fixed 3d noise and made 2d noise faster

This commit is contained in:
Perttu Ahola 2011-02-27 00:59:56 +02:00
parent 48a772b3c6
commit d9d0efdeed

@ -92,6 +92,8 @@ double noise3d(int x, int y, int z, int seed)
return 1.0 - (double)n/1073741824; return 1.0 - (double)n/1073741824;
} }
#if 0
// This is too slow
double noise2d_gradient(double x, double y, int seed) double noise2d_gradient(double x, double y, int seed)
{ {
// Calculate the integer coordinates // Calculate the integer coordinates
@ -114,6 +116,26 @@ double noise2d_gradient(double x, double y, int seed)
// Interpolate between the values // Interpolate between the values
return biLinearInterpolation(s,u,v,w,xl,yl); return biLinearInterpolation(s,u,v,w,xl,yl);
} }
#endif
#if 1
double noise2d_gradient(double x, double y, int seed)
{
// Calculate the integer coordinates
int x0 = (x > 0.0 ? (int)x : (int)x - 1);
int y0 = (y > 0.0 ? (int)y : (int)y - 1);
// Calculate the remaining part of the coordinates
double xl = x - (double)x0;
double yl = y - (double)y0;
// Get values for corners of cube
double v00 = noise2d(x0, y0, seed);
double v10 = noise2d(x0+1, y0, seed);
double v01 = noise2d(x0, y0+1, seed);
double v11 = noise2d(x0+1, y0+1, seed);
// Interpolate
return biLinearInterpolation(v00,v10,v01,v11,xl,yl);
}
#endif
double noise3d_gradient(double x, double y, double z, int seed) double noise3d_gradient(double x, double y, double z, int seed)
{ {
@ -124,7 +146,7 @@ double noise3d_gradient(double x, double y, double z, int seed)
// Calculate the remaining part of the coordinates // Calculate the remaining part of the coordinates
double xl = x - (double)x0; double xl = x - (double)x0;
double yl = y - (double)y0; double yl = y - (double)y0;
double zl = y - (double)z0; double zl = z - (double)z0;
// Get values for corners of cube // Get values for corners of cube
double v000 = noise3d(x0, y0, z0, seed); double v000 = noise3d(x0, y0, z0, seed);
double v100 = noise3d(x0+1, y0, z0, seed); double v100 = noise3d(x0+1, y0, z0, seed);