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use double precision numbers in love.math.noise
This commit is contained in:
@@ -106,47 +106,47 @@ unsigned char Noise1234::perm[] = {151,160,137,91,90,15,
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* float SLnoise = (Noise1234::noise(x,y,z) + 1.0) * 0.5;
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*/
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float Noise1234::grad( int hash, float x ) {
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double Noise1234::grad( int hash, double x ) {
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int h = hash & 15;
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float grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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double grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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if (h&8) grad = -grad; // and a random sign for the gradient
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return ( grad * x ); // Multiply the gradient with the distance
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}
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float Noise1234::grad( int hash, float x, float y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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float u = h<4 ? x : y; // into 8 simple gradient directions,
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float v = h<4 ? y : x; // and compute the dot product with (x,y).
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double Noise1234::grad( int hash, double x, double y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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double u = h<4 ? x : y; // into 8 simple gradient directions,
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double v = h<4 ? y : x; // and compute the dot product with (x,y).
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return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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}
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float Noise1234::grad( int hash, float x, float y , float z ) {
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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float u = h<8 ? x : y; // gradient directions, and compute dot product.
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float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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double Noise1234::grad( int hash, double x, double y , double z ) {
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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double u = h<8 ? x : y; // gradient directions, and compute dot product.
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double v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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return ((h&1)? -u : u) + ((h&2)? -v : v);
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}
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float Noise1234::grad( int hash, float x, float y, float z, float t ) {
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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float u = h<24 ? x : y; // gradient directions, and compute dot product.
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float v = h<16 ? y : z;
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float w = h<8 ? z : t;
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double Noise1234::grad( int hash, double x, double y, double z, double t ) {
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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double u = h<24 ? x : y; // gradient directions, and compute dot product.
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double v = h<16 ? y : z;
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double w = h<8 ? z : t;
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return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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}
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//---------------------------------------------------------------------
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/** 1D float Perlin noise, SL "noise()"
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*/
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float Noise1234::noise( float x )
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float Noise1234::noise( double x )
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{
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int ix0, ix1;
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float fx0, fx1;
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float s, n0, n1;
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double fx0, fx1;
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double s, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0f;
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0;
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ix1 = ( ix0+1 ) & 0xff;
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ix0 = ix0 & 0xff; // Wrap to 0..255
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@@ -160,17 +160,17 @@ float Noise1234::noise( float x )
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//---------------------------------------------------------------------
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/** 1D float Perlin periodic noise, SL "pnoise()"
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*/
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float Noise1234::pnoise( float x, int px )
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float Noise1234::pnoise( double x, int px )
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{
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int ix0, ix1;
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float fx0, fx1;
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float s, n0, n1;
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double fx0, fx1;
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double s, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0f;
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0;
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ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 *and* wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256)
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ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256)
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s = FADE( fx0 );
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@@ -183,23 +183,23 @@ float Noise1234::pnoise( float x, int px )
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//---------------------------------------------------------------------
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/** 2D float Perlin noise.
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*/
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float Noise1234::noise( float x, float y )
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float Noise1234::noise( double x, double y )
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{
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int ix0, iy0, ix1, iy1;
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float fx0, fy0, fx1, fy1;
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float s, t, nx0, nx1, n0, n1;
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double fx0, fy0, fx1, fy1;
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double s, t, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255
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iy1 = (iy0 + 1) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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t = FADE( fy0 );
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s = FADE( fx0 );
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@@ -217,23 +217,23 @@ float Noise1234::noise( float x, float y )
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//---------------------------------------------------------------------
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/** 2D float Perlin periodic noise.
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*/
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float Noise1234::pnoise( float x, float y, int px, int py )
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float Noise1234::pnoise( double x, double y, int px, int py )
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{
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int ix0, iy0, ix1, iy1;
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float fx0, fy0, fx1, fy1;
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float s, t, nx0, nx1, n0, n1;
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double fx0, fy0, fx1, fy1;
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double s, t, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
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iy1 = (( iy0 + 1 ) % py) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff;
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iy0 = ( iy0 % py ) & 0xff;
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t = FADE( fy0 );
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s = FADE( fx0 );
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@@ -252,12 +252,12 @@ float Noise1234::pnoise( float x, float y, int px, int py )
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//---------------------------------------------------------------------
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/** 3D float Perlin noise.
