quakeforge/libs/video/renderer/gl/noisetextures.c
Bill Currie 73e6e1684f FINALLY, the nq and qw renderers are merged. the view and particle subsystems
are not yet merged due to their dependence on the client, but that will come
soon.
2001-05-24 19:22:35 +00:00

130 lines
3 KiB
C

/*
noisetextures.c
Noise texture generators
noise_plasma
Copyright (C) 2001 Ragnvald `Despair` Maartmann-Moe IV.
noise_diamondsquare (originally fractalnoise)
Copyright (C) 2000 Forest `LordHavoc` Hale.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/mathlib.h"
void
noise_diamondsquare (unsigned char *noise, int size)
{
int x, y, g, g2, amplitude, min, max, size1 = size - 1;
int *noisebuf;
#define n(x,y) noisebuf[((y)&size1)*size+((x)&size1)]
noisebuf = calloc (size * size, sizeof (int));
amplitude = 32767;
g2 = size;
n (0, 0) = 0;
for (; (g = g2 >> 1) >= 1; g2 >>= 1) {
// subdivide, diamond-square algorythm (really this has little
// to do with squares)
// diamond
for (y = 0; y < size; y += g2)
for (x = 0; x < size; x += g2)
n (x + g, y + g) =
(n (x, y) + n (x + g2, y) + n (x, y + g2) +
n (x + g2, y + g2)) >> 2;
// square
for (y = 0; y < size; y += g2)
for (x = 0; x < size; x += g2) {
n (x + g, y) =
(n (x, y) + n (x + g2, y) + n (x + g, y - g) +
n (x + g, y + g)) >> 2;
n (x, y + g) =
(n (x, y) + n (x, y + g2) + n (x - g, y + g) +
n (x + g, y + g)) >> 2;
}
// Brownian motion ( at every smaller level, random behavior )
amplitude >>= 1;
for (y = 0; y < size; y += g)
for (x = 0; x < size; x += g)
n (x, y) += (rand () & amplitude);
}
// find range of noise values
min = max = 0;
for (y = 0; y < size; y++)
for (x = 0; x < size; x++) {
if (n (x, y) < min)
min = n (x, y);
if (n (x, y) > max)
max = n (x, y);
}
max -= min;
// normalize noise and copy to output
for (y = 0; y < size; y++)
for (x = 0; x < size; x++)
*noise++ = (n (x, y) - min) * 255 / max;
free (noisebuf);
#undef n
}
void
noise_plasma (unsigned char *noise, int size)
{
int a, b, c, d, i, j, k;
if (128 >= size)
d = 64 / size;
else
d = -size / 64;
memset(noise, 128, sizeof (*noise));
for (i=size; i > 0; i/=2) {
for (j=0; j < size; j+=i) {
for (k=0; k < size; k+=i) {
if (d>=0)
c = i * d;
else
c = -i / d;
c=lhrandom(-c, c);
for (a=j; a < j+i; a++)
for (b=k; b < k+i; b++)
noise[a*size+b] += c;
}
}
}
}