Merge pull request #1851 from MikuAuahDark/noise

Separate love.math.noise to perlinNoise and simplexNoise
This commit is contained in:
slime73
2022-09-24 20:10:06 -03:00
committed by GitHub
7 changed files with 429 additions and 37 deletions
+2
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@@ -11,6 +11,8 @@
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details. // General Public License for more details.
// Modified by the LOVE Development Team to use double precision.
/** \file /** \file
\brief Implements the Noise1234 class for producing Perlin noise. \brief Implements the Noise1234 class for producing Perlin noise.
\author Stefan Gustavson (stegu@itn.liu.se) \author Stefan Gustavson (stegu@itn.liu.se)
+2
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@@ -11,6 +11,8 @@
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details. // General Public License for more details.
// Modified by the LOVE Development Team to use double precision.
/** \file /** \file
\brief Declares the Noise1234 class for producing Perlin noise. \brief Declares the Noise1234 class for producing Perlin noise.
\author Stefan Gustavson (stegu@itn.liu.se) \author Stefan Gustavson (stegu@itn.liu.se)
+265 -3
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@@ -1,5 +1,5 @@
// SimplexNoise1234 // SimplexNoise1234
// Copyright © 2003-2011, Stefan Gustavson // Copyright © 2003-2011, Stefan Gustavson
// //
// Contact: stegu@itn.liu.se // Contact: stegu@itn.liu.se
// //
@@ -13,8 +13,7 @@
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details. // General Public License for more details.
// Modified by the LOVE Development Team to remove 3D and 4D implementations due // Modified by the LOVE Development Team to use double precision.
// to patent issues.
/** \file /** \file
\brief Implements the SimplexNoise1234 class for producing Perlin simplex noise. \brief Implements the SimplexNoise1234 class for producing Perlin simplex noise.
@@ -117,6 +116,34 @@ double SimplexNoise1234::grad( int hash, double x, double y ) {
return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v); return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
} }
double SimplexNoise1234::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);
}
double SimplexNoise1234::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);
}
// 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 // 1D simplex noise
float SimplexNoise1234::noise(double x) { float SimplexNoise1234::noise(double x) {
@@ -206,3 +233,238 @@ float SimplexNoise1234::noise(double x, double y) {
// The result is scaled to return values in the interval [-1,1]. // The result is scaled to return values in the interval [-1,1].
return 45.23f * (n0 + n1 + n2); // TODO: The scale factor is preliminary! return 45.23f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
} }
// 3D simplex noise
float SimplexNoise1234::noise(double x, double y, double z) {
// Simple skewing factors for the 3D case
#define F3 0.333333333
#define G3 0.166666667
double n0, n1, n2, n3; // Noise contributions from the four corners
// Skew the input space to determine which simplex cell we're in
double s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
double xs = x+s;
double ys = y+s;
double zs = z+s;
int i = FASTFLOOR(xs);
int j = FASTFLOOR(ys);
int k = FASTFLOOR(zs);
double t = (float)(i+j+k)*G3;
double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
double Y0 = j-t;
double Z0 = k-t;
double x0 = x-X0; // The x,y,z distances from the cell origin
double y0 = y-Y0;
double 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
if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
}
// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
// c = 1/6.
double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
double y1 = y0 - j1 + G3;
double z1 = z0 - k1 + G3;
double x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
double y2 = y0 - j2 + 2.0f*G3;
double z2 = z0 - k2 + 2.0f*G3;
double x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
double y3 = y0 - 1.0f + 3.0f*G3;
double z3 = z0 - 1.0f + 3.0f*G3;
// 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;
// Calculate the contribution from the four corners
double t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
if(t0 < 0.0f) n0 = 0.0f;
else {
t0 *= t0;
n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
}
double t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
if(t1 < 0.0f) n1 = 0.0f;
else {
t1 *= t1;
n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
}
double t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
if(t2 < 0.0f) n2 = 0.0f;
else {
t2 *= t2;
n2 = t2 * t2 * grad(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
}
double t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
if(t3<0.0f) n3 = 0.0f;
else {
t3 *= t3;
n3 = t3 * t3 * grad(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
}
// Add contributions from each corner to get the final noise value.