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*/
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float Noise1234::noise( float x, float y, float z )
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float Noise1234::noise( double x, double y, double z )
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{
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int ix0, iy0, ix1, iy1, iz0, iz1;
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float fx0, fy0, fz0, fx1, fy1, fz1;
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float s, t, r;
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float nxy0, nxy1, nx0, nx1, n0, n1;
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double fx0, fy0, fz0, fx1, fy1, fz1;
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double s, t, r;
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double nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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@@ -265,16 +265,16 @@ float Noise1234::noise( float x, float y, float z )
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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fz1 = fz0 - 1.0;
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ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
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iy1 = ( iy0 + 1 ) & 0xff;
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iz1 = ( iz0 + 1 ) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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iz0 = iz0 & 0xff;
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r = FADE( fz0 );
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t = FADE( fy0 );
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s = FADE( fx0 );
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@@ -298,19 +298,19 @@ float Noise1234::noise( float x, float y, float z )
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nx1 = LERP( r, nxy0, nxy1 );
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n1 = LERP( t, nx0, nx1 );
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return 0.936f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 3D float Perlin periodic noise.
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*/
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float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz )
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float Noise1234::pnoise( double x, double y, double z, int px, int py, int pz )
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{
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int ix0, iy0, ix1, iy1, iz0, iz1;
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float fx0, fy0, fz0, fx1, fy1, fz1;
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float s, t, r;
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float nxy0, nxy1, nx0, nx1, n0, n1;
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double fx0, fy0, fz0, fx1, fy1, fz1;
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double s, t, r;
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double nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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@@ -318,16 +318,16 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz )
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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fz1 = fz0 - 1.0;
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ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
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iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
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iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff;
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iy0 = ( iy0 % py ) & 0xff;
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iz0 = ( iz0 % pz ) & 0xff;
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r = FADE( fz0 );
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t = FADE( fy0 );
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s = FADE( fx0 );
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@@ -351,7 +351,7 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz )
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nx1 = LERP( r, nxy0, nxy1 );
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n1 = LERP( t, nx0, nx1 );
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return 0.936f * ( LERP( s, n0, n1 ) );
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}
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@@ -360,12 +360,12 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz )
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/** 4D float Perlin noise.
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*/
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float Noise1234::noise( float x, float y, float z, float w )
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float Noise1234::noise( double x, double y, double z, double w )
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{
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int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
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float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
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float s, t, r, q;
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float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
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double fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
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double s, t, r, q;
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double nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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@@ -375,10 +375,10 @@ float Noise1234::noise( float x, float y, float z, float w )
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fw0 = w - iw0; // Fractional part of w
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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fw1 = fw0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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fz1 = fz0 - 1.0;
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fw1 = fw0 - 1.0;
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ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
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iy1 = ( iy0 + 1 ) & 0xff;
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iz1 = ( iz0 + 1 ) & 0xff;
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@@ -396,17 +396,17 @@ float Noise1234::noise( float x, float y, float z, float w )
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nxyz0 = grad(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
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nxyz1 = grad(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
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nxy0 = LERP( q, nxyz0, nxyz1 );
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nxyz0 = grad(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
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nxyz1 = grad(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
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nxy1 = LERP( q, nxyz0, nxyz1 );
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nx0 = LERP ( r, nxy0, nxy1 );
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nxyz0 = grad(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
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nxyz1 = grad(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
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nxy0 = LERP( q, nxyz0, nxyz1 );
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nxyz0 = grad(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
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nxyz1 = grad(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
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nxy1 = LERP( q, nxyz0, nxyz1 );
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@@ -418,7 +418,7 @@ float Noise1234::noise( float x, float y, float z, float w )
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nxyz0 = grad(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
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nxyz1 = grad(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
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nxy0 = LERP( q, nxyz0, nxyz1 );
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nxyz0 = grad(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
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nxyz1 = grad(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
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nxy1 = LERP( q, nxyz0, nxyz1 );
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@@ -428,7 +428,7 @@ float Noise1234::noise( float x, float y, float z, float w )
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nxyz0 = grad(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
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nxyz1 = grad(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
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nxy0 = LERP( q, nxyz0, nxyz1 );
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nxyz0 = grad(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
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nxyz1 = grad(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
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nxy1 = LERP( q, nxyz0, nxyz1 );
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@@ -444,13 +444,13 @@ float Noise1234::noise( float x, float y, float z, float w )
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/** 4D float Perlin periodic noise.
