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Merge pull request #1851 from MikuAuahDark/noise
Separate love.math.noise to perlinNoise and simplexNoise
This commit is contained in:
@@ -11,6 +11,8 @@
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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// General Public License for more details.
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// Modified by the LOVE Development Team to use double precision.
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/** \file
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/** \file
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\brief Implements the Noise1234 class for producing Perlin noise.
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\brief Implements the Noise1234 class for producing Perlin noise.
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\author Stefan Gustavson (stegu@itn.liu.se)
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\author Stefan Gustavson (stegu@itn.liu.se)
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@@ -11,6 +11,8 @@
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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// General Public License for more details.
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// Modified by the LOVE Development Team to use double precision.
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/** \file
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/** \file
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\brief Declares the Noise1234 class for producing Perlin noise.
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\brief Declares the Noise1234 class for producing Perlin noise.
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\author Stefan Gustavson (stegu@itn.liu.se)
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\author Stefan Gustavson (stegu@itn.liu.se)
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@@ -1,5 +1,5 @@
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// SimplexNoise1234
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// SimplexNoise1234
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// Copyright © 2003-2011, Stefan Gustavson
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// Copyright © 2003-2011, Stefan Gustavson
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//
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//
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// Contact: stegu@itn.liu.se
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// Contact: stegu@itn.liu.se
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//
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//
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@@ -13,8 +13,7 @@
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// General Public License for more details.
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// General Public License for more details.
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// Modified by the LOVE Development Team to remove 3D and 4D implementations due
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// Modified by the LOVE Development Team to use double precision.
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// to patent issues.
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/** \file
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/** \file
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\brief Implements the SimplexNoise1234 class for producing Perlin simplex noise.
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\brief Implements the SimplexNoise1234 class for producing Perlin simplex noise.
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@@ -117,6 +116,34 @@ double SimplexNoise1234::grad( int hash, double x, double y ) {
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return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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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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}
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double SimplexNoise1234::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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double SimplexNoise1234::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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// A lookup table to traverse the simplex around a given point in 4D.
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// Details can be found where this table is used, in the 4D noise method.
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/* TODO: This should not be required, backport it from Bill's GLSL code! */
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static unsigned char simplex[64][4] = {
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{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},
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{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},
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{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},
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{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},
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{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},
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{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},
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{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},
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{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}};
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// 1D simplex noise
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// 1D simplex noise
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float SimplexNoise1234::noise(double x) {
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float SimplexNoise1234::noise(double x) {
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@@ -206,3 +233,238 @@ float SimplexNoise1234::noise(double x, double y) {
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// The result is scaled to return values in the interval [-1,1].
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// The result is scaled to return values in the interval [-1,1].
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return 45.23f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
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return 45.23f * (n0 + n1 + n2); // TODO: The scale factor is preliminary!
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}
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}
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// 3D simplex noise
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float SimplexNoise1234::noise(double x, double y, double z) {
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// Simple skewing factors for the 3D case
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#define F3 0.333333333
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#define G3 0.166666667
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double n0, n1, n2, n3; // Noise contributions from the four corners
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// Skew the input space to determine which simplex cell we're in
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double s = (x+y+z)*F3; // Very nice and simple skew factor for 3D
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double xs = x+s;
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double ys = y+s;
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double zs = z+s;
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int i = FASTFLOOR(xs);
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int j = FASTFLOOR(ys);
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int k = FASTFLOOR(zs);
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double t = (float)(i+j+k)*G3;
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double X0 = i-t; // Unskew the cell origin back to (x,y,z) space
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double Y0 = j-t;
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double Z0 = k-t;
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double x0 = x-X0; // The x,y,z distances from the cell origin
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double y0 = y-Y0;
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double z0 = z-Z0;
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// For the 3D case, the simplex shape is a slightly irregular tetrahedron.
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// Determine which simplex we are in.
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int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
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int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
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/* This code would benefit from a backport from the GLSL version! */
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if(x0>=y0) {
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if(y0>=z0)
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{ i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } // X Y Z order
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else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } // X Z Y order
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else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } // Z X Y order
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}
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else { // x0<y0
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if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } // Z Y X order
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else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } // Y Z X order
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else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } // Y X Z order
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}
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// A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
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// a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
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// a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
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// c = 1/6.
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double x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
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double y1 = y0 - j1 + G3;
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double z1 = z0 - k1 + G3;
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double x2 = x0 - i2 + 2.0f*G3; // Offsets for third corner in (x,y,z) coords
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double y2 = y0 - j2 + 2.0f*G3;
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double z2 = z0 - k2 + 2.0f*G3;
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double x3 = x0 - 1.0f + 3.0f*G3; // Offsets for last corner in (x,y,z) coords
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double y3 = y0 - 1.0f + 3.0f*G3;
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double z3 = z0 - 1.0f + 3.0f*G3;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int jj = j & 0xff;
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int kk = k & 0xff;
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// Calculate the contribution from the four corners
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double t0 = 0.6f - x0*x0 - y0*y0 - z0*z0;
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if(t0 < 0.0f) n0 = 0.0f;
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else {
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t0 *= t0;
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n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk]]], x0, y0, z0);
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}
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double t1 = 0.6f - x1*x1 - y1*y1 - z1*z1;
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if(t1 < 0.0f) n1 = 0.0f;
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else {
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t1 *= t1;
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n1 = t1 * t1 * grad(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1);
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}
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double t2 = 0.6f - x2*x2 - y2*y2 - z2*z2;
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if(t2 < 0.0f) n2 = 0.0f;
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else {
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t2 *= t2;
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n2 = t2 * t2 * grad(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2);
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}
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double t3 = 0.6f - x3*x3 - y3*y3 - z3*z3;
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if(t3<0.0f) n3 = 0.0f;
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else {
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t3 *= t3;
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n3 = t3 * t3 * grad(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3);
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}
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// Add contributions from each corner to get the final noise value.
