From 136c3cd2770125c694aa424338ffbf732bffe479 Mon Sep 17 00:00:00 2001 From: megagrump Date: Mon, 22 Nov 2021 14:57:05 +0100 Subject: [PATCH] use double precision numbers in love.math.noise --- src/libraries/noise1234/noise1234.cpp | 164 +++++++++---------- src/libraries/noise1234/noise1234.h | 28 ++-- src/libraries/noise1234/simplexnoise1234.cpp | 70 ++++---- src/libraries/noise1234/simplexnoise1234.h | 13 +- src/modules/math/MathModule.h | 8 +- src/modules/math/wrap_Math.cpp | 12 +- src/modules/math/wrap_Math.lua | 8 +- 7 files changed, 146 insertions(+), 157 deletions(-) diff --git a/src/libraries/noise1234/noise1234.cpp b/src/libraries/noise1234/noise1234.cpp index bb84642d9..a62bb08c8 100644 --- a/src/libraries/noise1234/noise1234.cpp +++ b/src/libraries/noise1234/noise1234.cpp @@ -106,47 +106,47 @@ unsigned char Noise1234::perm[] = {151,160,137,91,90,15, * float SLnoise = (Noise1234::noise(x,y,z) + 1.0) * 0.5; */ -float Noise1234::grad( int hash, float x ) { +double Noise1234::grad( int hash, double x ) { int h = hash & 15; - float grad = 1.0 + (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; // and a random sign for the gradient return ( grad * x ); // Multiply the gradient with the distance } -float Noise1234::grad( int hash, float x, float 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). +double Noise1234::grad( int hash, double x, double y ) { + int h = hash & 7; // Convert low 3 bits of hash code + 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); } -float Noise1234::grad( int hash, float x, float y , float z ) { - int h = hash & 15; // Convert low 4 bits of hash code into 12 simple - float u = h<8 ? x : y; // gradient directions, and compute dot product. - float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15 +double Noise1234::grad( int hash, double x, double y , double z ) { + int h = hash & 15; // Convert low 4 bits of hash code into 12 simple + double u = h<8 ? x : y; // gradient directions, and compute dot product. + double v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15 return ((h&1)? -u : u) + ((h&2)? -v : v); } -float Noise1234::grad( int hash, float x, float y, float z, float t ) { - int h = hash & 31; // Convert low 5 bits of hash code into 32 simple - float u = h<24 ? x : y; // gradient directions, and compute dot product. - float v = h<16 ? y : z; - float w = h<8 ? z : t; +double Noise1234::grad( int hash, double x, double y, double z, double t ) { + int h = hash & 31; // Convert low 5 bits of hash code into 32 simple + double u = h<24 ? x : y; // gradient directions, and compute dot product. + double v = h<16 ? y : z; + double w = h<8 ? z : t; return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w); } //--------------------------------------------------------------------- /** 1D float Perlin noise, SL "noise()" */ -float Noise1234::noise( float x ) +float Noise1234::noise( double x ) { int ix0, ix1; - float fx0, fx1; - float s, n0, n1; + double fx0, fx1; + double s, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x - fx0 = x - ix0; // Fractional part of x - fx1 = fx0 - 1.0f; + fx0 = x - ix0; // Fractional part of x + fx1 = fx0 - 1.0; ix1 = ( ix0+1 ) & 0xff; ix0 = ix0 & 0xff; // Wrap to 0..255 @@ -160,17 +160,17 @@ float Noise1234::noise( float x ) //--------------------------------------------------------------------- /** 1D float Perlin periodic noise, SL "pnoise()" */ -float Noise1234::pnoise( float x, int px ) +float Noise1234::pnoise( double x, int px ) { int ix0, ix1; - float fx0, fx1; - float s, n0, n1; + double fx0, fx1; + double s, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x - fx0 = x - ix0; // Fractional part of x - fx1 = fx0 - 1.0f; + fx0 = x - ix0; // Fractional part of x + fx1 = fx0 - 1.0; ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 *and* wrap to 0..255 - ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256) + ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256) s = FADE( fx0 ); @@ -183,23 +183,23 @@ float Noise1234::pnoise( float