// The result is scaled to stay just inside [-1,1]
return 32.74f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
}
// 4D simplex noise
float SimplexNoise1234::noise(double x, double y, double z, double w) {
// The skewing and unskewing factors are hairy again for the 4D case
#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
double n0, n1, n2, n3, n4; // Noise contributions from the five corners
// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
double s = (x + y + z + w) * F4; // Factor for 4D skewing
double xs = x + s;
double ys = y + s;
double zs = z + s;
double ws = w + s;
int i = FASTFLOOR(xs);
int j = FASTFLOOR(ys);
int k = FASTFLOOR(zs);
int l = FASTFLOOR(ws);
double t = (i + j + k + l) * G4; // Factor for 4D unskewing
double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
double Y0 = j - t;
double Z0 = k - t;
double W0 = l - t;
double x0 = x - X0; // The x,y,z,w distances from the cell origin
double y0 = y - Y0;
double z0 = z - Z0;
double w0 = w - W0;
// For the 4D case, the simplex is a 4D shape I won't even try to describe.
// To find out which of the 24 possible simplices we're in, we need to
// determine the magnitude ordering of x0, y0, z0 and w0.
// The method below is a good way of finding the ordering of x,y,z,w and
// then find the correct traversal order for the simplex we’re in.
// First, six pair-wise comparisons are performed between each possible pair
// of the four coordinates, and the results are used to add up binary bits
// for an integer index.
int c1 = (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<z, y<w and x<w
// impossible. Only the 24 indices which have non-zero entries make any sense.
// We use a thresholding to set the coordinates in turn from the largest magnitude.
// The number 3 in the "simplex" array is at the position of the largest coordinate.
i1 = simplex[c][0]>=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.
double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
double y1 = y0 - j1 + G4;
double z1 = z0 - k1 + G4;
double w1 = w0 - l1 + G4;
double x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords
double y2 = y0 - j2 + 2.0f*G4;
double z2 = z0 - k2 + 2.0f*G4;
double w2 = w0 - l2 + 2.0f*G4;
double x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords
double y3 = y0 - j3 + 3.0f*G4;
double z3 = z0 - k3 + 3.0f*G4;
double w3 = w0 - l3 + 3.0f*G4;
double x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords
double y4 = y0 - 1.0f + 4.0f*G4;
double z4 = z0 - 1.0f + 4.0f*G4;
double 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
double 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);
}
double 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);
}
double 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);
}
double 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);
}
double 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!
}
//---------------------------------------------------------------------
+6 -4
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@@ -1,5 +1,5 @@
// SimplexNoise1234 // SimplexNoise1234
// Copyright 2003-2011, Stefan Gustavson // Copyright © 2003-2011, Stefan Gustavson
// //
// Contact: stegu@itn.liu.se // Contact: stegu@itn.liu.se
// //
@@ -13,8 +13,7 @@
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// General Public License for more details. // General Public License for more details.
// Modified by the LOVE Development Team to remove 3D and 4D implementations due // Modified by the LOVE Development Team to use double precision.
// to patent issues.
/** \file /** \file
\brief Declares the SimplexNoise1234 class for producing Perlin simplex noise. \brief Declares the SimplexNoise1234 class for producing Perlin simplex noise.
@@ -37,10 +36,13 @@ class SimplexNoise1234 {
*/ */
static float noise( double x ); static float noise( double x );
static float noise( double x, double y ); 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);
private: private:
static unsigned char perm[]; static unsigned char perm[];
static double grad( int hash, double x ); 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 );
static double grad( int hash, double x, double y, double z );
static double grad( int hash, double x, double y, double z, double t );
}; };
+31 -10
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@@ -83,10 +83,14 @@ float linearToGamma(float c);
* *
* @return Noise value in the range of [0, 1]. * @return Noise value in the range of [0, 1].
