#ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include "QF/qtypes.h" #include "noise.h" // returns the 3D noise value for a point in space float noise3d (vec3_t v, int num) { int n; n = floor (v[0]) + floor (v[1]) * 57 + floor (v[2]) * 3251; n = (n << 13) ^ n; n = n * (n * n * 15731 + 789221) + 1376312589; return (n & 0x7fffffff) / 2147483648.0; } // a variation of Noise3D that takes 3 floats float noiseXYZ (float x, float y, float z, int num) { vec3_t v; v[0] = x; v[1] = y; v[2] = z; return noise3d (v, num); } // returns a noise value from a scaled up noise pattern // // Actually created by sampling points on a certain grid // and interpolating the inbetween value, making the noise smooth float noise_scaled (vec3_t v, float s, int num) { float n = 0; vec3_t a, b, c, d; a[0] = floor (v[0] / s) * s; b[0] = a[0] + s; c[0] = (v[0] - a[0]) / s; d[0] = 1 - c[0]; a[1] = floor (v[1] / s) * s; b[1] = a[1] + s; c[1] = (v[1] - a[1]) / s; d[1] = 1 - c[1]; a[2] = floor (v[2] / s) * s; b[2] = a[2] + s; c[2] = (v[2] - a[2]) / s; d[2] = 1 - c[2]; n += noiseXYZ (a[0], a[1], a[2], num) * d[0] * d[1] * d[2]; n += noiseXYZ (a[0], a[1], b[2], num) * d[0] * d[1] * c[2]; n += noiseXYZ (a[0], b[1], a[2], num) * d[0] * c[1] * d[2]; n += noiseXYZ (a[0], b[1], b[2], num) * d[0] * c[1] * c[2]; n += noiseXYZ (b[0], a[1], a[2], num) * c[0] * d[1] * d[2]; n += noiseXYZ (b[0], a[1], b[2], num) * c[0] * d[1] * c[2]; n += noiseXYZ (b[0], b[1], a[2], num) * c[0] * c[1] * d[2]; n += noiseXYZ (b[0], b[1], b[2], num) * c[0] * c[1] * c[2]; return n; } // returns a Perlin noise value for a point in 3D space // // This noise function combines noise at several different scales // which makes it slower than just using one layer of noise float noise_perlin (vec3_t v, float p, int num) { float n = 0; n += noise_scaled (v, 1024, num); n += 0.5 + (noise_scaled (v, 256, num) - 0.5) * p; n += 0.5 + (noise_scaled (v, 64, num) - 0.5) * p * p; n += 0.5 + (noise_scaled (v, 16, num) - 0.5) * p * p * p; return n / 2 - 0.5; } // Use to create low-res noise patterns without interpolation // A good strategy for avoiding seams on terrain and curves // when called with a scale value of about 32 // // This is because surfaces have some texture pixels which are // actually not in the polygon at all so their edges don't // perfectly fit together. // // Creates a random pattern of light and dark squares on flat // axis aligned surfaces, which is usually not what you want // but it may have interesting applications void snap_vector (vec3_t v_old, vec3_t v_new, float scale) { if (scale <= 0) { v_new[0] = v_old[0]; v_new[1] = v_old[1]; v_new[2] = v_old[2]; } else { v_new[0] = floor (v_old[0] / scale + 0.5) * scale; v_new[1] = floor (v_old[1] / scale + 0.5) * scale; v_new[2] = floor (v_old[2] / scale + 0.5) * scale; } }