenerator::copy(NoiseGenerator* destination)
{
destination->function = function;
destination->height_offset = height_offset;
destination->level_count = level_count;
memcpy(destination->levels, levels, sizeof(NoiseLevel) * destination->level_count);
validate();
}
void NoiseGenerator::validate()
{
int x;
if (function.algorithm < 0 || function.algorithm > NOISE_FUNCTION_NAIVE)
{
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;
break;
}
if (function.ridge_factor > 0.5)
{
function.ridge_factor = 0.5;
}
if (function.ridge_factor < -0.5)
{
function.ridge_factor = -0.5;
}
if (function.curve_factor > 1.0)
{
function.curve_factor = 1.0;
}
if (function.curve_factor < -1.0)
{
function.curve_factor = -1.0;
}
_min_value = height_offset;
_max_value = height_offset;
for (x = 0; x < level_count; x++)
{
_min_value += levels[x].minvalue;
_max_value += levels[x].minvalue + levels[x].amplitude;
}
}
void NoiseGenerator::randomizeOffsets()
{
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();
}
}
NoiseFunction NoiseGenerator::getFunction()
{
return function;
}
void NoiseGenerator::setFunction(NoiseFunction* function)
{
this->function = *function;
validate();
}
void NoiseGenerator::setCustomFunction(double (*func1d)(double x), double (*func2d)(double x, double y), double (*func3d)(double x, double y, double z))
{
this->_func_noise_1d = func1d;
this->_func_noise_2d = func2d;
this->_func_noise_3d = func3d;
}
void NoiseGenerator::setFunctionParams(NoiseFunctionAlgorithm algorithm, double ridge_factor, double curve_factor)
{
NoiseFunction function = {algorithm, ridge_factor, curve_factor};
setFunction(&function);
}
void NoiseGenerator::forceValue(double value)
{
clearLevels();
height_offset = value;
addLevelSimple(1.0, 0.0, 0.0); /* FIXME Should not be needed */
}
void NoiseGenerator::getRange(double* minvalue, double* maxvalue)
{
*minvalue = _min_value;
*maxvalue = _max_value;
}
int NoiseGenerator::getLevelCount()
{
return level_count;
}
void NoiseGenerator::clearLevels()
{
level_count = 0;
validate();
}
void NoiseGenerator::addLevel(NoiseLevel level, int protect_offsets)
{
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();
}
}
void NoiseGenerator::addLevelSimple(double scaling, double minvalue, double maxvalue)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
addLevel(level, 1);
}
void NoiseGenerator::addLevels(int level_count, NoiseLevel start_level, double scaling_factor, double amplitude_factor, double center_factor)
{
int i;
for (i = 0; i < level_count; i++)
{
addLevel(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 NoiseGenerator::addLevelsSimple(int level_count, double scaling, double minvalue, double maxvalue, double center_factor)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
addLevels(level_count, level, 0.5, 0.5, center_factor);
}
void NoiseGenerator::removeLevel(int level)
{
if (level >= 0 && level < level_count)
{
if (level_count > 1 && level < level_count - 1)
{
memmove(levels + level, levels + level + 1, sizeof(NoiseLevel) * (level_count - level - 1));
}
level_count--;
validate();
}
}
int NoiseGenerator::getLevel(int level, NoiseLevel* params)
{
if (level >= 0 && level < level_count)
{
*params = levels[level];
return 1;
}
else
{
return 0;
}
}
void NoiseGenerator::setLevel(int index, NoiseLevel level, int protect_offsets)
{
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();
}
}
void NoiseGenerator::setLevelSimple(int index, double scaling, double minvalue, double maxvalue)
{
NoiseLevel level;
level.wavelength = scaling;
level.minvalue = minvalue;
level.amplitude = maxvalue - minvalue;
setLevel(index, level, 1);
}
void NoiseGenerator::normalizeAmplitude(double minvalue, double maxvalue, int adjust_scaling)
{
int level;
double current_minvalue, current_maxvalue, current_amplitude;
double target_amplitude, factor;
if (level_count == 0)
{
return;
}
target_amplitude = maxvalue - minvalue;
getRange(&current_minvalue, &current_maxvalue);
current_amplitude = current_maxvalue - current_minvalue;
factor = target_amplitude / current_amplitude;
for (level = 0; level < level_count; level++)
{
levels[level].minvalue *= factor;
levels[level].amplitude *= factor;
if (adjust_scaling)
{
levels[level].wavelength *= factor;
}
}
height_offset = minvalue + (height_offset - current_minvalue) * factor;
validate();
}
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;
}*/
}
inline double NoiseGenerator::_get1DLevelValue(NoiseLevel* level, double x)
{
return level->minvalue + _fixValue(_func_noise_1d(x / level->wavelength + level->xoffset), 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);
}
else
{
return 0.0;
}
}
double NoiseGenerator::get1DTotal(double x)
{
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++)
{
result += _get1DLevelValue(levels + level, x);
}
return result + height_offset;
}
double NoiseGenerator::get1DDetail(double x, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++)
{
height = 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(levels + level, x) * factor;
}
return result + height_offset;
}
inline double NoiseGenerator::_get2DLevelValue(NoiseLevel* level, 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;
}
double NoiseGenerator::get2DLevel(int level, double x, double y)
{
if (level >= 0 && level < level_count)
{
return _get2DLevelValue(levels + level, x, y);
}
else
{
return 0.0;
}
}
double NoiseGenerator::get2DTotal(double x, double y)
{
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++)
{
result += _get2DLevelValue(levels + level, x, y);
}
return result + height_offset;
}
double NoiseGenerator::get2DDetail(double x, double y, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++)
{
height = 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(levels + level, x, y) * factor;
}
return result + height_offset;
}
inline double NoiseGenerator::_get3DLevelValue(NoiseLevel* level, 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;
}
double NoiseGenerator::get3DLevel(int level, double x, double y, double z)
{
if (level >= 0 && level < level_count)
{
return _get3DLevelValue(levels + level, x, y, z);
}
else
{
return 0.0;
}
}
double NoiseGenerator::get3DTotal(double x, double y, double z)
{
int level;
double result;
result = 0.0;
for (level = 0; level < level_count; level++)
{
result += _get3DLevelValue(levels + level, x, y, z);
}
return result + height_offset;
}
double NoiseGenerator::get3DDetail(double x, double y, double z, double detail)
{
int level;
double result, height, factor;
result = 0.0;
for (level = 0; level < level_count; level++)
{
height = 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(levels + level, x, y, z) * factor;
}
return result + height_offset;
}