diff options
Diffstat (limited to 'mp/src/mathlib/sparse_convolution_noise.cpp')
| -rw-r--r-- | mp/src/mathlib/sparse_convolution_noise.cpp | 218 |
1 files changed, 218 insertions, 0 deletions
diff --git a/mp/src/mathlib/sparse_convolution_noise.cpp b/mp/src/mathlib/sparse_convolution_noise.cpp new file mode 100644 index 00000000..447c5292 --- /dev/null +++ b/mp/src/mathlib/sparse_convolution_noise.cpp @@ -0,0 +1,218 @@ +//========= Copyright Valve Corporation, All rights reserved. ============//
+//
+// Purpose: noise() primitives.
+//
+//=====================================================================================//
+
+#include <math.h>
+#include "basetypes.h"
+#include <memory.h>
+#include "tier0/dbg.h"
+#include "mathlib/mathlib.h"
+#include "mathlib/vector.h"
+#include "mathlib/noise.h"
+
+// memdbgon must be the last include file in a .cpp file!!!
+#include "tier0/memdbgon.h"
+
+// generate high quality noise based upon "sparse convolution". HIgher quality than perlin noise,
+// and no direcitonal artifacts.
+
+#include "noisedata.h"
+
+#define N_IMPULSES_PER_CELL 5
+#define NORMALIZING_FACTOR 1.0
+
+//(0.5/N_IMPULSES_PER_CELL)
+
+static inline int LatticeCoord(float x)
+{
+ return ((int) floor(x)) & 0xff;
+}
+
+static inline int Hash4D(int ix, int iy, int iz, int idx)
+{
+ int ret=perm_a[ix];
+ ret=perm_b[(ret+iy) & 0xff];
+ ret=perm_c[(ret+iz) & 0xff];
+ ret=perm_d[(ret+idx) & 0xff];
+ return ret;
+}
+
+#define SQ(x) ((x)*(x))
+
+static float CellNoise( int ix, int iy, int iz, float xfrac, float yfrac, float zfrac,
+ float (*pNoiseShapeFunction)(float) )
+{
+ float ret=0;
+ for(int idx=0;idx<N_IMPULSES_PER_CELL;idx++)
+ {
+ int coord_idx=Hash4D( ix, iy, iz, idx );
+ float dsq=SQ(impulse_xcoords[coord_idx]-xfrac)+
+ SQ(impulse_ycoords[coord_idx]-yfrac)+
+ SQ(impulse_zcoords[coord_idx]-zfrac);
+ dsq = sqrt( dsq );
+ if (dsq < 1.0 )
+ {
+ ret += (*pNoiseShapeFunction)( 1-dsq );
+ }
+ }
+ return ret;
+}
+
+
+float SparseConvolutionNoise( Vector const &pnt )
+{
+ return SparseConvolutionNoise( pnt, QuinticInterpolatingPolynomial );
+}
+
+float FractalNoise( Vector const &pnt, int n_octaves)
+{
+ float scale=1.0;
+ float iscale=1.0;
+ float ret=0;
+ float sumscale=0;
+ for(int o=0;o<n_octaves;o++)
+ {
+ Vector p1=pnt;
+ p1 *= scale;
+ ret+=iscale * SparseConvolutionNoise( p1 );
+ sumscale += iscale;
+ scale *= 2.0;
+ iscale *= 0.5;
+ }
+ return ret * ( 1.0/sumscale );
+}
+
+float Turbulence( Vector const &pnt, int n_octaves)
+{
+ float scale=1.0;
+ float iscale=1.0;
+ float ret=0;
+ float sumscale=0;
+ for(int o=0;o<n_octaves;o++)
+ {
+ Vector p1=pnt;
+ p1 *= scale;
+ ret+=iscale * fabs ( 2.0*( SparseConvolutionNoise( p1 )-.5 ) );
+ sumscale += iscale;
+ scale *= 2.0;
+ iscale *= 0.5;
+ }
+ return ret * ( 1.0/sumscale );
+}
+
+#ifdef MEASURE_RANGE
+float fmin1=10000000.0;
+float fmax1=-1000000.0;
+#endif
+
+float SparseConvolutionNoise(Vector const &pnt, float (*pNoiseShapeFunction)(float) )
+{
+ // computer integer lattice point
+ int ix=LatticeCoord(pnt.x);
+ int iy=LatticeCoord(pnt.y);
+ int iz=LatticeCoord(pnt.z);
+
+ // compute offsets within unit cube
+ float xfrac=pnt.x-floor(pnt.x);
+ float yfrac=pnt.y-floor(pnt.y);
+ float zfrac=pnt.z-floor(pnt.z);
+
+ float sum_out=0.;
+
+ for(int ox=-1; ox<=1; ox++)
+ for(int oy=-1; oy<=1; oy++)
+ for(int oz=-1; oz<=1; oz++)
+ {
+ sum_out += CellNoise( ix+ox, iy+oy, iz+oz,
+ xfrac-ox, yfrac-oy, zfrac-oz,
+ pNoiseShapeFunction );
+ }
+#ifdef MEASURE_RANGE
+ fmin1=min(sum_out,fmin1);
+ fmax1=max(sum_out,fmax1);
+#endif
+ return RemapValClamped( sum_out, .544487, 9.219176, 0.0, 1.0 );
+}
+
+
+// Improved Perlin Noise
+// The following code is the c-ification of Ken Perlin's new noise algorithm
+// "JAVA REFERENCE IMPLEMENTATION OF IMPROVED NOISE - COPYRIGHT 2002 KEN PERLIN"
+// as available here: http://mrl.nyu.edu/~perlin/noise/
+
+float NoiseGradient(int hash, float x, float y, float z)
+{
+ int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
+ float u = h<8 ? x : y; // INTO 12 GRADIENT DIRECTIONS.
