tge/engine/editor/terraformerNoise.cc
2017-04-17 06:17:10 -06:00

324 lines
8.3 KiB
C++
Executable File

//-----------------------------------------------------------------------------
// Torque Game Engine
// Copyright (C) GarageGames.com, Inc.
//-----------------------------------------------------------------------------
#include "editor/terraformerNoise.h"
#include "editor/terraformer.h"
//--------------------------------------
Noise2D::Noise2D()
{
mSeed = 0;
}
Noise2D::~Noise2D()
{
}
//--------------------------------------
void Noise2D::normalize(F32 v[2])
{
F32 s;
s = mSqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
//--------------------------------------
void Noise2D::setSeed(U32 seed)
{
if (mSeed == seed)
return;
mSeed = seed;
mRandom.setSeed(mSeed);
S32 i, j, k;
for (i = 0 ; i < SIZE ; i++) {
mPermutation[i] = i;
for (j = 0 ; j < 2 ; j++)
mGradient[i][j] = mRandom.randF( -1.0f, 1.0f );
normalize(mGradient[i]);
}
while (--i) {
k = mPermutation[i];
j = mRandom.randI(0, SIZE-1);
mPermutation[i] = mPermutation[j];
mPermutation[j] = k;
}
// extend the size of the arrays x2 to get rid of a bunch of MODs
// we'd have to do later in the code
for (i = 0 ; i < SIZE + 2 ; i++) {
mPermutation[SIZE + i] = mPermutation[i];
for (j = 0 ; j < 2 ; j++)
mGradient[SIZE + i][j] = mGradient[i][j];
}
}
//--------------------------------------
U32 Noise2D::getSeed()
{
return mSeed;
}
inline F32 Noise2D::lerp(F32 t, F32 a, F32 b)
{
return a + t * (b - a);
}
inline F32 Noise2D::curve(F32 t)
{
return t * t * (3.0f - 2.0f * t);
}
inline F32 clamp(F32 f, F32 m)
{
while (f > m)
f -= m;
while (f < 0.0f)
f += m;
return f;
}
//--------------------------------------
void Noise2D::fBm(Heightfield *dst, U32 size, U32 interval, F32 h, F32 octaves)
{
interval = getMin(U32(128), getMax(U32(1), interval));
F32 H = getMin(1.0f, getMax(0.0f, h));
octaves = getMin(5.0f, getMax(1.0f, octaves));
F32 lacunarity = 2.0f;
F32 exponent_array[32];
// precompute and store spectral weights
// seize required memory for exponent_array
F32 frequency = 1.0;
for (U32 i=0; i<=octaves; i++)
{
// compute weight for each frequency
exponent_array[i] = mPow( frequency, -H );
frequency *= lacunarity;
}
// initialize dst
for (S32 k=0; k < (size*size); k++)
dst->val(k) = 0.0f;
F32 scale = 1.0f / (F32)size * interval;
for (S32 o=0; o<octaves; o++)
{
F32 exp = exponent_array[o];
for (S32 y=0; y<size; y++)
{
F32 fy = (F32)y * scale;
for (S32 x=0; x<size; x++)
{
F32 fx = (F32)x * scale;
F32 noise = getValue(fx, fy, interval);
dst->val(x, y) += noise * exp;
}
}
scale *= lacunarity;
interval = (U32)(interval * lacunarity);
}
}
//--------------------------------------
void Noise2D::rigidMultiFractal(Heightfield *dst, Heightfield *sig, U32 size, U32 interval, F32 h, F32 octaves)
{
interval = getMin(U32(128), getMax(U32(1), interval));
F32 H = getMin(1.0f, getMax(0.0f, h));
octaves = getMin(5.0f, getMax(1.0f, octaves));
F32 lacunarity = 2.0f;
F32 offset = 1.0f;
F32 gain = 2.0f;
F32 exponent_array[32];
// precompute and store spectral weights
// seize required memory for exponent_array
F32 frequency = 1.0;
for (U32 i=0; i<=octaves; i++)
{
// compute weight for each frequency
exponent_array[i] = mPow( frequency, -H );
frequency *= lacunarity;
}
F32 scale = 1.0f / (F32)size * interval;
//--------------------------------------
// compute first octave
for (S32 y=0; y<size; y++)
{
F32 fy = (F32)y * scale;
for (S32 x=0; x<size; x++)
{
F32 fx = (F32)x * scale;
F32 signal = mFabs(getValue(fx,fy,interval)); // get absolute value of signal (this creates the ridges)
//signal = mSqrt(signal);
signal = offset - signal; // invert and translate (note that "offset" should be ~= 1.0)
