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Remove some old dead code. Fix some Clang warnings in SRP (ng->N... will
always evaluate to true.
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parent
2eb329cc63
commit
aab7c83d02
4 changed files with 2 additions and 241 deletions
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@ -192,14 +192,6 @@ inline float biLinearInterpolation(
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{
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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#if 0
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return (
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v00 * (1 - tx) * (1 - ty) +
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v10 * tx * (1 - ty) +
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v01 * (1 - tx) * ty +
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v11 * tx * ty
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);
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#endif
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float u = linearInterpolation(v00, v10, tx);
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float v = linearInterpolation(v01, v11, tx);
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return linearInterpolation(u, v, ty);
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@ -225,18 +217,6 @@ float triLinearInterpolation(
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float tx = easeCurve(x);
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float ty = easeCurve(y);
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float tz = easeCurve(z);
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#if 0
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return (
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v000 * (1 - tx) * (1 - ty) * (1 - tz) +
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v100 * tx * (1 - ty) * (1 - tz) +
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v010 * (1 - tx) * ty * (1 - tz) +
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v110 * tx * ty * (1 - tz) +
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v001 * (1 - tx) * (1 - ty) * tz +
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v101 * tx * (1 - ty) * tz +
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v011 * (1 - tx) * ty * tz +
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v111 * tx * ty * tz
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);
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#endif
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float u = biLinearInterpolationNoEase(v000, v100, v010, v110, tx, ty);
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float v = biLinearInterpolationNoEase(v001, v101, v011, v111, tx, ty);
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return linearInterpolation(u, v, tz);
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@ -252,33 +232,6 @@ float triLinearInterpolationNoEase(
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return linearInterpolation(u, v, z);
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}
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#if 0
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float noise2d_gradient(float x, float y, int seed)
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{
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// Calculate the integer coordinates
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int x0 = (x > 0.0 ? (int)x : (int)x - 1);
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int y0 = (y > 0.0 ? (int)y : (int)y - 1);
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// Calculate the remaining part of the coordinates
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float xl = x - (float)x0;
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float yl = y - (float)y0;
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// Calculate random cosine lookup table indices for the integer corners.
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// They are looked up as unit vector gradients from the lookup table.
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int n00 = (int)((noise2d(x0, y0, seed)+1)*8);
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int n10 = (int)((noise2d(x0+1, y0, seed)+1)*8);
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int n01 = (int)((noise2d(x0, y0+1, seed)+1)*8);
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int n11 = (int)((noise2d(x0+1, y0+1, seed)+1)*8);
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// Make a dot product for the gradients and the positions, to get the values
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float s = dotProduct(cos_lookup[n00], cos_lookup[(n00+12)%16], xl, yl);
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float u = dotProduct(-cos_lookup[n10], cos_lookup[(n10+12)%16], 1.-xl, yl);
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float v = dotProduct(cos_lookup[n01], -cos_lookup[(n01+12)%16], xl, 1.-yl);
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float w = dotProduct(-cos_lookup[n11], -cos_lookup[(n11+12)%16], 1.-xl, 1.-yl);
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// Interpolate between the values
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return biLinearInterpolation(s,u,v,w,xl,yl);
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}
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#endif
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float noise2d_gradient(float x, float y, int seed, bool eased)
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{
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// Calculate the integer coordinates
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