172 lines
3.9 KiB
C++
172 lines
3.9 KiB
C++
/**
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* @author Edouard DUPIN
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*
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* @copyright 2011, Edouard DUPIN, all right reserved
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*
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* @license BSD v3 (see license file)
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*/
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#include <etk/types.h>
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#include <etk/Debug.h>
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#include <etk/tool.h>
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#include <etk/Noise.h>
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// for the rand ...
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#include <time.h>
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#include <math.h>
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#include <unistd.h>
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#include <stdlib.h>
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etk::BaseNoise::BaseNoise(ivec2 size, float min, float max) :
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m_data(size.x()*size.y()),
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m_size(size)
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{
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m_data.ReSize(size.x()*size.y(), 0);
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for(int32_t iii=0; iii<m_size.x()*m_size.y(); iii++) {
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m_data[iii] = etk::tool::frand(min, max);
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}
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}
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etk::BaseNoise::~BaseNoise(void)
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{
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}
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float etk::BaseNoise::Get(int32_t x, int32_t y) const
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{
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// We increment of the size to prevent the <0 result due to the "%" methode ...
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x += m_size.x();
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y += m_size.y();
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x %= m_size.x();
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y %= m_size.y();
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return m_data[x + y*m_size.x()];
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}
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float etk::Noise::smoothNoise(float x, float y, const etk::BaseNoise& noise)
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{
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//get fractional part of x and y
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float fractX = x - (int32_t)x;
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float fractY = y - (int32_t)y;
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//wrap around
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int32_t x1 = (int32_t)x;
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int32_t y1 = (int32_t)y;
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//neighbor values
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int32_t x2 = x1 - 1;
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int32_t y2 = y1 - 1;
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//smooth the noise with bilinear interpolation
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float value = 0.0;
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value += fractX * fractY * noise.Get(x1,y1);
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value += fractX * (1 - fractY) * noise.Get(x1,y2);
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value += (1 - fractX) * fractY * noise.Get(x2,y1);
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value += (1 - fractX) * (1 - fractY) * noise.Get(x2,y2);
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return value;
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}
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float etk::Noise::turbulence(float x, float y, float size, const etk::BaseNoise& noise)
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{
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float value = 0.0f;
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float initialSize = size;
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while(1<=size) {
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value += smoothNoise(x / size, y / size, noise) * size;
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size /= 2.0;
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}
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return(0.5f * value / initialSize);
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// NOTE : with 128 here, we have wood ...
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}
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float etk::Noise::turbulenceNoSmooth(float x, float y, float size, const etk::BaseNoise& noise)
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{
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float value = 0.0f;
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float initialSize = size;
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while(1<=size) {
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value += noise.Get(x / size, y / size) * size;
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size /= 2.0;
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}
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return(0.5f * value / initialSize);
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// NOTE : with 128 here, we have wood ...
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}
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etk::Noise::Noise(noise_te type, ivec2 size, int32_t depth) :
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m_data(size.x()*size.y()),
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m_size(size),
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m_type(type)
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{
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m_data.ReSize(size.x()*size.y(), 0);
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switch(m_type) {
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default:
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case etk::Noise::NOISE_BASE:
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{
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etk::BaseNoise myNoise(ivec2(m_size.x()/depth,m_size.y()/depth),0.0f,1.0f);
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for(int32_t iii=0; iii<m_size.y(); iii++) {
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for(int32_t jjj=0; jjj<m_size.x(); jjj++) {
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m_data[iii+jjj*m_size.x()] = myNoise.Get(iii,jjj);
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}
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}
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}
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break;
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case etk::Noise::NOISE_SMOOTH:
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{
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etk::BaseNoise myNoise(ivec2(m_size.x()/depth,m_size.y()/depth),0.0f,1.0f);
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for(int32_t iii=0; iii<m_size.y(); iii++) {
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for(int32_t jjj=0; jjj<m_size.x(); jjj++) {
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m_data[iii+jjj*m_size.x()] = smoothNoise((float)iii/(float)depth,(float)jjj/(float)depth, myNoise);
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}
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}
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}
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break;
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case etk::Noise::NOISE_TURBULENCE:
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{
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etk::BaseNoise myNoise(ivec2(m_size.x()/depth,m_size.y()/depth),0.0f,1.0f);
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for(int32_t iii=0; iii<m_size.y(); iii++) {
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for(int32_t jjj=0; jjj<m_size.x(); jjj++) {
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m_data[iii+jjj*m_size.x()] = turbulence(iii,jjj,depth,myNoise);
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}
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}
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}
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break;
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case etk::Noise::NOISE_TURBULENCE_NO_SMOOTH:
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{
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etk::BaseNoise myNoise(ivec2(m_size.x()/depth,m_size.y()/depth),0.0f,1.0f);
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for(int32_t iii=0; iii<m_size.y(); iii++) {
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for(int32_t jjj=0; jjj<m_size.x(); jjj++) {
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m_data[iii+jjj*m_size.x()] = turbulenceNoSmooth(iii,jjj,depth,myNoise);
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}
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}
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}
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break;
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case etk::Noise::NOISE_CLOUD:
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break;
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case etk::Noise::NOISE_MARBLE:
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break;
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case etk::Noise::NOISE_WOOD:
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break;
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}
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}
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etk::Noise::~Noise(void)
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{
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}
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float etk::Noise::Get(int32_t x, int32_t y) const
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{
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// We increment of the size to prevent the <0 result due to the "%" methode ...
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x += m_size.x();
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y += m_size.y();
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x %= m_size.x();
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y %= m_size.y();
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return m_data[x + y*m_size.x()];
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}
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