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*/
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float Noise1234::pnoise( float x, float y, float z, float w,
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float Noise1234::pnoise( double x, double y, double z, double w,
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int px, int py, int pz, int pw )
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{
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int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
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float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
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float s, t, r, q;
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float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
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double fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
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double s, t, r, q;
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double nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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@@ -460,10 +460,10 @@ float Noise1234::pnoise( float x, float y, float z, float w,
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fw0 = w - iw0; // Fractional part of w
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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fw1 = fw0 - 1.0f;
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fx1 = fx0 - 1.0;
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fy1 = fy0 - 1.0;
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fz1 = fz0 - 1.0;
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fw1 = fw0 - 1.0;
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ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
|
||||
iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
|
||||
iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
|
||||
@@ -481,17 +481,17 @@ float Noise1234::pnoise( float x, float y, float z, float w,
|
||||
nxyz0 = grad(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
|
||||
nxyz1 = grad(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
|
||||
nxyz0 = grad(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
|
||||
nxyz1 = grad(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
|
||||
nx0 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
nxyz0 = grad(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
|
||||
nxyz1 = grad(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
|
||||
nxyz0 = grad(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
|
||||
nxyz1 = grad(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
@@ -503,7 +503,7 @@ float Noise1234::pnoise( float x, float y, float z, float w,
|
||||
nxyz0 = grad(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
|
||||
nxyz1 = grad(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
|
||||
nxyz0 = grad(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
|
||||
nxyz1 = grad(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
@@ -513,7 +513,7 @@ float Noise1234::pnoise( float x, float y, float z, float w,
|
||||
nxyz0 = grad(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
|
||||
nxyz1 = grad(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
|
||||
nxyz0 = grad(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
|
||||
nxyz1 = grad(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
@@ -20,10 +20,6 @@
|
||||
* This is a clean, fast, modern and free Perlin noise class in C++.
|
||||
* Being a stand-alone class with no external dependencies, it is
|
||||
* highly reusable without source code modifications.
|
||||
*
|
||||
* Note:
|
||||
* Replacing the "float" type with "double" can actually make this run faster
|
||||
* on some platforms. A templatized version of Noise1234 could be useful.
