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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "stdmisc.h"
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#include "nel/misc/noise_value.h"
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#include "nel/misc/fast_floor.h"
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NLMISC
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{
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// 3 level: best quality/speed ratio.
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#define NL3D_NOISE_LEVEL 3
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#define NL3D_NOISE_GRID_SIZE_SHIFT 5
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#define NL3D_NOISE_GRID_SIZE (1<<NL3D_NOISE_GRID_SIZE_SHIFT)
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static const float NL3D_OO255= 1.0f / 255;
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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/// A static 3D array of random value + other infos for noise
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class CRandomGrid3D
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{
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public:
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// generate a random grid, with same seed.
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CRandomGrid3D()
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{
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//seed
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srand(0);
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// init the grid
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for(uint z=0; z<NL3D_NOISE_GRID_SIZE; z++)
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{
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for(uint y=0; y<NL3D_NOISE_GRID_SIZE; y++)
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{
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for(uint x=0; x<NL3D_NOISE_GRID_SIZE; x++)
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{
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uint id= x + (y<<NL3D_NOISE_GRID_SIZE_SHIFT) + (z<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
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// take higher bits of rand gives better result.
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uint v= rand() >> 5;
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_Texture3d[id]= v&255;
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}
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}
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}
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// init sizes.
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uint i;
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// sum of sizes must be 1, and each level must be /2.
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float sizeSum=0;
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for(i=0; i<NL3D_NOISE_LEVEL; i++)
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{
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_Sizes[i]= 1.0f / (1<<i);
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sizeSum+= _Sizes[i];
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}
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// normalize
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for(i=0; i<NL3D_NOISE_LEVEL; i++)
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{
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_Sizes[i]/= sizeSum;
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}
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// init LevelPhases.
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for(i=0; i<NL3D_NOISE_LEVEL; i++)
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{
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_LevelPhase[i].x= frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].y= frand(NL3D_NOISE_GRID_SIZE);
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_LevelPhase[i].z= frand(NL3D_NOISE_GRID_SIZE);
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}
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// not for level 0.
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_LevelPhase[0]= CVector::Null;
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}
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// x/y/z are use to lookup directly in the grid 3D.
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static inline float evalNearest(const CVector &pos)
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{
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// compute integer part.
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sint x= OptFastFloor(pos.x);
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sint y= OptFastFloor(pos.y);
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sint z= OptFastFloor(pos.z);
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// index in texture.
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uint ux= x& (NL3D_NOISE_GRID_SIZE-1);
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uint uy= y& (NL3D_NOISE_GRID_SIZE-1);
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uint uz= z& (NL3D_NOISE_GRID_SIZE-1);
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// read the texture.
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float turb= lookup(ux,uy,uz);
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return turb*NL3D_OO255;
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}
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// x/y/z are use to lookup directly in the grid 3D.
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static inline float evalBiLinear(const CVector &pos)
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{
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// compute integer part.
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sint x= OptFastFloor(pos.x);
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sint y= OptFastFloor(pos.y);
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sint z= OptFastFloor(pos.z);
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// index in texture.
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uint ux= x& (NL3D_NOISE_GRID_SIZE-1);
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uint uy= y& (NL3D_NOISE_GRID_SIZE-1);
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uint uz= z& (NL3D_NOISE_GRID_SIZE-1);
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uint ux2= (x+1)& (NL3D_NOISE_GRID_SIZE-1);
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uint uy2= (y+1)& (NL3D_NOISE_GRID_SIZE-1);
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uint uz2= (z+1)& (NL3D_NOISE_GRID_SIZE-1);
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// delta.
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float dx2;
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float dy2;
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float dz2;
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easeInEaseOut(dx2, pos.x-x);
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easeInEaseOut(dy2, pos.y-y);
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easeInEaseOut(dz2, pos.z-z);
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float dx= 1-dx2;
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float dy= 1-dy2;
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float dz= 1-dz2;
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// TriLinear in texture3D.
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float turb=0;
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float dxdy= dx*dy;
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turb+= lookup(ux,uy,uz)* dxdy*dz;
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turb+= lookup(ux,uy,uz2)* dxdy*dz2;
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float dxdy2= dx*dy2;
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turb+= lookup(ux,uy2,uz)* dxdy2*dz;
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turb+= lookup(ux,uy2,uz2)* dxdy2*dz2;
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float dx2dy= dx2*dy;
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turb+= lookup(ux2,uy,uz)* dx2dy*dz;
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turb+= lookup(ux2,uy,uz2)* dx2dy*dz2;
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float dx2dy2= dx2*dy2;
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turb+= lookup(ux2,uy2,uz)* dx2dy2*dz;
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turb+= lookup(ux2,uy2,uz2)* dx2dy2*dz2;
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// End!
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return turb*NL3D_OO255;
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}
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// get size according to level
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static inline float getLevelSize(uint level)
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{
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return _Sizes[level];
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}
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// get an additional level phase.