x, int px ) //--------------------------------------------------------------------- /** 2D float Perlin noise. */ -float Noise1234::noise( float x, float y ) +float Noise1234::noise( double x, double y ) { int ix0, iy0, ix1, iy1; - float fx0, fy0, fx1, fy1; - float s, t, nx0, nx1, n0, n1; + double fx0, fy0, fx1, fy1; + double s, t, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y fx0 = x - ix0; // Fractional part of x fy0 = y - iy0; // Fractional part of y - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255 iy1 = (iy0 + 1) & 0xff; ix0 = ix0 & 0xff; iy0 = iy0 & 0xff; - + t = FADE( fy0 ); s = FADE( fx0 ); @@ -217,23 +217,23 @@ float Noise1234::noise( float x, float y ) //--------------------------------------------------------------------- /** 2D float Perlin periodic noise. */ -float Noise1234::pnoise( float x, float y, int px, int py ) +float Noise1234::pnoise( double x, double y, int px, int py ) { int ix0, iy0, ix1, iy1; - float fx0, fy0, fx1, fy1; - float s, t, nx0, nx1, n0, n1; + double fx0, fy0, fx1, fy1; + double s, t, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y fx0 = x - ix0; // Fractional part of x fy0 = y - iy0; // Fractional part of y - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; 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 ix0 = ( ix0 % px ) & 0xff; iy0 = ( iy0 % py ) & 0xff; - + t = FADE( fy0 ); s = FADE( fx0 ); @@ -252,12 +252,12 @@ float Noise1234::pnoise( float x, float y, int px, int py ) //--------------------------------------------------------------------- /** 3D float Perlin noise. */ -float Noise1234::noise( float x, float y, float z ) +float Noise1234::noise( double x, double y, double z ) { int ix0, iy0, ix1, iy1, iz0, iz1; - float fx0, fy0, fz0, fx1, fy1, fz1; - float s, t, r; - float nxy0, nxy1, nx0, nx1, n0, n1; + double fx0, fy0, fz0, fx1, fy1, fz1; + double s, t, r; + double nxy0, nxy1, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y @@ -265,16 +265,16 @@ float Noise1234::noise( float x, float y, float z ) fx0 = x - ix0; // Fractional part of x fy0 = y - iy0; // Fractional part of y fz0 = z - iz0; // Fractional part of z - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; - fz1 = fz0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; + fz1 = fz0 - 1.0; ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255 iy1 = ( iy0 + 1 ) & 0xff; iz1 = ( iz0 + 1 ) & 0xff; ix0 = ix0 & 0xff; iy0 = iy0 & 0xff; iz0 = iz0 & 0xff; - + r = FADE( fz0 ); t = FADE( fy0 ); s = FADE( fx0 ); @@ -298,19 +298,19 @@ float Noise1234::noise( float x, float y, float z ) nx1 = LERP( r, nxy0, nxy1 ); n1 = LERP( t, nx0, nx1 ); - + return 0.936f * ( LERP( s, n0, n1 ) ); } //--------------------------------------------------------------------- /** 3D float Perlin periodic noise. */ -float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz ) +float Noise1234::pnoise( double x, double y, double z, int px, int py, int pz ) { int ix0, iy0, ix1, iy1, iz0, iz1; - float fx0, fy0, fz0, fx1, fy1, fz1; - float s, t, r; - float nxy0, nxy1, nx0, nx1, n0, n1; + double fx0, fy0, fz0, fx1, fy1, fz1; + double s, t, r; + double nxy0, nxy1, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y @@ -318,16 +318,16 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz ) fx0 = x - ix0; // Fractional part of x fy0 = y - iy0; // Fractional part of y fz0 = z - iz0; // Fractional part of z - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; - fz1 = fz0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; + fz1 = fz0 - 1.0; 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 ix0 = ( ix0 % px ) & 0xff; iy0 = ( iy0 % py ) & 0xff; iz0 = ( iz0 % pz ) & 0xff; - + r = FADE( fz0 ); t = FADE( fy0 ); s = FADE( fx0 ); @@ -351,7 +351,7 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz ) nx1 = LERP( r, nxy0, nxy1 ); n1 = LERP( t, nx0, nx1 ); - + return 0.936f * ( LERP( s, n0, n1 ) ); } @@ -360,12 +360,12 @@ float Noise1234::pnoise( float x, float y, float z, int px, int py, int pz ) /** 4D float Perlin noise. */ -float