SparrowEngine/src/tools/noise.cpp
2016-06-14 18:58:49 +02:00

198 lines
5.1 KiB
C++

#include "noise.h"
#include <iostream>
#include <glm/ext.hpp>
Noise::Noise()
{
}
Noise::~Noise()
{
}
void Noise::initPerlinNoise(int seed)
{
int i,j,k;
srand(seed);
//INFO: permutation array
for (i = 0 ; i < ARBITRARY_VALUE ; i++) permut[i] = i;
for (i = ARBITRARY_VALUE ; i > 0 ; i -= 2)
{
k = permut[i];
permut[i] = permut[j = std::rand() % ARBITRARY_VALUE];
permut[j] = k;
};
}
float Noise::PerlinNoise2D(float x, float z)
{
int x0,x1,z0,z1;
x0 = fastfloor(x);
x1 = x0 + 1;
z0 = fastfloor(z);
z1 = z0 + 1;
float dx,dz;
dx = x - x0;
dz = z - z0;
glm::vec2 grad[4];
int idx[4];
idx[0] = process2DIndex(x0,z0);
idx[1] = process2DIndex(x1,z0);
idx[2] = process2DIndex(x0,z1);
idx[3] = process2DIndex(x1,z1);
for(int i=0; i < 4; i++)
grad[i] = gradient2[idx[i]];
glm::vec2 vect[4];
vect[0] = glm::vec2(dx+1, dz+1);
vect[1] = glm::vec2(dx-1, dz+1);
vect[2] = glm::vec2(dx+1, dz-1);
vect[3] = glm::vec2(dx-1, dz-1);
float val[4];
for(int i=0; i < 4; i++)
val[i] = glm::dot(grad[i], vect[i]);
float sx, sz;
sx = (3.f * dx * dx) - (2.f * dx * dx * dx);
sz = (3.f * dz * dz) - (2.f * dz * dz * dz);
// interpolation on axis x
float u[2];
for (int i = 0;i <2; i++)
u[i]= lerp(val[i*2],val[(i*2)+1], sx);
// interpolation on axis z
return lerp(u[0],u[1],sz);
}
float Noise::PerlinNoise3D(float x, float y, float z)
{
int x0, x1, y0, y1, z0, z1;
x0 = fastfloor(x);
x1 = x0 + 1;
y0 = fastfloor(y);
y1 = y0 + 1;
z0 = fastfloor(z);
z1 = z0 + 1;
float dx,dy,dz;
dx = x - x0;
dy = y - y0;
dz = z - z0;
glm::vec3 grad[8];
grad[0] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z0)];
grad[1] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z0)];
grad[2] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z0)];
grad[3] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z0)];
grad[4] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z1)];
grad[5] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y0)%ARBITRARY_VALUE] + z1)];
grad[6] = gradient3[(permut[(permut[x0%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z1)];
grad[7] = gradient3[(permut[(permut[x1%ARBITRARY_VALUE] + y1)%ARBITRARY_VALUE] + z1)];
glm::vec3 vect[8];
vect[0] = glm::vec3(dx, dy, dz);
vect[1] = glm::vec3(dx-1, dy, dz);
vect[2] = glm::vec3(dx, dy-1, dz);
vect[3] = glm::vec3(dx-1, dy-1, dz);
vect[4] = glm::vec3(dx, dy, dz-1);
vect[5] = glm::vec3(dx-1, dy, dz-1);
vect[6] = glm::vec3(dx, dy-1, dz-1);
vect[7] = glm::vec3(dx-1, dy-1, dz-1);
float val[8];
for(int i=0; i < 8; i++)
val[i] = glm::dot(grad[i], vect[i]);
// process weight for interpolation
float sx, sy, sz;
sx = (3.f * dx * dx) - (2.f * dx * dx * dx);
sy = (3.f * dy * dy) - (2.f * dy * dy * dy);
sz = (3.f * dz * dz) - (2.f * dz * dz * dz);
// interpolation on axis x
float u[4];
for (int i = 0;i <4; i++){
u[i]= lerp(val[i*2],val[(i*2)+1], sx);
}
// interpolation on axis y
float v[2];
for (int i = 0;i <2; i++)
v[i]= lerp(u[i*2],u[(i*2)+1],sy);
// interpolation on axis z
return lerp(v[0],v[1],sz);
}
//shitty function
float Noise::OctavePerlinNoise(float nb_octave, float persistence, float x, float y, float z)
{
float total = 0;
float frequency = 1;
float amplitude = 100;
float maxAmplitude = 0;
for(int i=0; i < nb_octave; i++){
total += PerlinNoise3D(x/frequency, y/frequency, z/frequency)*amplitude;
frequency *= 2;
maxAmplitude += amplitude;
amplitude *= persistence;
}
return total/maxAmplitude;
}
// NOT IMPLEMENTED
float Noise::SimplexNoise(float x, float y, float z){
// int x0, x1, y0, y1, z0, z1;
return 1.f;
}
int Noise::process2DIndex(int x, int z)
{
int u = x%ARBITRARY_VALUE;
u = u < 0 ? u + ARBITRARY_VALUE : u;
int v = (permut[u] + z) % ARBITRARY_VALUE;
v = v < 0 ? v + ARBITRARY_VALUE : v;
return permut[v];
}
int Noise::fastfloor(float v)
{
int res = (int) v;
return res > v ? res -1 : res;
}
//linear interpolation
float Noise::lerp(float a, float b, float w){
return (1-w)*a + w*b;
}
glm::vec2 Noise::gradient2[] = {
glm::vec2(1,0), glm::vec2(-1,0), glm::vec2(0,1), glm::vec2(0,-1),
glm::vec2(1,1), glm::vec2(-1,1), glm::vec2(1,-1), glm::vec2(-1,-1),
glm::vec2(0,1), glm::vec2(0,-1), glm::vec2(1,0), glm::vec2(-1,0)
};
glm::vec3 Noise::gradient3[] = {
// irr::core::vector3df(1,1,0), irr::core::vector3df(-1,1,0), irr::core::vector3df(1,-1,0), irr::core::vector3df(-1,-1,0),
// irr::core::vector3df(1,0,1), irr::core::vector3df(-1,0,1), irr::core::vector3df(1,0,-1), irr::core::vector3df(-1,0,-1),
// irr::core::vector3df(0,1,1), irr::core::vector3df(0,-1,1), irr::core::vector3df(0,1,-1), irr::core::vector3df(0,-1,-1)
};
int Noise::permut[] = {0};