+ float v = h<4 ? y : (h==12||h==14 ? x : z);
+ return ((h&1) == 0 ? u : -u) + ((h&2) == 0 ? v : -v);
+}
+
+int NoiseHashIndex( int i )
+{
+ static int s_permutation[] =
+ {
+ 151,160,137,91,90,15,
+ 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
+ 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
+ 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
+ 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
+ 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
+ 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
+ 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
+ 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
+ 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
+ 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
+ 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
+ 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
+ };
+
+ return s_permutation[ i & 0xff ];
+}
+
+float ImprovedPerlinNoise( Vector const &pnt )
+{
+ float fx = floor(pnt.x);
+ float fy = floor(pnt.y);
+ float fz = floor(pnt.z);
+
+ int X = (int)fx & 255; // FIND UNIT CUBE THAT
+ int Y = (int)fy & 255; // CONTAINS POINT.
+ int Z = (int)fz & 255;
+
+ float x = pnt.x - fx; // FIND RELATIVE X,Y,Z
+ float y = pnt.y - fy; // OF POINT IN CUBE.
+ float z = pnt.z - fz;
+
+ float u = QuinticInterpolatingPolynomial(x); // COMPUTE FADE CURVES
+ float v = QuinticInterpolatingPolynomial(y); // FOR EACH OF X,Y,Z.
+ float w = QuinticInterpolatingPolynomial(z);
+
+ int A = NoiseHashIndex( X ) + Y; // HASH COORDINATES OF
+ int AA = NoiseHashIndex( A ) + Z; // THE 8 CUBE CORNERS,
+ int AB = NoiseHashIndex( A + 1 ) + Z;
+ int B = NoiseHashIndex( X + 1 ) + Y;
+ int BA = NoiseHashIndex( B ) + Z;
+ int BB = NoiseHashIndex( B + 1 ) + Z;
+
+ float g0 = NoiseGradient(NoiseHashIndex(AA ), x , y , z );
+ float g1 = NoiseGradient(NoiseHashIndex(BA ), x-1, y , z );
+ float g2 = NoiseGradient(NoiseHashIndex(AB ), x , y-1, z );
+ float g3 = NoiseGradient(NoiseHashIndex(BB ), x-1, y-1, z );
+ float g4 = NoiseGradient(NoiseHashIndex(AA+1), x , y , z-1 );
+ float g5 = NoiseGradient(NoiseHashIndex(BA+1), x-1, y , z-1 );
+ float g6 = NoiseGradient(NoiseHashIndex(AB+1), x , y-1, z-1 );
+ float g7 = NoiseGradient(NoiseHashIndex(BB+1), x-1, y-1, z-1 );
+
+ // AND ADD BLENDED RESULTS FROM 8 CORNERS OF CUBE
+ float g01 = Lerp( u, g0, g1 );
+ float g23 = Lerp( u, g2, g3 );
+ float g45 = Lerp( u, g4, g5 );
+ float g67 = Lerp( u, g6, g7 );
+ float g0123 = Lerp( v, g01, g23 );
+ float g4567 = Lerp( v, g45, g67 );
+
+ return Lerp( w, g0123,g4567 );
+}
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