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Noise: Create a deep copy of NoiseParams

This commit is contained in:
kwolekr 2014-12-10 00:37:09 -05:00
parent 88c28414f4
commit fb2bc956b1
9 changed files with 91 additions and 91 deletions

View file

@ -317,9 +317,9 @@ float contour(float v)
///////////////////////// [ New perlin stuff ] ////////////////////////////
Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
Noise::Noise(NoiseParams *np_, int seed, int sx, int sy, int sz)
{
this->np = np;
memcpy(&np, np_, sizeof(np));
this->seed = seed;
this->sx = sx;
this->sy = sy;
@ -329,10 +329,10 @@ Noise::Noise(NoiseParams *np, int seed, int sx, int sy, int sz)
this->gradient_buf = NULL;
this->result = NULL;
if (np->flags & NOISE_FLAG_DEFAULTS) {
if (np.flags & NOISE_FLAG_DEFAULTS) {
// By default, only 2d noise is eased.
if (sz <= 1)
np->flags |= NOISE_FLAG_EASED;
np.flags |= NOISE_FLAG_EASED;
}
allocBuffers();
@ -380,7 +380,7 @@ void Noise::setSize(int sx, int sy, int sz)
void Noise::setSpreadFactor(v3f spread)
{
this->np->spread = spread;
this->np.spread = spread;
resizeNoiseBuf(sz > 1);
}
@ -388,7 +388,7 @@ void Noise::setSpreadFactor(v3f spread)
void Noise::setOctaves(int octaves)
{
this->np->octaves = octaves;
this->np.octaves = octaves;
resizeNoiseBuf(sz > 1);
}
@ -400,15 +400,15 @@ void Noise::resizeNoiseBuf(bool is3d)
float ofactor;
//maximum possible spread value factor
ofactor = pow(np->lacunarity, np->octaves - 1);
ofactor = pow(np.lacunarity, np.octaves - 1);
//noise lattice point count
//(int)(sz * spread * ofactor) is # of lattice points crossed due to length
// + 2 for the two initial endpoints
// + 1 for potentially crossing a boundary due to offset
nlx = (int)ceil(sx * ofactor / np->spread.X) + 3;
nly = (int)ceil(sy * ofactor / np->spread.Y) + 3;
nlz = is3d ? (int)ceil(sz * ofactor / np->spread.Z) + 3 : 1;
nlx = (int)ceil(sx * ofactor / np.spread.X) + 3;
nly = (int)ceil(sy * ofactor / np.spread.Y) + 3;
nlz = is3d ? (int)ceil(sz * ofactor / np.spread.Z) + 3 : 1;
delete[] noise_buf;
try {
@ -440,7 +440,7 @@ void Noise::gradientMap2D(
int index, i, j, x0, y0, noisex, noisey;
int nlx, nly;
Interp2dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
Interp2dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
biLinearInterpolation : biLinearInterpolationNoEase;
x0 = floor(x);
@ -504,7 +504,7 @@ void Noise::gradientMap3D(
int index, i, j, k, x0, y0, z0, noisex, noisey, noisez;
int nlx, nly, nlz;
Interp3dFxn interpolate = (np->flags & NOISE_FLAG_EASED) ?
Interp3dFxn interpolate = (np.flags & NOISE_FLAG_EASED) ?
triLinearInterpolation : triLinearInterpolationNoEase;
x0 = floor(x);
@ -588,8 +588,8 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy;
x /= np->spread.X;
y /= np->spread.Y;
x /= np.spread.X;
y /= np.spread.Y;
memset(result, 0, sizeof(float) * bufsize);
@ -600,15 +600,15 @@ float *Noise::perlinMap2D(float x, float y, float *persistence_map)
persist_buf[i] = 1.0;
}
for (size_t oct = 0; oct < np->octaves; oct++) {
for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap2D(x * f, y * f,
f / np->spread.X, f / np->spread.Y,
seed + np->seed + oct);
f / np.spread.X, f / np.spread.Y,
seed + np.seed + oct);
updateResults(g, persist_buf, persistence_map, bufsize);
f *= np->lacunarity;
g *= np->persist;
f *= np.lacunarity;
g *= np.persist;
}
return result;
@ -620,9 +620,9 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
float f = 1.0, g = 1.0;
size_t bufsize = sx * sy * sz;
x /= np->spread.X;
y /= np->spread.Y;
z /= np->spread.Z;
x /= np.spread.X;
y /= np.spread.Y;
z /= np.spread.Z;
memset(result, 0, sizeof(float) * bufsize);
@ -633,15 +633,15 @@ float *Noise::perlinMap3D(float x, float y, float z, float *persistence_map)
persist_buf[i] = 1.0;
}
for (size_t oct = 0; oct < np->octaves; oct++) {
for (size_t oct = 0; oct < np.octaves; oct++) {
gradientMap3D(x * f, y * f, z * f,
f / np->spread.X, f / np->spread.Y, f / np->spread.Z,
seed + np->seed + oct);
f / np.spread.X, f / np.spread.Y, f / np.spread.Z,
seed + np.seed + oct);
updateResults(g, persist_buf, persistence_map, bufsize);
f *= np->lacunarity;
g *= np->persist;
f *= np.lacunarity;
g *= np.persist;
}
return result;
@ -653,7 +653,7 @@ void Noise::updateResults(float g, float *gmap,
{
// This looks very ugly, but it is 50-70% faster than having
// conditional statements inside the loop
if (np->flags & NOISE_FLAG_ABSVALUE) {
if (np.flags & NOISE_FLAG_ABSVALUE) {
if (persistence_map) {
for (size_t i = 0; i != bufsize; i++) {
result[i] += gmap[i] * fabs(gradient_buf[i]);
@ -685,6 +685,6 @@ void Noise::transformNoiseMap()
// slowdown even with -O2. To prevent this, store the value in a local.
size_t bufsize = sx * sy * sz;
for (size_t i = 0; i != bufsize; i++)
result[i] = result[i] * np->scale + np->offset;
result[i] = result[i] * np.scale + np.offset;
}