signal *= signal + 0.1; // square the signal, to increase "sharpness" of ridges
// assign initial values
dst->val(x, y) = signal;
sig->val(x, y) = signal;
}
}
//--------------------------------------
// compute remaining octaves
for (S32 o=1; o<octaves; o++)
{
// increase the frequency
scale *= lacunarity;
interval = (U32)(interval * lacunarity);
F32 exp = exponent_array[o];
for (S32 y=0; y<size; y++)
{
F32 fy = (F32)y * scale;
for (S32 x=0; x<size; x++)
{
F32 fx = (F32)x * scale;
U32 index = dst->offset(x,y);
F32 result = dst->val(index);
F32 signal = sig->val(index);
// weight successive contributions by previous signal
F32 weight = mClampF(signal * gain, 0.0f, 1.0f);
signal = mFabs(getValue( fx, fy, interval ));
signal = offset - signal;
signal *= signal + 0.2;
// weight the contribution
signal *= weight;
result += signal * exp;
dst->val(index) = result;
sig->val(index) = signal;
}
}
}
for (S32 k=0; k < (size*size); k++)
dst->val(k) = (dst->val(k)-1.0f)/2.0f;
}
//--------------------------------------
F32 Noise2D::turbulence(F32 x, F32 y, F32 freq)
{
F32 t, x2, y2;
for ( t = 0.0f ; freq >= 3.0f ; freq /= 2.0f)
{
x2 = freq * x;
y2 = freq * y;
t += mFabs(getValue(x2, y2, (S32)freq)) / freq;
}
return t;
}
//--------------------------------------
inline void Noise2D::setup(F32 t, S32 &b0, S32 &b1, F32 &r0, F32 &r1)
{
// find the bounding integers of u
b0 = S32(t) & SIZE_MASK;
b1 = (b0+1) & SIZE_MASK;
// seperate the fractional components
r0 = t - (S32)t;
r1 = r0 - 1.0f;
}
inline F32 Noise2D::dot(const F32 *q, F32 rx, F32 ry)
{
return (rx * q[0] + ry * q[1] );
}
//--------------------------------------
F32 Noise2D::getValue(F32 x, F32 y, S32 interval)
{
S32 bx0, bx1, by0, by1;
F32 rx0, rx1, ry0, ry1;
// Imagine having a square of the type
// p0---p1 Where p0 = (bx0, by0) +----> U
// |(u,v)| p1 = (bx1, by0) |
// | | p2 = (bx0, by1) | Coordinate System
// p2---p3 p3 = (bx1, by1) V
// The u, v point in 2D texture space is bounded by this rectangle.
// Goal, determine the scalar at the points p0, p1, p2, p3.
// Then the scalar of the point (u, v) will be found by linear interpolation.
// First step: Get the 2D coordinates of the points p0, p1, p2, p3.
// We also need vectors pointing from each point in the square above and
// ending at the (u,v) coordinate located inside the square.
// The vector (rx0, ry0) goes from P0 to the (u,v) coordinate.
// The vector (rx1, ry0) goes from P1 to the (u,v) coordinate.
// The vector (rx0, ry1) goes from P2 to the (u,v) coordinate.
// The vector (rx1, ry1) goes from P3 to the (u,v) coordinate.
setup(x, bx0, bx1, rx0, rx1);
setup(y, by0, by1, ry0, ry1);
// Make sure the box corners fall within the interval
// so that the final output will wrap on itself
bx0 = bx0 % interval;
bx1 = bx1 % interval;
by0 = by0 % interval;
by1 = by1 % interval;
S32 i = mPermutation[ bx0 ];
S32 j = mPermutation[ bx1 ];
S32 b00 = mPermutation[ i + by0 ];
S32 b10 = mPermutation[ j + by0 ];
S32 b01 = mPermutation[ i + by1 ];
S32 b11 = mPermutation[ j + by1 ];
// Next, calculate the dropoff component about the point p0.
F32 sx = curve(rx0);
F32 sy = curve(ry0);
// Now, for each point in the square shown above, calculate the dot
// product of the gradiant vector and the vector going from each square
// corner point to the (u,v) point inside the square.
F32 u = dot(mGradient[ b00 ], rx0,ry0);
F32 v = dot(mGradient[ b10 ], rx1,ry0);
// Interpolation along the X axis.
F32 a = lerp(sx, u, v);
u = dot(mGradient[ b01 ], rx0,ry1);
v = dot(mGradient[ b11 ], rx1,ry1);
// Interpolation along the Y axis.
F32 b = lerp(sx, u, v);
// Final Interpolation
return lerp(sy, a, b);
}