|
||||
*/
|
||||
|
||||
class Noise1234 {
|
||||
@@ -34,24 +30,24 @@ class Noise1234 {
|
||||
|
||||
/** 1D, 2D, 3D and 4D float Perlin noise, SL "noise()"
|
||||
*/
|
||||
static float noise( float x );
|
||||
static float noise( float x, float y );
|
||||
static float noise( float x, float y, float z );
|
||||
static float noise( float x, float y, float z, float w );
|
||||
static float noise( double x );
|
||||
static float noise( double x, double y );
|
||||
static float noise( double x, double y, double z );
|
||||
static float noise( double x, double y, double z, double w );
|
||||
|
||||
/** 1D, 2D, 3D and 4D float Perlin periodic noise, SL "pnoise()"
|
||||
*/
|
||||
static float pnoise( float x, int px );
|
||||
static float pnoise( float x, float y, int px, int py );
|
||||
static float pnoise( float x, float y, float z, int px, int py, int pz );
|
||||
static float pnoise( float x, float y, float z, float w,
|
||||
static float pnoise( double x, int px );
|
||||
static float pnoise( double x, double y, int px, int py );
|
||||
static float pnoise( double x, double y, double z, int px, int py, int pz );
|
||||
static float pnoise( double x, double y, double z, double w,
|
||||
int px, int py, int pz, int pw );
|
||||
|
||||
private:
|
||||
static unsigned char perm[];
|
||||
static float grad( int hash, float x );
|
||||
static float grad( int hash, float x, float y );
|
||||
static float grad( int hash, float x, float y , float z );
|
||||
static float grad( int hash, float x, float y, float z, float t );
|
||||
static double grad( int hash, double x );
|
||||
static double grad( int hash, double x, double y );
|
||||
static double grad( int hash, double x, double y , double z );
|
||||
static double grad( int hash, double x, double y, double z, double t );
|
||||
|
||||
};
|
||||
|
||||
@@ -85,7 +85,7 @@ unsigned char SimplexNoise1234::perm[512] = {151,160,137,91,90,15,
|
||||
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
|
||||
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
|
||||
};
|
||||
|
||||
//---------------------------------------------------------------------
|
||||
@@ -103,37 +103,35 @@ unsigned char SimplexNoise1234::perm[512] = {151,160,137,91,90,15,
|
||||
* float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5;
|
||||
*/
|
||||
|
||||
float SimplexNoise1234::grad( int hash, float x ) {
|
||||
double SimplexNoise1234::grad( int hash, double x ) {
|
||||
int h = hash & 15;
|
||||
float grad = 1.0f + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
|
||||
double grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
|
||||
if (h&8) grad = -grad; // Set a random sign for the gradient
|
||||
return ( grad * x ); // Multiply the gradient with the distance
|
||||
}
|
||||
|
||||
float SimplexNoise1234::grad( int hash, float x, float y ) {
|
||||
double SimplexNoise1234::grad( int hash, double x, double y ) {
|
||||
int h = hash & 7; // Convert low 3 bits of hash code
|
||||
float u = h<4 ? x : y; // into 8 simple gradient directions,
|
||||
float v = h<4 ? y : x; // and compute the dot product with (x,y).
|
||||
return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);
|
||||
double u = h<4 ? x : y; // into 8 simple gradient directions,
|
||||
double v = h<4 ? y : x; // and compute the dot product with (x,y).
|
||||
return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
|
||||
}
|
||||
|
||||
// 1D simplex noise
|
||||
float SimplexNoise1234::noise(float x) {
|
||||
float SimplexNoise1234::noise(double x) {
|
||||
|
||||
int i0 = FASTFLOOR(x);
|
||||
int i1 = i0 + 1;
|
||||
float x0 = x - i0;
|
||||
float x1 = x0 - 1.0f;
|
||||
double x0 = x - i0;
|
||||
double x1 = x0 - 1.0;
|
||||
|
||||
float n0, n1;
|
||||