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// The result is scaled to stay just inside [-1,1]
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return 32.74f * (n0 + n1 + n2 + n3); // TODO: The scale factor is preliminary!
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}
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// 4D simplex noise
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float SimplexNoise1234::noise(double x, double y, double z, double w) {
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// The skewing and unskewing factors are hairy again for the 4D case
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#define F4 0.309016994 // F4 = (Math.sqrt(5.0)-1.0)/4.0
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#define G4 0.138196601 // G4 = (5.0-Math.sqrt(5.0))/20.0
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double n0, n1, n2, n3, n4; // Noise contributions from the five corners
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// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
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double s = (x + y + z + w) * F4; // Factor for 4D skewing
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double xs = x + s;
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double ys = y + s;
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double zs = z + s;
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double ws = w + s;
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int i = FASTFLOOR(xs);
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int j = FASTFLOOR(ys);
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int k = FASTFLOOR(zs);
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int l = FASTFLOOR(ws);
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double t = (i + j + k + l) * G4; // Factor for 4D unskewing
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double X0 = i - t; // Unskew the cell origin back to (x,y,z,w) space
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double Y0 = j - t;
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double Z0 = k - t;
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double W0 = l - t;
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double x0 = x - X0; // The x,y,z,w distances from the cell origin
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double y0 = y - Y0;
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double z0 = z - Z0;
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double w0 = w - W0;
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// For the 4D case, the simplex is a 4D shape I won't even try to describe.
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// To find out which of the 24 possible simplices we're in, we need to
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// determine the magnitude ordering of x0, y0, z0 and w0.
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// The method below is a good way of finding the ordering of x,y,z,w and
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// then find the correct traversal order for the simplex were in.
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// First, six pair-wise comparisons are performed between each possible pair
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// of the four coordinates, and the results are used to add up binary bits
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// for an integer index.
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int c1 = (x0 > y0) ? 32 : 0;
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int c2 = (x0 > z0) ? 16 : 0;
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int c3 = (y0 > z0) ? 8 : 0;
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int c4 = (x0 > w0) ? 4 : 0;
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int c5 = (y0 > w0) ? 2 : 0;
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int c6 = (z0 > w0) ? 1 : 0;
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int c = c1 + c2 + c3 + c4 + c5 + c6;
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int i1, j1, k1, l1; // The integer offsets for the second simplex corner
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int i2, j2, k2, l2; // The integer offsets for the third simplex corner
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int i3, j3, k3, l3; // The integer offsets for the fourth simplex corner
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// simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order.
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// Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w
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// impossible. Only the 24 indices which have non-zero entries make any sense.
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// We use a thresholding to set the coordinates in turn from the largest magnitude.
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// The number 3 in the "simplex" array is at the position of the largest coordinate.
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i1 = simplex[c][0]>=3 ? 1 : 0;
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j1 = simplex[c][1]>=3 ? 1 : 0;
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k1 = simplex[c][2]>=3 ? 1 : 0;
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l1 = simplex[c][3]>=3 ? 1 : 0;
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// The number 2 in the "simplex" array is at the second largest coordinate.
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i2 = simplex[c][0]>=2 ? 1 : 0;
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j2 = simplex[c][1]>=2 ? 1 : 0;
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k2 = simplex[c][2]>=2 ? 1 : 0;
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l2 = simplex[c][3]>=2 ? 1 : 0;
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// The number 1 in the "simplex" array is at the second smallest coordinate.
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i3 = simplex[c][0]>=1 ? 1 : 0;
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j3 = simplex[c][1]>=1 ? 1 : 0;
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k3 = simplex[c][2]>=1 ? 1 : 0;
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l3 = simplex[c][3]>=1 ? 1 : 0;
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// The fifth corner has all coordinate offsets = 1, so no need to look that up.
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double x1 = x0 - i1 + G4; // Offsets for second corner in (x,y,z,w) coords
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double y1 = y0 - j1 + G4;
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double z1 = z0 - k1 + G4;
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double w1 = w0 - l1 + G4;
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double x2 = x0 - i2 + 2.0f*G4; // Offsets for third corner in (x,y,z,w) coords
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double y2 = y0 - j2 + 2.0f*G4;
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double z2 = z0 - k2 + 2.0f*G4;
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double w2 = w0 - l2 + 2.0f*G4;
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double x3 = x0 - i3 + 3.0f*G4; // Offsets for fourth corner in (x,y,z,w) coords
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double y3 = y0 - j3 + 3.0f*G4;
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double z3 = z0 - k3 + 3.0f*G4;
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double w3 = w0 - l3 + 3.0f*G4;
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double x4 = x0 - 1.0f + 4.0f*G4; // Offsets for last corner in (x,y,z,w) coords
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double y4 = y0 - 1.0f + 4.0f*G4;
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double z4 = z0 - 1.0f + 4.0f*G4;
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double w4 = w0 - 1.0f + 4.0f*G4;
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// Wrap the integer indices at 256, to avoid indexing perm[] out of bounds
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int ii = i & 0xff;
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int jj = j & 0xff;
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int kk = k & 0xff;
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int ll = l & 0xff;
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// Calculate the contribution from the five corners
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double t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0;
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if(t0 < 0.0f) n0 = 0.0f;
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else {
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t0 *= t0;
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n0 = t0 * t0 * grad(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0);
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}
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||||||
|
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!
|
||||||
|
}
|
||||||
|
//---------------------------------------------------------------------
|
||||||
|
|||||||
@@ -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 );
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -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;
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -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 }
|
||||||
};
|
};
|
||||||
|
|||||||
@@ -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
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user