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