diff --git a/CMakeLists.txt b/CMakeLists.txt index 6404e2d11..cdc068778 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -1108,6 +1108,8 @@ add_library(love_3p_lz4 ${LOVE_SRC_3P_LZ4}) # set(LOVE_SRC_3P_NOISE1234 + src/libraries/noise1234/noise1234.cpp + src/libraries/noise1234/noise1234.h src/libraries/noise1234/simplexnoise1234.cpp src/libraries/noise1234/simplexnoise1234.h ) diff --git a/platform/xcode/liblove.xcodeproj/project.pbxproj b/platform/xcode/liblove.xcodeproj/project.pbxproj index 9e7c9f934..e5ff862af 100644 --- a/platform/xcode/liblove.xcodeproj/project.pbxproj +++ b/platform/xcode/liblove.xcodeproj/project.pbxproj @@ -834,6 +834,9 @@ FA577ACA16C7514100860150 /* OpenGL.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = FA577A7C16C71A2600860150 /* OpenGL.framework */; }; FA577ACB16C7514400860150 /* physfs.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = FA577A7316C719F900860150 /* physfs.framework */; }; FA577ACD16C7514C00860150 /* Vorbis.framework in Frameworks */ = {isa = PBXBuildFile; fileRef = FA577A7716C71A0800860150 /* Vorbis.framework */; }; + FA57FB981AE1993600F2AD6D /* noise1234.cpp in Sources */ = {isa = PBXBuildFile; fileRef = FA57FB961AE1993600F2AD6D /* noise1234.cpp */; }; + FA57FB991AE1993600F2AD6D /* noise1234.cpp in Sources */ = {isa = PBXBuildFile; fileRef = FA57FB961AE1993600F2AD6D /* noise1234.cpp */; }; + FA57FB9A1AE1993600F2AD6D /* noise1234.h in Headers */ = {isa = PBXBuildFile; fileRef = FA57FB971AE1993600F2AD6D /* noise1234.h */; }; FA5D24B01A96D2EC00C6FC8F /* libFreetype2.a in Frameworks */ = {isa = PBXBuildFile; fileRef = FA5D24A51A96D2EC00C6FC8F /* libFreetype2.a */; }; FA5D24B21A96D2EC00C6FC8F /* libluajit.a in Frameworks */ = {isa = PBXBuildFile; fileRef = FA5D24A91A96D2EC00C6FC8F /* libluajit.a */; }; FA5D24B31A96D2EC00C6FC8F /* libogg.a in Frameworks */ = {isa = PBXBuildFile; fileRef = FA5D24AB1A96D2EC00C6FC8F /* libogg.a */; }; @@ -1490,6 +1493,8 @@ FA577A8D16C71D3600860150 /* boot.lua */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; path = boot.lua; sourceTree = ""; }; FA577A8E16C71D3600860150 /* graphics.lua */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = text; path = graphics.lua; sourceTree = ""; }; FA577AAF16C7507900860150 /* love.framework */ = {isa = PBXFileReference; explicitFileType = wrapper.framework; includeInIndex = 0; path = love.framework; sourceTree = BUILT_PRODUCTS_DIR; }; + FA57FB961AE1993600F2AD6D /* noise1234.cpp */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.cpp.cpp; path = noise1234.cpp; sourceTree = ""; }; + FA57FB971AE1993600F2AD6D /* noise1234.h */ = {isa = PBXFileReference; fileEncoding = 4; lastKnownFileType = sourcecode.c.h; path = noise1234.h; sourceTree = ""; }; FA5D24A51A96D2EC00C6FC8F /* libFreetype2.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; path = libFreetype2.a; sourceTree = ""; }; FA5D24A91A96D2EC00C6FC8F /* libluajit.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; path = libluajit.a; sourceTree = ""; }; FA5D24AB1A96D2EC00C6FC8F /* libogg.a */ = {isa = PBXFileReference; lastKnownFileType = archive.ar; path = libogg.a; sourceTree = ""; }; @@ -1983,6 +1988,8 @@ FA0B7A141A958EA3000E1D17 /* noise1234 */ = { isa = PBXGroup; children = ( + FA57FB961AE1993600F2AD6D /* noise1234.cpp */, + FA57FB971AE1993600F2AD6D /* noise1234.h */, FA0B7A151A958EA3000E1D17 /* simplexnoise1234.cpp */, FA0B7A161A958EA3000E1D17 /* simplexnoise1234.h */, ); @@ -3048,6 +3055,7 @@ FA0B793D1A958E3B000E1D17 /* runtime.h in Headers */, FA0B7A701A958EA3000E1D17 /* b2WorldCallbacks.h in Headers */, FA0B7A9D1A958EA3000E1D17 /* b2MouseJoint.h in Headers */, + FA57FB9A1AE1993600F2AD6D /* noise1234.h in Headers */, FA0B7CED1A95902C000E1D17 /* Event.h in Headers */, FA0B7D811A95902C000E1D17 /* Volatile.h in Headers */, FA0B7B2E1A958EA3000E1D17 /* unchecked.h