minetest/src/noise.h
2013-04-07 00:50:21 -04:00

167 lines
4.4 KiB
C++

/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef NOISE_HEADER
#define NOISE_HEADER
#include "debug.h"
#include "irr_v3d.h"
class PseudoRandom
{
public:
PseudoRandom(): m_next(0)
{
}
PseudoRandom(int seed): m_next(seed)
{
}
void seed(int seed)
{
m_next = seed;
}
// Returns 0...32767
int next()
{
m_next = m_next * 1103515245 + 12345;
return((unsigned)(m_next/65536) % 32768);
}
int range(int min, int max)
{
if(max-min > 32768/10)
{
//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
assert(0);
}
if(min > max)
{
assert(0);
return max;
}
return (next()%(max-min+1))+min;
}
private:
int m_next;
};
struct NoiseParams {
float offset;
float scale;
v3f spread;
int seed;
int octaves;
float persist;
};
// Convenience macros for getting/setting NoiseParams in Settings
#define getNoiseParams(x) getStruct<NoiseParams>((x), "f,f,v3,s32,s32,f")
#define setNoiseParams(x, y) setStruct((x), "f,f,v3,s32,s32,f", (y))
class Noise {
public:
NoiseParams *np;
int seed;
int sx;
int sy;
int sz;
float *noisebuf;
float *buf;
float *result;
Noise(NoiseParams *np, int seed, int sx, int sy);
Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
~Noise();
virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz);
void setSize(int sx, int sy);
void setSize(int sx, int sy, int sz);
void setSpreadFactor(v3f spread);
void setOctaves(int octaves);
void resizeNoiseBuf(bool is3d);
void gradientMap2D(
float x, float y,
float step_x, float step_y,
int seed);
void gradientMap3D(
float x, float y, float z,
float step_x, float step_y, float step_z,
int seed);
float *perlinMap2D(float x, float y);
float *perlinMap2DModulated(float x, float y, float *persist_map);
float *perlinMap3D(float x, float y, float z);
void transformNoiseMap();
};
// Return value: -1 ... 1
float noise2d(int x, int y, int seed);
float noise3d(int x, int y, int z, int seed);
float noise2d_gradient(float x, float y, int seed);
float noise3d_gradient(float x, float y, float z, int seed);
float noise2d_perlin(float x, float y, int seed,
int octaves, float persistence);
float noise2d_perlin_abs(float x, float y, int seed,
int octaves, float persistence);
float noise3d_perlin(float x, float y, float z, int seed,
int octaves, float persistence);
float noise3d_perlin_abs(float x, float y, float z, int seed,
int octaves, float persistence);
inline float easeCurve(float t) {
return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}
#define NoisePerlin2D(np, x, y, s) \
((np)->offset + (np)->scale * noise2d_perlin( \
(float)(x) / (np)->spread.X, \
(float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DNoTxfm(np, x, y, s) \
(noise2d_perlin( \
(float)(x) / (np)->spread.X, \
(float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
((np)->offset + (np)->scale * noise2d_perlin( \
(float)(xoff) + (float)(x) / (np)->spread.X, \
(float)(yoff) + (float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
(noise2d_perlin( \
(float)(xoff) + (float)(x) / (np)->spread.X, \
(float)(yoff) + (float)(y) / (np)->spread.Y, \
(s) + (np)->seed, (np)->octaves, (np)->persist))
#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))
#endif