Reimplement noise functions

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smallmodel 2024-11-20 23:02:22 +01:00 committed by GitHub
parent 120a486aea
commit ad825f5114
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2 changed files with 230 additions and 43 deletions

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@ -948,58 +948,242 @@ float LerpAngle (float from, float to, float frac) {
return a; return a;
} }
static int p[514]; float bias(float a, float b)
static float g3[514][3];
static float g2[514][2];
static float g1[514];
static void init(void)
{ {
//This is an ugly func I wont bother variable naming. return pow(a, log(b) / log(0.5));
int i;
for (i = 0; i < 256; i++)
{
p[i] = i;
g1[i] = (rand() % 512 - 256) * 0.00390625;
}
int v21, v22;
for (int j = i - 1; j; p[v22 % 256] = v21)
{
v21 = p[j];
v22 = rand();
p[j--] = p[v22 % 256];
}
for (size_t k = 0; k < 258; k++)
{
g1[k + 256] = g1[k];
}
} }
float gain(float a, float b)
{
float p = log(1. - b) / log(0.5);
if (a < .001)
return 0.;
else if (a > .999)
return 1.;
if (a < 0.5)
return pow(2 * a, p) / 2;
else
return 1. - pow(2 * (1. - a), p) / 2;
}
float noise(float vec[], int len)
{
switch (len) {
case 0:
return 0.;
case 1:
return noise1(vec[0]);
case 2:
return noise2(vec);
default:
return noise3(vec);
}
}
float turbulence(float *v, float freq)
{
float t, vec[3];
for (t = 0. ; freq >= 1. ; freq /= 2) {
vec[0] = freq * v[0];
vec[1] = freq * v[1];
vec[2] = freq * v[2];
t += fabs(noise3(vec)) / freq;
}
return t;
}
/* noise functions over 1, 2, and 3 dimensions */
#define B 0x100
#define BM 0xff
#define N 0x1000
#define NP 12 /* 2^N */
#define NM 0xfff
static int p[B + B + 2];
static float g3[B + B + 2][3];
static float g2[B + B + 2][2];
static float g1[B + B + 2];
static int start = 1; static int start = 1;
static void init(void);
#define s_curve(t) ( t * t * (3. - 2. * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
#define setup(i,b0,b1,r0,r1)\
t = vec[i] + N;\
b0 = ((int)t) & BM;\
b1 = (b0+1) & BM;\
r0 = t - (int)t;\
r1 = r0 - 1.;
float noise1(float arg) float noise1(float arg)
{ {
float rx0; int bx0, bx1;
float rx1; float rx0, rx1, sx, t, u, v, vec[1];
float u;
float sx;
float t;
int bx0;
if (start) vec[0] = arg;
{ if (start) {
start = 0; start = 0;
init(); init();
} }
rx0 = arg + 4096.0; setup(0, bx0,bx1, rx0,rx1);
bx0 = (int)rx0;
rx1 = rx0 - bx0; sx = s_curve(rx0);
sx = rx1 - 1.0;
t = rx1 * rx1 * (3.0 - (rx1 + rx1)); u = rx0 * g1[ p[ bx0 ] ];
u = rx1 * g1[p[bx0]]; v = rx1 * g1[ p[ bx1 ] ];
return u + t * (sx * g1[p[bx0 + 1]] - u);
return lerp(sx, u, v);
}
float noise2(vec3_t vec)
{
int bx0, bx1, by0, by1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
register int i, j;
if (start) {
start = 0;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
sx = s_curve(rx0);
sy = s_curve(ry0);
#define at2(rx,ry) ( rx * q[0] + ry * q[1] )
q = g2[ b00 ] ; u = at2(rx0,ry0);
q = g2[ b10 ] ; v = at2(rx1,ry0);
a = lerp(sx, u, v);
q = g2[ b01 ] ; u = at2(rx0,ry1);
q = g2[ b11 ] ; v = at2(rx1,ry1);
b = lerp(sx, u, v);
return lerp(sy, a, b);
}
float noise3(vec3_t vec)
{
int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
register int i, j;
if (start) {
start = 0;
init();
}
setup(0, bx0,bx1, rx0,rx1);
setup(1, by0,by1, ry0,ry1);
setup(2, bz0,bz1, rz0,rz1);
i = p[ bx0 ];
j = p[ bx1 ];
b00 = p[ i + by0 ];
b10 = p[ j + by0 ];
b01 = p[ i + by1 ];
b11 = p[ j + by1 ];
t = s_curve(rx0);
sy = s_curve(ry0);
sz = s_curve(rz0);
#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )
q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);
q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);
a = lerp(t, u, v);
q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);
q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);
b = lerp(t, u, v);
c = lerp(sy, a, b);
q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);
q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);
a = lerp(t, u, v);
q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);
q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);
b = lerp(t, u, v);
d = lerp(sy, a, b);
return lerp(sz, c, d);
}
static void normalize2(vec2_t v)
{
float s;
s = sqrt(v[0] * v[0] + v[1] * v[1]);
v[0] = v[0] / s;
v[1] = v[1] / s;
}
static void normalize3(vec3_t v)
{
float s;
s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
v[0] = v[0] / s;
v[1] = v[1] / s;
v[2] = v[2] / s;
}
static void init(void)
{
int i, j, k;
for (i = 0 ; i < B ; i++) {
p[i] = i;
g1[i] = (float)((rand() % (B + B)) - B) / B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (float)((rand() % (B + B)) - B) / B;
normalize3(g3[i]);
}
while (--i) {
k = p[i];
p[i] = p[j = rand() % B];
p[j] = k;
}
for (i = 0 ; i < B + 2 ; i++) {
p[B + i] = p[i];
g1[B + i] = g1[i];
for (j = 0 ; j < 2 ; j++)
g2[B + i][j] = g2[i][j];
for (j = 0 ; j < 3 ; j++)
g3[B + i][j] = g3[i][j];
}
} }
/* /*

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@ -838,8 +838,11 @@ void vectoangles( const vec3_t value1, vec3_t angles );
void VectorToAngles( const vec3_t vec, vec3_t angles ); void VectorToAngles( const vec3_t vec, vec3_t angles );
void AnglesToAxis(const vec3_t angles, vec3_t axis[3]); void AnglesToAxis(const vec3_t angles, vec3_t axis[3]);
void YawToAxis(float yaw, float axis[2]); void YawToAxis(float yaw, float axis[2]);
static void init( void );
float noise1(float arg); float noise(float vec[], int len);
float noise1(float arg);
float noise2(vec3_t arg);
float noise3(vec3_t arg);
void R_ConcatRotations( float in1[ 3 ][ 3 ], float in2[ 3 ][ 3 ], float out[ 3 ][ 3 ] ); void R_ConcatRotations( float in1[ 3 ][ 3 ], float in2[ 3 ][ 3 ], float out[ 3 ][ 3 ] );
void R_ConcatTransforms( float in1[ 3 ][ 4 ], float in2[ 3 ][ 4 ], float out[ 3 ][ 4 ] ); void R_ConcatTransforms( float in1[ 3 ][ 4 ], float in2[ 3 ][ 4 ], float out[ 3 ][ 4 ] );