Noise1234::noise( float x, float y, float z, float w ) +float Noise1234::noise( double x, double y, double z, double w ) { int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1; - float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1; - float s, t, r, q; - float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1; + double fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1; + double s, t, r, q; + double nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y @@ -375,10 +375,10 @@ float Noise1234::noise( float x, float y, float z, float w ) fy0 = y - iy0; // Fractional part of y fz0 = z - iz0; // Fractional part of z fw0 = w - iw0; // Fractional part of w - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; - fz1 = fz0 - 1.0f; - fw1 = fw0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; + fz1 = fz0 - 1.0; + fw1 = fw0 - 1.0; ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255 iy1 = ( iy0 + 1 ) & 0xff; iz1 = ( iz0 + 1 ) & 0xff; @@ -396,17 +396,17 @@ float Noise1234::noise( 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 ); @@ -418,7 +418,7 @@ float Noise1234::noise( 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 ); @@ -428,7 +428,7 @@ float Noise1234::noise( 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 ); @@ -444,13 +444,13 @@ float Noise1234::noise( float x, float y, float z, float w ) /** 4D float Perlin periodic noise. */ -float Noise1234::pnoise( float x, float y, float z, float w, +float Noise1234::pnoise( double x, double y, double z, double w, int px, int py, int pz, int pw ) { int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1; - float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1; - float s, t, r, q; - float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1; + double fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1; + double s, t, r, q; + double nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1; ix0 = FASTFLOOR( x ); // Integer part of x iy0 = FASTFLOOR( y ); // Integer part of y @@ -460,10 +460,10 @@ float Noise1234::pnoise( float x, float y, float z, float w, fy0 = y - iy0; // Fractional part of y fz0 = z - iz0; // Fractional part of z fw0 = w - iw0; // Fractional part of w - fx1 = fx0 - 1.0f; - fy1 = fy0 - 1.0f; - fz1 = fz0 - 1.0f; - fw1 = fw0 - 1.0f; + fx1 = fx0 - 1.0; + fy1 = fy0 - 1.0; + fz1 = fz0 - 1.0; + fw1 = fw0 - 1.0; 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 ); diff --git a/src/libraries/noise1234/noise1234.h b/src/libraries/noise1234/noise1234.h index 928572a55..dbc867e13 100644 --- a/src/libraries/noise1234/noise1234.h +++ b/src/libraries/noise1234/noise1234.h @@ -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 ); }; diff --git a/src/libraries/noise1234/simplexnoise1234.cpp b/src/libraries/noise1234/simplexnoise1234.cpp index 2765f38e1..b2caec4ad 100644 --- a/src/libraries/noise1234/simplexnoise1234.cpp +++ b/src/libraries/noise1234/simplexnoise1234.cpp @@ -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); diff --git a/src/libraries/noise1234/simplexnoise1234.h b/src/libraries/noise1234/simplexnoise1234.h index 6aceb6b61..137edf5dc 100644 --- a/src/libraries/noise1234/simplexnoise1234.h +++ b/src/libraries/noise1234/simplexnoise1234.h @@ -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 ); }; diff --git a/src/modules/math/MathModule.h b/src/modules/math/MathModule.h index 9fb1795cf..bce3de5a9 100644 --- a/src/modules/math/MathModule.h +++ b/src/modules/math/MathModule.h @@ -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; } diff --git a/src/modules/math/wrap_Math.cpp b/src/modules/math/wrap_Math.cpp index b7be334d6..cb9933513 100644 --- a/src/modules/math/wrap_Math.cpp +++ b/src/modules/math/wrap_Math.cpp @@ -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); diff --git a/src/modules/math/wrap_Math.lua b/src/modules/math/wrap_Math.lua index 8aedbb924..7ad612ce9 100644 --- a/src/modules/math/wrap_Math.lua +++ b/src/modules/math/wrap_Math.lua @@ -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);