in Headers */, @@ -3387,6 +3395,7 @@ FA0B7E761A95902C000E1D17 /* wrap_WeldJoint.cpp in Sources */, FA0B7D561A95902C000E1D17 /* GLBuffer.cpp in Sources */, FA0B7A6C1A958EA3000E1D17 /* b2World.cpp in Sources */, + FA57FB991AE1993600F2AD6D /* noise1234.cpp in Sources */, FA0B7E221A95902C000E1D17 /* PolygonShape.cpp in Sources */, FA0B7A651A958EA3000E1D17 /* b2Fixture.cpp in Sources */, FA0B7D521A95902C000E1D17 /* Text.cpp in Sources */, @@ -3672,6 +3681,7 @@ FA0B7E751A95902C000E1D17 /* wrap_WeldJoint.cpp in Sources */, FA0B7D551A95902C000E1D17 /* GLBuffer.cpp in Sources */, FA0B7AFF1A958EA3000E1D17 /* options.c in Sources */, + FA57FB981AE1993600F2AD6D /* noise1234.cpp in Sources */, FA0B7E211A95902C000E1D17 /* PolygonShape.cpp in Sources */, FA0B7AE41A958EA3000E1D17 /* buffer.c in Sources */, FA0B7D511A95902C000E1D17 /* Text.cpp in Sources */, diff --git a/src/libraries/noise1234/noise1234.cpp b/src/libraries/noise1234/noise1234.cpp new file mode 100644 index 000000000..bb84642d9 --- /dev/null +++ b/src/libraries/noise1234/noise1234.cpp @@ -0,0 +1,528 @@ +// Noise1234 +// Author: Stefan Gustavson (stegu@itn.liu.se) +// +// This library is public domain software, released by the author +// into the public domain in February 2011. You may do anything +// you like with it. You may even remove all attributions, +// but of course I'd appreciate it if you kept my name somewhere. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// General Public License for more details. + +/** \file + \brief Implements the Noise1234 class for producing Perlin noise. + \author Stefan Gustavson (stegu@itn.liu.se) +*/ + +/* + * This implementation is "Improved Noise" as presented by + * Ken Perlin at Siggraph 2002. The 3D function is a direct port + * of his Java reference code available on www.noisemachine.com + * (although I cleaned it up and made the code more readable), + * but the 1D, 2D and 4D cases were implemented from scratch + * by me. + * + * This is a highly reusable class. It has no dependencies + * on any other file, apart from its own header file. + */ + + +#include "noise1234.h" + +// This is the new and improved, C(2) continuous interpolant +#define FADE(t) ( t * t * t * ( t * ( t * 6 - 15 ) + 10 ) ) + +#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : ((int)x-1 ) ) +#define LERP(t, a, b) ((a) + (t)*((b)-(a))) + + +//--------------------------------------------------------------------- +// Static data + +/* + * Permutation table. This is just a random jumble of all numbers 0-255, + * repeated twice to avoid wrapping the index at 255 for each lookup. + * This needs to be exactly the same for all instances on all platforms, + * so it's easiest to just keep it as static explicit data. + * This also removes the need for any initialisation of this class. + * + * Note that making this an int[] instead of a char[] might make the + * code run faster on platforms with a high penalty for unaligned single + * byte addressing. Intel x86 is generally single-byte-friendly, but + * some other CPUs are faster with 4-aligned reads. + * However, a char[] is smaller, which avoids cache trashing, and that + * is probably the most important aspect on most architectures. + * This array is accessed a *lot* by the noise functions. + * A vector-valued noise over 3D accesses it 96 times, and a + * float-valued 4D noise 64 times. We want this to fit in the cache! + */ +unsigned char Noise1234::perm[] = {151,160,137,91,90,15, + 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, + 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, + 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, + 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, + 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, + 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, + 