double n0, n1;
|
||||
|
||||
float t0 = 1.0f - x0*x0;
|
||||
// if(t0 < 0.0f) t0 = 0.0f;
|
||||
double t0 = 1.0 - x0*x0;
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad(perm[i0 & 0xff], x0);
|
||||
|
||||
float t1 = 1.0f - x1*x1;
|
||||
// if(t1 < 0.0f) t1 = 0.0f;
|
||||
double t1 = 1.0 - x1*x1;
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * grad(perm[i1 & 0xff], x1);
|
||||
// The maximum value of this noise is 8*(3/4)^4 = 2.53125
|
||||
@@ -143,25 +141,25 @@ float SimplexNoise1234::noise(float x) {
|
||||
}
|
||||
|
||||
// 2D simplex noise
|
||||
float SimplexNoise1234::noise(float x, float y) {
|
||||
float SimplexNoise1234::noise(double x, double y) {
|
||||
|
||||
#define F2 0.366025403 // F2 = 0.5*(sqrt(3.0)-1.0)
|
||||
#define G2 0.211324865 // G2 = (3.0-Math.sqrt(3.0))/6.0
|
||||
|
||||
float n0, n1, n2; // Noise contributions from the three corners
|
||||
double n0, n1, n2; // Noise contributions from the three corners
|
||||
|
||||
// Skew the input space to determine which simplex cell we're in
|
||||
float s = (x+y)*F2; // Hairy factor for 2D
|
||||
float xs = x + s;
|
||||
float ys = y + s;
|
||||
double s = (x+y)*F2; // Hairy factor for 2D
|
||||
double xs = x + s;
|
||||
double ys = y + s;
|
||||
int i = FASTFLOOR(xs);
|
||||
int j = FASTFLOOR(ys);
|
||||
|
||||
float t = (float)(i+j)*G2;
|
||||
float X0 = i-t; // Unskew the cell origin back to (x,y) space
|
||||
float Y0 = j-t;
|
||||
float x0 = x-X0; // The x,y distances from the cell origin
|
||||
float y0 = y-Y0;
|
||||
double t = (i+j)*G2;
|
||||
double X0 = i-t; // Unskew the cell origin back to (x,y) space
|
||||
double Y0 = j-t;
|
||||
double x0 = x-X0; // The x,y distances from the cell origin
|
||||
double y0 = y-Y0;
|
||||
|
||||
// For the 2D case, the simplex shape is an equilateral triangle.
|
||||
// Determine which simplex we are in.
|
||||
@@ -173,32 +171,32 @@ float SimplexNoise1234::noise(float x, float y) {
|
||||
// a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where
|
||||
// c = (3-sqrt(3))/6
|
||||
|
||||
float x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||
float y1 = y0 - j1 + G2;
|
||||
float x2 = x0 - 1.0f + 2.0f * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||
float y2 = y0 - 1.0f + 2.0f * G2;
|
||||
double x1 = x0 - i1 + G2; // Offsets for middle corner in (x,y) unskewed coords
|
||||
double y1 = y0 - j1 + G2;
|
||||
double x2 = x0 - 1.0 + 2.0 * G2; // Offsets for last corner in (x,y) unskewed coords
|
||||
double y2 = y0 - 1.0 + 2.0 * G2;
|
||||
|
||||
// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
|
||||
int ii = i & 0xff;
|
||||
int jj = j & 0xff;
|
||||
|
||||
// Calculate the contribution from the three corners
|
||||
float t0 = 0.5f - x0*x0-y0*y0;
|
||||
if(t0 < 0.0f) n0 = 0.0f;
|
||||
double t0 = 0.5 - x0*x0-y0*y0;
|
||||
if(t0 < 0.0) n0 = 0.0;
|
||||
else {
|
||||
t0 *= t0;
|
||||
n0 = t0 * t0 * grad(perm[ii+perm[jj]], x0, y0);
|
||||
n0 = t0 * t0 * grad(perm[ii+perm[jj]], x0, y0);
|
||||
}
|
||||
|
||||
float t1 = 0.5f - x1*x1-y1*y1;
|
||||
if(t1 < 0.0f) n1 = 0.0f;
|
||||
double t1 = 0.5 - x1*x1-y1*y1;
|
||||
if(t1 < 0.0) n1 = 0.0;
|
||||
else {
|
||||
t1 *= t1;
|
||||
n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1]], x1, y1);
|
||||
}
|
||||
|
||||
float t2 = 0.5f - x2*x2-y2*y2;
|
||||
if(t2 < 0.0f) n2 = 0.0f;
|
||||
double t2 = 0.5 - x2*x2-y2*y2;
|
||||
if(t2 < 0.0) n2 = 0.0;
|
||||
else {
|
||||
t2 *= t2;
|
||||
n2 = t2 * t2 * grad(perm[ii+1+perm[jj+1]], x2, y2);
|
||||
|
||||
@@ -25,11 +25,6 @@
|
||||
* This is a clean, fast, modern and free Perlin Simplex noise class in C++.
|
||||
* Being a stand-alone class with no external dependencies, it is
|
||||
* highly reusable without source code modifications.
