/* =========================================================================== Copyright (C) 1999-2005 Id Software, Inc. This file is part of Quake III Arena source code. Quake III Arena source code 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. Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA =========================================================================== */ // tr_noise.c #include "tr_common.h" #define NOISE_SIZE FUNCTABLE_SIZE #define NOISE_MASK ( NOISE_SIZE - 1 ) #define VAL( a ) s_noise_perm[ ( a ) & ( NOISE_MASK )] #define INDEX( x, y, z, t ) VAL( x + VAL( y + VAL( z + VAL( t ) ) ) ) static float s_noise_table[NOISE_SIZE]; static int s_noise_perm[NOISE_SIZE]; static int s_random[NOISE_SIZE]; static float GetNoiseValue( int x, int y, int z, int t ) { int index = INDEX( ( int ) x, ( int ) y, ( int ) z, ( int ) t ); return s_noise_table[index]; } void R_NoiseInit( void ) { int i; for ( i = 0; i < NOISE_SIZE; i++ ) { s_noise_table[i] = ( float ) ( ( ( rand() / ( float ) RAND_MAX ) * 2.0 - 1.0 ) ); s_noise_perm[i] = ( unsigned char ) ( rand() / ( float ) RAND_MAX * 255 ); s_random[i] = rand() & 0x01; } } float R_NoiseGet4f( float x, float y, float z, double t ) { int i; int ix, iy, iz, it; float fx, fy, fz, ft; float front[4]; float back[4]; float fvalue, bvalue, value[2], finalvalue; ix = ( int ) floor( x ); fx = x - ix; iy = ( int ) floor( y ); fy = y - iy; iz = ( int ) floor( z ); fz = z - iz; it = ( int ) floor( t ); ft = t - it; for ( i = 0; i < 2; i++ ) { front[0] = GetNoiseValue( ix, iy, iz, it + i ); front[1] = GetNoiseValue( ix+1, iy, iz, it + i ); front[2] = GetNoiseValue( ix, iy+1, iz, it + i ); front[3] = GetNoiseValue( ix+1, iy+1, iz, it + i ); back[0] = GetNoiseValue( ix, iy, iz + 1, it + i ); back[1] = GetNoiseValue( ix+1, iy, iz + 1, it + i ); back[2] = GetNoiseValue( ix, iy+1, iz + 1, it + i ); back[3] = GetNoiseValue( ix+1, iy+1, iz + 1, it + i ); fvalue = LERP( LERP( front[0], front[1], fx ), LERP( front[2], front[3], fx ), fy ); bvalue = LERP( LERP( back[0], back[1], fx ), LERP( back[2], back[3], fx ), fy ); value[i] = LERP( fvalue, bvalue, fz ); } finalvalue = LERP( value[0], value[1], ft ); return finalvalue; } // used in the shader functions (GF_RANDOM) to implement a quasi random flickering. #define VALR( a ) s_random[ ( a ) & ( NOISE_MASK )] int R_RandomOn(double t) { return VALR((unsigned int) floor(t)); }