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, + 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, + 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, + 151,160,137,91,90,15, + 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, + 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, + 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, + 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, + 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, + 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, + 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, + 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, + 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 +}; + +//--------------------------------------------------------------------- + +/* + * Helper functions to compute gradients-dot-residualvectors (1D to 4D) + * Note that these generate gradients of more than unit length. To make + * a close match with the value range of classic Perlin noise, the final + * noise values need to be rescaled. To match the RenderMan noise in a + * statistical sense, the approximate scaling values (empirically + * determined from test renderings) are: + * 1D noise needs rescaling with 0.188 + * 2D noise needs rescaling with 0.507 + * 3D noise needs rescaling with 0.936 + * 4D noise needs rescaling with 0.87 + * Note that these noise functions are the most practical and useful + * signed version of Perlin noise. To return values according to the + * RenderMan specification from the SL noise() and pnoise() functions, + * the noise values need to be scaled and offset to [0,1], like this: + * float SLnoise = (Noise1234::noise(x,y,z) + 1.0) * 0.5; + */ + +float Noise1234::grad( int hash, float x ) { + int h = hash & 15; + float 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). + 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 + 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; + return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w); +} + +//--------------------------------------------------------------------- +/** 1D float Perlin noise, SL "noise()" + */ +float Noise1234::noise( float x ) +{ + int ix0, ix1; + float fx0, fx1; + float s, n0, n1; + + ix0 = FASTFLOOR( x ); // Integer part of x + fx0 = x - ix0; // Fractional part of x + fx1 = fx0 - 1.0f; + ix1 = ( ix0+1 ) & 0xff; + ix0 = ix0 & 0xff; // Wrap to 0..255 + + s = FADE( fx0 ); + + n0 = grad( perm[ ix0 ], fx0 ); + n1 = grad( perm[ ix1 ], fx1 ); + return 0.188f * ( LERP( s, n0, n1 ) ); +} + +//--------------------------------------------------------------------- +/** 1D float Perlin periodic noise, SL "pnoise()" + */ +float Noise1234::pnoise( float x, int px ) +{ + int ix0, ix1; + float fx0, fx1; + float s, n0, n1; + + ix0 = FASTFLOOR( x ); // Integer part of x + fx0 = x - ix0; // Fractional part of x + fx1 = fx0 - 1.0f; + 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) + + s = FADE( fx0 ); + + n0 = grad( perm[ ix0 ], fx0 ); + n1 = grad( perm[ ix1 ], fx1 ); + return 0.188f * ( LERP( s, n0, n1 ) ); +} + + +//--------------------------------------------------------------------- +/** 2D float Perlin noise. + */ +float Noise1234::noise( float x, float y ) +{ + int ix0, iy0, ix1, iy1; + float fx0, fy0, fx1, fy1; + float 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; + ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255 + iy1 = (iy0 + 1) & 0xff; + ix0 = ix0 & 0xff; + iy0 = iy0 & 0xff; + + t = FADE( fy0 ); + s = FADE( fx0 ); + + nx0 = grad(perm[ix0 + perm[iy0]], fx0, fy0); + nx1 = grad(perm[ix0 + perm[iy1]], fx0, fy1); + n0 = LERP( t, nx0, nx1 ); + + nx0 = grad(perm[ix1 + perm[iy0]], fx1, fy0); + nx1 = grad(perm[ix1 + perm[iy1]], fx1, fy1); + n1 = LERP(t, nx0, nx1); + + return 0.507f * ( LERP( s, n0, n1 ) ); +} + +//--------------------------------------------------------------------- +/** 