**/ **/
static float noise1(double x); static float simplexNoise1(double x);
static float noise2(double x, double y); static float simplexNoise2(double x, double y);
static float noise3(double x, double y, double z); static float simplexNoise3(double x, double y, double z);
static float noise4(double x, double y, double z, double w); static float simplexNoise4(double x, double y, double z, double w);
static float perlinNoise1(double x);
static float perlinNoise2(double x, double y);
static float perlinNoise3(double x, double y, double z);
static float perlinNoise4(double x, double y, double z, double w);
class Math : public Module class Math : public Module
@@ -132,25 +136,42 @@ private:
}; // Math }; // Math
static inline float noise1(double x) static inline float simplexNoise1(double x)
{ {
return SimplexNoise1234::noise(x) * 0.5f + 0.5f; return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
} }
static inline float noise2(double x, double y) static inline float simplexNoise2(double x, double y)
{ {
return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f; 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 static inline float simplexNoise3(double x, double y, double z)
// patent issues. {
return SimplexNoise1234::noise(x, y, z) * 0.5f + 0.5f;
}
static inline float noise3(double x, double y, double z) static inline float simplexNoise4(double x, double y, double z, double w)
{
return SimplexNoise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}
static inline float perlinNoise1(double x)
{
return Noise1234::noise(x) * 0.5f + 0.5f;
}
static inline float perlinNoise2(double x, double y)
{
return Noise1234::noise(x, y) * 0.5f + 0.5f;
}
static inline float perlinNoise3(double x, double y, double z)
{ {
return Noise1234::noise(x, y, z) * 0.5f + 0.5f; return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
} }
static inline float noise4(double x, double y, double z, double w) static inline float perlinNoise4(double x, double y, double z, double w)
{ {
return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f; return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
} }
+85 -12
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@@ -318,6 +318,8 @@ int w_linearToGamma(lua_State *L)
int w_noise(lua_State *L) int w_noise(lua_State *L)
{ {
luax_markdeprecated(L, 1, "love.math.noise", API_FUNCTION, DEPRECATED_REPLACED, "love.math.perlinNoise or love.math.simplexNoise");
int nargs = std::min(std::max(lua_gettop(L), 1), 4); int nargs = std::min(std::max(lua_gettop(L), 1), 4);
double args[4]; double args[4];
@@ -329,16 +331,76 @@ int w_noise(lua_State *L)
switch (nargs) switch (nargs)
{ {
case 1: case 1:
val = noise1(args[0]); val = simplexNoise1(args[0]);
break; break;
case 2: case 2:
val = noise2(args[0], args[1]); val = simplexNoise2(args[0], args[1]);
break; break;
case 3: case 3:
val = noise3(args[0], args[1], args[2]); val = perlinNoise3(args[0], args[1], args[2]);
break; break;
case 4: case 4:
val = noise4(args[0], args[1], args[2], args[3]); val = perlinNoise4(args[0], args[1], args[2], args[3]);
break;
}
lua_pushnumber(L, (lua_Number) val);
return 1;
}
int w_perlinNoise(lua_State* L)
{
int nargs = std::min(std::max(lua_gettop(L), 1), 4);
double args[4];
for (int i = 0; i < nargs; i++)
args[i] = luaL_checknumber(L, i + 1);
float val = 0.0f;
switch (nargs)
{
case 1:
val = perlinNoise1(args[0]);
break;
case 2:
val = perlinNoise2(args[0], args[1]);
break;
case 3:
val = perlinNoise3(args[0], args[1], args[2]);
break;
case 4:
val = perlinNoise4(args[0], args[1], args[2], args[3]);
break;
}
lua_pushnumber(L, (lua_Number) val);
return 1;
}
int w_simplexNoise(lua_State* L)
{
int nargs = std::min(std::max(lua_gettop(L), 1), 4);
double args[4];
for (int i = 0; i < nargs; i++)
args[i] = luaL_checknumber(L, i + 1);
float val = 0.0f;
switch (nargs)
{
case 1:
val = simplexNoise1(args[0]);
break;
case 2:
val = simplexNoise2(args[0], args[1]);
break;
case 3:
val = simplexNoise3(args[0], args[1], args[2]);
break;
case 4:
val = simplexNoise4(args[0], args[1], args[2], args[3]);
break; break;
} }
@@ -349,10 +411,14 @@ int w_noise(lua_State *L)
// C functions in a struct, necessary for the FFI versions of math functions. // C functions in a struct, necessary for the FFI versions of math functions.