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static inline const CVector &getLevelPhase(uint level)
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{
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return _LevelPhase[level];
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}
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// **************
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private:
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static uint8 _Texture3d[NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE];
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static float _Sizes[NL3D_NOISE_LEVEL];
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static CVector _LevelPhase[NL3D_NOISE_LEVEL];
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// lookup with no mod.
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static inline float lookup(uint ux, uint uy, uint uz)
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{
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uint id= ux + (uy<<NL3D_NOISE_GRID_SIZE_SHIFT) + (uz<<(NL3D_NOISE_GRID_SIZE_SHIFT*2));
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return _Texture3d[id];
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}
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// easineasout
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static inline void easeInEaseOut(float &y, float x)
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{
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// cubic such that f(0)=0, f'(0)=0, f(1)=1, f'(1)=0.
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float x2=x*x;
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float x3=x2*x;
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y= -2*x3 + 3*x2;
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}
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};
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uint8 CRandomGrid3D::_Texture3d[NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE*NL3D_NOISE_GRID_SIZE];
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float CRandomGrid3D::_Sizes[NL3D_NOISE_LEVEL];
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CVector CRandomGrid3D::_LevelPhase[NL3D_NOISE_LEVEL];
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// just to init the static arrays.
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static CRandomGrid3D NL3D_RandomGrid3D;
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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float CNoiseValue::evalRandom(const CVector &pos) const
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{
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return CRandomGrid3D::evalNearest(pos);
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}
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// ***************************************************************************
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float CNoiseValue::noise(const CVector &pos) const
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{
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// eval "fractaly".
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float turb;
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#if (NL3D_NOISE_LEVEL != 3)
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CVector vd= pos;
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turb=0;
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for(uint level=0;level<NL3D_NOISE_LEVEL;level++)
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{
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// Add the influence of the ith level.
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turb+= CRandomGrid3D::getLevelSize(level) *
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CRandomGrid3D::evalBiLinear(vd + CRandomGrid3D::getLevelPhase(level) );
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// Next level at higher frequency
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vd*= 2;
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}
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#else
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// special case. unrolled loop.
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// level 0 has no phase.
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turb= CRandomGrid3D::getLevelSize(0) *
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CRandomGrid3D::evalBiLinear(pos);
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// level 1
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turb+= CRandomGrid3D::getLevelSize(1) *
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CRandomGrid3D::evalBiLinear(pos*2 + CRandomGrid3D::getLevelPhase(1) );
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// level 2
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turb+= CRandomGrid3D::getLevelSize(2) *
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CRandomGrid3D::evalBiLinear(pos*4 + CRandomGrid3D::getLevelPhase(2) );
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#endif
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return turb;
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}
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// ***************************************************************************
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CNoiseValue::CNoiseValue()
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{
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Abs= 0;
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Rand= 1;
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Frequency= 1;
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}
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// ***************************************************************************
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CNoiseValue::CNoiseValue(float abs, float rand, float freq)
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{
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Abs= abs;
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Rand= rand;
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Frequency= freq;
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}
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// ***************************************************************************
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float CNoiseValue::eval(const CVector &posInWorld) const
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{
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// A single cube in the Grid3d correspond to Frequency==1.
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// So enlarging size of the grid3d do not affect the frequency aspect.
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return Abs + Rand * noise(posInWorld*Frequency);
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}
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// ***************************************************************************
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float CNoiseValue::evalOneLevelRandom(const CVector &posInWorld) const
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{
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// A single cube in the Grid3d correspond to Frequency==1.
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// So enlarging size of the grid3d do not affect the frequency aspect.
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return Abs + Rand * evalRandom(posInWorld*Frequency);
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}
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// ***************************************************************************
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void CNoiseValue::serial(IStream &f)
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{
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(void)f.serialVersion(0);
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f.serial(Abs);
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f.serial(Rand);
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f.serial(Frequency);
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}
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CNoiseColorGradient::eval(const CVector &posInWorld, CRGBAF &result) const
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{
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// test if not null grads.
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uint nGrads= (uint)Gradients.size();
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if(nGrads==0)
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return;
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// if only one color, easy
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if(nGrads==1)
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{
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result= Gradients[0];
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}
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else
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{
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// eval noise
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float f= NoiseValue.eval(posInWorld) * (nGrads-1);
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clamp(f, 0.f, (float)(nGrads-1));
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// look up in table of gradients.
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uint id= OptFastFloor(f);
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clamp(id, 0U, nGrads-2);
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// fractionnal part.
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f= f-id;
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clamp(f, 0, 1);
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// interpolate the gradient.
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result= Gradients[id]*(1-f) + Gradients[id+1]*f;
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}
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}
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// ***************************************************************************
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void CNoiseColorGradient::serial(IStream &f)
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{
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(void)f.serialVersion(0);
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f.serial(NoiseValue);
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f.serialCont(Gradients);
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}
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} // NLMISC
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