2D float Perlin periodic noise. + */ +float Noise1234::pnoise( float x, float y, int px, int py ) +{ + int ix0, iy0, ix1, iy1; + float fx0, fy0, fx1, fy1; + float 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; + 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 ); + + nx0 = grad(perm[ix0 + perm[iy0]], fx0, fy0); + nx1 = grad(perm[ix0 + perm[iy1]], fx0, fy1); + n0 = LERP( t, nx0, nx1 ); + + nx0 = grad(perm[ix1 + perm[iy0]], fx1, fy0); + nx1 = grad(perm[ix1 + perm[iy1]], fx1, fy1); + n1 = LERP(t, nx0, nx1); + + return 0.507f * ( LERP( s, n0, n1 ) ); +} + + +//--------------------------------------------------------------------- +/** 3D float Perlin noise. + */ +float Noise1234::noise( float x, float y, float 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; + + ix0 = FASTFLOOR( x ); // Integer part of x + iy0 = FASTFLOOR( y ); // Integer part of y + iz0 = FASTFLOOR( z ); // Integer part of 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; + 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 ); + + nxy0 = grad(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0); + nxy1 = grad(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1); + nx0 = LERP( r, nxy0, nxy1 ); + + nxy0 = grad(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0); + nxy1 = grad(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1); + nx1 = LERP( r, nxy0, nxy1 ); + + n0 = LERP( t, nx0, nx1 ); + + nxy0 = grad(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0); + nxy1 = grad(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1); + nx0 = LERP( r, nxy0, nxy1 ); + + nxy0 = grad(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0); + nxy1 = grad(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1); + 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 ) +{ + 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; + + ix0 = FASTFLOOR( x ); // Integer part of x + iy0 = FASTFLOOR( y ); // Integer part of y + iz0 = FASTFLOOR( z ); // Integer part of 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; + 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 ); + + nxy0 = grad(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0); + nxy1 = grad(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1); + nx0 = LERP( r, nxy0, nxy1 ); + + nxy0 = grad(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0); + nxy1 = grad(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1); + nx1 = LERP( r, nxy0, nxy1 ); + + n0 = LERP( t, nx0, nx1 ); + + nxy0 = grad(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0); + nxy1 = grad(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1); + nx0 = LERP( r, nxy0, nxy1 ); + + nxy0 = grad(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0); + nxy1 = grad(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1); + nx1 = LERP( r, nxy0, nxy1 ); + + n1 = LERP( t, nx0, nx1 ); + + return 0.936f * ( LERP( s, n0, n1 ) ); +} + + +//--------------------------------------------------------------------- +/** 4D float Perlin noise. + */ + +float Noise1234::noise( float x, float y, float z, float 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; + + ix0 = FASTFLOOR( x ); // Integer part of x + iy0 = FASTFLOOR( y ); // Integer part of y + iz0 = FASTFLOOR( z ); // Integer part of y + iw0 = FASTFLOOR( w ); // Integer part of w + fx0 = x - ix0; // Fractional part of x + 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; + ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255 + iy1 = ( iy0 + 1 ) & 0xff; + iz1 = ( iz0 + 1 ) & 0xff; + iw1 = ( iw0 + 1 ) & 0xff; + ix0 = ix0 & 0xff; + iy0 = iy0 & 0xff; + iz0 = iz0 & 0xff; + iw0 = iw0 & 0xff; + + q = FADE( fw0 ); + r = FADE( fz0 ); + t = FADE( fy0 ); + s = FADE( fx0 ); + + 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 ); + + nx1 = LERP ( r, nxy0, nxy1 ); + + n0 = LERP( t, nx0, nx1 ); + + 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 ); + + nx0 = LERP ( r, nxy0, nxy1 ); + + 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 ); + + nx1 = LERP ( r, nxy0, nxy1 ); + + n1 = LERP( t, nx0, nx1 ); + + return 0.87f * ( LERP( s, n0, n1 ) ); +} + +//--------------------------------------------------------------------- +/** 4D float Perlin periodic noise. + */ + +float Noise1234::pnoise( float x, float y, float z, float 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; + + ix0 = FASTFLOOR( x ); // Integer part of x + iy0 = FASTFLOOR( y ); // Integer part of y + iz0 = FASTFLOOR( z ); // Integer part of y + iw0 = FASTFLOOR( w ); // Integer part of w + fx0 = x - ix0; // Fractional part of x + 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; + 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 + iw1 = (( iw0 + 1 ) % pw ) & 0xff; // Wrap to 0..pw-1 and wrap to 0..255 + ix0 = ( ix0 % px ) & 0xff; + iy0 = ( iy0 % py ) & 0xff; + iz0 = ( iz0 % pz ) & 0xff; + iw0 = ( iw0 % pw ) & 0xff; + + q = FADE( fw0 ); + r = FADE( fz0 ); + t = FADE( fy0 ); + s = FADE( fx0 ); + + 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 ); + + nx1 = LERP ( r, nxy0, nxy1 ); + + n0 = LERP( t, nx0, nx1 ); + + 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 ); + + nx0 = LERP ( r, nxy0, nxy1 ); + + 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 ); + + nx1 = LERP ( r, nxy0, nxy1 ); + + n1 = LERP( t, nx0, nx1 ); + + return 0.87f * ( LERP( s, n0, n1 ) ); +} + +//--------------------------------------------------------------------- diff --git a/src/libraries/noise1234/noise1234.h b/src/libraries/noise1234/noise1234.h new file mode 100644 index 000000000..928572a55 --- /dev/null +++ b/src/libraries/noise1234/noise1234.h @@ -0,0 +1,57 @@ +// Noise1234 +// Author: Stefan Gustavson (stegu@itn.liu.se) +// +// This library is public domain software, released by the author +// into the public domain in February 2011. You may do anything +// you like with it. You may even remove all attributions, +// but of course I'd appreciate it if you kept my name somewhere. +// +// This library is distributed in the hope that it will be useful, +// but WITHOUT ANY WARRANTY; without even the implied warranty of +// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU +// General Public License for more details. + +/** \file + \brief Declares the Noise1234 class for producing Perlin noise. + \author Stefan Gustavson (stegu@itn.liu.se) +*/ + +/* + * 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 { + + public: + Noise1234() {} + ~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 ); + +/** 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, + 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 ); + +}; diff --git a/src/libraries/noise1234/simplexnoise1234.cpp b/src/libraries/noise1234/simplexnoise1234.cpp index d5d24bfaa..2765f38e1 100644 --- a/src/libraries/noise1234/simplexnoise1234.cpp +++ b/src/libraries/noise1234/simplexnoise1234.cpp @@ -13,6 +13,9 @@ // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. +// Modified by the LOVE Development Team to remove 3D and 4D implementations due +// to patent issues. + /** \file \brief Implements the SimplexNoise1234 class for producing Perlin simplex noise. \author Stefan Gustavson (stegu@itn.liu.se) @@ -114,34 +117,6 @@ float SimplexNoise1234::grad( int hash, float x, float y ) { return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v); } -float SimplexNoise1234::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 - return ((h&1)? -u : u) + ((h&2)? -v : v); -} - -float SimplexNoise1234::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; - return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w); -} - - // A lookup table to traverse the