struct FFI_Math struct FFI_Math
{ {
float (*noise1)(double x); float (*snoise1)(double x);
float (*noise2)(double x, double y); float (*snoise2)(double x, double y);
float (*noise3)(double x, double y, double z); float (*snoise3)(double x, double y, double z);
float (*noise4)(double x, double y, double z, double w); float (*snoise4)(double x, double y, double z, double w);
float (*pnoise1)(double x);
float (*pnoise2)(double x, double y);
float (*pnoise3)(double x, double y, double z);
float (*pnoise4)(double x, double y, double z, double w);
float (*gammaToLinear)(float c); float (*gammaToLinear)(float c);
float (*linearToGamma)(float c); float (*linearToGamma)(float c);
@@ -360,10 +426,15 @@ struct FFI_Math
static FFI_Math ffifuncs = static FFI_Math ffifuncs =
{ {
noise1, simplexNoise1,
noise2, simplexNoise2,
noise3, simplexNoise3,
noise4, simplexNoise4,
perlinNoise1,
perlinNoise2,
perlinNoise3,
perlinNoise4,
gammaToLinear, gammaToLinear,
linearToGamma, linearToGamma,
@@ -383,6 +454,8 @@ static const luaL_Reg functions[] =
{ "gammaToLinear", w_gammaToLinear }, { "gammaToLinear", w_gammaToLinear },
{ "linearToGamma", w_linearToGamma }, { "linearToGamma", w_linearToGamma },
{ "noise", w_noise }, { "noise", w_noise },
{ "perlinNoise", w_perlinNoise },
{ "simplexNoise", w_simplexNoise },
{ 0, 0 } { 0, 0 }
}; };
+38 -8
View File
@@ -93,10 +93,14 @@ if not status then return end
pcall(ffi.cdef, [[ pcall(ffi.cdef, [[
typedef struct FFI_Math typedef struct FFI_Math
{ {
float (*noise1)(double x); float (*snoise1)(double x);
float (*noise2)(double x, double y); float (*snoise2)(double x, double y);
float (*noise3)(double x, double y, double z); float (*snoise3)(double x, double y, double z);
float (*noise4)(double x, double y, double z, double w); float (*snoise4)(double x, double y, double z, double w);
float (*pnoise1)(double x);
float (*pnoise2)(double x, double y);
float (*pnoise3)(double x, double y, double z);
float (*pnoise4)(double x, double y, double z, double w);
float (*gammaToLinear)(float c); float (*gammaToLinear)(float c);
float (*linearToGamma)(float c); float (*linearToGamma)(float c);
@@ -109,14 +113,40 @@ local ffifuncs = ffi.cast("FFI_Math **", ffifuncspointer_str)[0]
-- Overwrite some regular love.math functions with FFI implementations. -- Overwrite some regular love.math functions with FFI implementations.
function love_math.noise(x, y, z, w) function love_math.noise(x, y, z, w)
love.markDeprecated(2, "love.math.noise", "function", "replaced", "love.math.perlinNoise or love.math.simplexNoise")
if w ~= nil then if w ~= nil then
return tonumber(ffifuncs.noise4(x, y, z, w)) return tonumber(ffifuncs.pnoise4(x, y, z, w))
elseif z ~= nil then elseif z ~= nil then
return tonumber(ffifuncs.noise3(x, y, z)) return tonumber(ffifuncs.pnoise3(x, y, z))
elseif y ~= nil then elseif y ~= nil then
return tonumber(ffifuncs.noise2(x, y)) return tonumber(ffifuncs.snoise2(x, y))
else else
return tonumber(ffifuncs.noise1(x)) return tonumber(ffifuncs.snoise1(x))
end
end
function love_math.perlinNoise(x, y, z, w)
if w ~= nil then
return tonumber(ffifuncs.pnoise4(x, y, z, w))
elseif z ~= nil then
return tonumber(ffifuncs.pnoise3(x, y, z))
elseif y ~= nil then
return tonumber(ffifuncs.pnoise2(x, y))
else
return tonumber(ffifuncs.pnoise1(x))
end
end
function love_math.simplexNoise(x, y, z, w)
if w ~= nil then
return tonumber(ffifuncs.snoise4(x, y, z, w))
elseif z ~= nil then
return tonumber(ffifuncs.snoise3(x, y, z))
elseif y ~= nil then
return tonumber(ffifuncs.snoise2(x, y))
else
return tonumber(ffifuncs.snoise1(x))
end end
end end