|
||||
*
|
||||
*
|
||||
* Note:
|
||||
* Replacing the "float" type with "double" can actually make this run faster
|
||||
* on some platforms. A templatized version of SimplexNoise1234 could be useful.
|
||||
*/
|
||||
|
||||
class SimplexNoise1234 {
|
||||
@@ -40,12 +35,12 @@ class SimplexNoise1234 {
|
||||
|
||||
/** 1D and 2D float Perlin noise
|
||||
*/
|
||||
static float noise( float x );
|
||||
static float noise( float x, float y );
|
||||
static float noise( double x );
|
||||
static float noise( double x, double y );
|
||||
|
||||
private:
|
||||
static unsigned char perm[];
|
||||
static float grad( int hash, float x );
|
||||
static float grad( int hash, float x, float y );
|
||||
static double grad( int hash, double x );
|
||||
static double grad( int hash, double x, double y );
|
||||
|
||||
};
|
||||
|
||||
@@ -132,12 +132,12 @@ private:
|
||||
}; // Math
|
||||
|
||||
|
||||
static inline float noise1(float x)
|
||||
static inline float noise1(double x)
|
||||
{
|
||||
return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
|
||||
}
|
||||
|
||||
static inline float noise2(float x, float y)
|
||||
static inline float noise2(double x, double y)
|
||||
{
|
||||
return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f;
|
||||
}
|
||||
@@ -145,12 +145,12 @@ static inline float noise2(float x, float y)
|
||||
// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid
|
||||
// patent issues.
|
||||
|
||||
static inline float noise3(float x, float y, float z)
|
||||
static inline float noise3(double x, double y, double z)
|
||||
{
|
||||
return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
|
||||
}
|
||||
|
||||
static inline float noise4(float x, float y, float z, float w)
|
||||
static inline float noise4(double x, double y, double z, double w)
|
||||
{
|
||||
return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
|
||||
}
|
||||
|
||||
@@ -319,10 +319,10 @@ int w_linearToGamma(lua_State *L)
|
||||
int w_noise(lua_State *L)
|
||||
{
|
||||
int nargs = std::min(std::max(lua_gettop(L), 1), 4);
|
||||
float args[4];
|
||||
double args[4];
|
||||
|
||||
for (int i = 0; i < nargs; i++)
|
||||
args[i] = (float) luaL_checknumber(L, i + 1);
|
||||
args[i] = luaL_checknumber(L, i + 1);
|
||||
|
||||
float val = 0.0f;
|
||||
|
||||
@@ -349,10 +349,10 @@ int w_noise(lua_State *L)
|
||||
// C functions in a struct, necessary for the FFI versions of math functions.
|
||||
struct FFI_Math
|
||||
{
|
||||
float (*noise1)(float x);
|
||||
float (*noise2)(float x, float y);
|
||||
float (*noise3)(float x, float y, float z);
|
||||
float (*noise4)(float x, float y, float z, float w);
|
||||
float (*noise1)(double x);
|
||||
float (*noise2)(double x, double y);
|
||||
float (*noise3)(double x, double y, double z);
|
||||
float (*noise4)(double x, double y, double z, double w);
|
||||
|
||||
float (*gammaToLinear)(float c);
|
||||
float (*linearToGamma)(float c);
|
||||
|
||||
@@ -93,10 +93,10 @@ if not status then return end
|
||||
pcall(ffi.cdef, [[
|
||||
typedef struct FFI_Math
|
||||
{
|
||||
float (*noise1)(float x);
|
||||
float (*noise2)(float x, float y);
|
||||
float (*noise3)(float x, float y, float z);
|
||||
float (*noise4)(float x, float y, float z, float w);
|
||||
float (*noise1)(double x);
|
||||
float (*noise2)(double x, double y);
|
||||
float (*noise3)(double x, double y, double z);
|
||||
float (*noise4)(double x, double y, double z, double w);
|
||||
|
||||
float (*gammaToLinear)(float c);
|
||||
float (*linearToGamma)(float c);
|
||||
|
||||
Reference in New Issue
Block a user