simplex around a given point in 4D. - // Details can be found where this table is used, in the 4D noise method. - /* TODO: This should not be required, backport it from Bill's GLSL code! */ - static unsigned char simplex[64][4] = { - {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0}, - {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0}, - {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}, - {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0}, - {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0}, - {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0}, - {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0}, - {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}}; - // 1D simplex noise float SimplexNoise1234::noise(float x) { @@ -233,238 +208,3 @@ float SimplexNoise1234::noise(float x, float y) { // The result is scaled to return values in the interval [-1,1]. return 45.23f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! } - -// 3D simplex noise -float SimplexNoise1234::noise(float x, float y, float z) { - -// Simple skewing factors for the 3D case -#define F3 0.333333333 -#define G3 0.166666667 - - float n0, n1, n2, n3; // Noise contributions from the four corners - - // Skew the input space to determine which simplex cell we're in - float s = (x+y+z)*F3; // Very nice and simple skew factor for 3D - float xs = x+s; - float ys = y+s; - float zs = z+s; - int i = FASTFLOOR(xs); - int j = FASTFLOOR(ys); - int k = FASTFLOOR(zs); - - float t = (float)(i+j+k)*G3; - float X0 = i-t; // Unskew the cell origin back to (x,y,z) space - float Y0 = j-t; - float Z0 = k-t; - float x0 = x-X0; // The x,y,z distances from the cell origin - float y0 = y-Y0; - float z0 = z-Z0; - - // For the 3D case, the simplex shape is a slightly irregular tetrahedron. - // Determine which simplex we are in. - int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords - int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords - -/* This code would benefit from a backport from the GLSL version! */ - if(x0>=y0) { - if(y0>=z0) - { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order - else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order - else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order - } - else { // x0 y0) ? 32 : 0; - int c2 = (x0 > z0) ? 16 : 0; - int c3 = (y0 > z0) ? 8 : 0; - int c4 = (x0 > w0) ? 4 : 0; - int c5 = (y0 > w0) ? 2 : 0; - int c6 = (z0 > w0) ? 1 : 0; - int c = c1 + c2 + c3 + c4 + c5 + c6; - - int i1, j1, k1, l1; // The integer offsets for the second simplex corner - int i2, j2, k2, l2; // The integer offsets for the third simplex corner - int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner - - // simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. - // Many values of c will never occur, since e.g. x>y>z>w makes x=3 ? 1 : 0; - j1 = simplex[c][1]>=3 ? 1 : 0; - k1 = simplex[c][2]>=3 ? 1 : 0; - l1 = simplex[c][3]>=3 ? 1 : 0; - // The number 2 in the "simplex" array is at the second largest coordinate. - i2 = simplex[c][0]>=2 ? 1 : 0; - j2 = simplex[c][1]>=2 ? 1 : 0; - k2 = simplex[c][2]>=2 ? 1 : 0; - l2 = simplex[c][3]>=2 ? 1 : 0; - // The number 1 in the "simplex" array is at the second smallest coordinate. - i3 = simplex[c][0]>=1 ? 1 : 0; - j3 = simplex[c][1]>=1 ? 1 : 0; - k3 = simplex[c][2]>=1 ? 1 : 0; - l3 = simplex[c][3]>=1 ? 1 : 0; - // The fifth corner has all coordinate offsets = 1, so no need to look that up. - - float x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords - float y1 = y0 - j1 + G4; - float z1 = z0 - k1 + G4; - float w1 = w0 - l1 + G4; - float x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords - float y2 = y0 - j2 + 2.0f*G4; - float z2 = z0 - k2 + 2.0f*G4; - float w2 = w0 - l2 + 2.0f*G4; - float x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords - float y3 = y0 - j3 + 3.0f*G4; - float z3 = z0 - k3 + 3.0f*G4; - float w3 = w0 - l3 + 3.0f*G4; - float x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords - float y4 = y0 - 1.0f + 4.0f*G4; - float z4 = z0 - 1.0f + 4.0f*G4; - float w4 = w0 - 1.0f + 4.0f*G4; - - // Wrap the integer indices at 256, to avoid indexing perm[] out of bounds - int ii = i & 0xff; - int jj = j & 0xff; - int kk = k & 0xff; - int ll = l & 0xff; - - // Calculate the contribution from the five corners - float t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0; - if(t0 < 0.0f) n0 = 0.0f; - else { - t0 *= t0; - n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0); - } - - float t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1; - if(t1 < 0.0f) n1 = 0.0f; - else { - t1 *= t1; - n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1); - } - - float t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2; - if(t2 < 0.0f) n2 = 0.0f; - else { - t2 *= t2; - n2 = t2 * t2 * grad(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2); - } - - float t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3; - if(t3 < 0.0f) n3 = 0.0f; - else { - t3 *= t3; - n3 = t3 * t3 * grad(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3); - } - - float t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4; - if(t4 < 0.0f) n4 = 0.0f; - else { - t4 *= t4; - n4 = t4 * t4 * grad(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4); - } - - // Sum up and scale the result to cover the range [-1,1] - return 27.3f * (n0 + n1 + n2 + n3 + n4); // TODO: The scale factor is preliminary! - } -//--------------------------------------------------------------------- diff --git a/src/libraries/noise1234/simplexnoise1234.h b/src/libraries/noise1234/simplexnoise1234.h index 1f74226c0..6aceb6b61 100644 --- a/src/libraries/noise1234/simplexnoise1234.h +++ b/src/libraries/noise1234/simplexnoise1234.h @@ -13,6 +13,9 @@ // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // General Public License for more details. +// Modified by the LOVE Development Team to remove 3D and 4D implementations due +// to patent issues. + /** \file \brief Declares the SimplexNoise1234 class for producing Perlin simplex noise. \author Stefan Gustavson (stegu@itn.liu.se) @@ -35,26 +38,14 @@ class SimplexNoise1234 { SimplexNoise1234() {} ~SimplexNoise1234() {} -/** 1D, 2D, 3D and 4D float Perlin noise +/** 1D and 2D float Perlin 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 ); - -/** 1D, 2D, 3D and 4D float Perlin noise, with a specified integer period - */ - 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, - 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 ); }; diff --git a/src/modules/math/MathModule.h b/src/modules/math/MathModule.h index 5df3b48cb..d8ddc4fea 100644 --- a/src/modules/math/MathModule.h +++ b/src/modules/math/MathModule.h @@ -32,6 +32,7 @@ #include "common/int.h" // Noise +#include "libraries/noise1234/noise1234.h" #include "libraries/noise1234/simplexnoise1234.h" // STL @@ -154,7 +155,7 @@ public: float linearToGamma(float c) const; /** - * Calculate Simplex noise for the specified coordinate(s). + * Calculate noise for the specified coordinate(s). * * @return Noise value in the range of [0, 1]. **/ @@ -218,14 +219,17 @@ inline float Math::noise(float x, float y) const return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f; } +// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid +// patent issues. + inline float Math::noise(float x, float y, float z) const { - return SimplexNoise1234::noise(x, y, z) * 0.5f + 0.5f; + return Noise1234::noise(x, y, z) * 0.5f + 0.5f; } inline float Math::noise(float x, float y, float z, float w) const { - return SimplexNoise1234::noise(x, y, z, w) * 0.5f + 0.5f; + return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f; } } // math