[Change] Refactored 2d/3d fractals, should speed up generation of the
nebulae puffs, but it's still slower than I would like.
This commit is contained in:
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261
src/perlin.c
261
src/perlin.c
@ -1,3 +1,18 @@
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/**
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* @file perlin.c
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*
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* @brief Handle creating noise based on perlin noise.
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*
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* Code tries to handle basically 2D/3D cases, without much genericness
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* because it needs to be pretty fast. Originally sped up the code from
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* about 20 seconds to 8 seconds per Nebulae image with the manual loop
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* unrolling.
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*
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* @note Tried to optimize a while back with SSE and the works, but because
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* of the nature of how it's implemented in non-linear fashion it just
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* wound up complicating the code without actually making it faster.
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*/
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#include <math.h>
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#include <math.h>
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#include <stdlib.h>
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#include <stdlib.h>
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#include <string.h>
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#include <string.h>
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@ -11,7 +26,7 @@
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#include "perlin.h"
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#include "perlin.h"
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#define NOISE_MAX_OCTAVES 128
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#define NOISE_MAX_OCTAVES 4
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#define NOISE_DEFAULT_HURST 0.5
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#define NOISE_DEFAULT_HURST 0.5
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#define NOISE_DEFAULT_LACUNARITY 2.
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#define NOISE_DEFAULT_LACUNARITY 2.
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@ -22,23 +37,33 @@ typedef void* noise_t;
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/* Used internally. */
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/* Used internally. */
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typedef struct {
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typedef struct {
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unsigned char map[256]; /* Randomized map of indexes into buffer. */
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int ndim; /**< Dimension of the noise. */
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float buffer[256][3]; /* Random 256x3 buffer. */
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unsigned char map[256]; /**< Randomized map of indexes into buffer. */
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float buffer[256][3]; /**< Random 256x3 buffer. */
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/* Fractal stuff. */
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/* Fractal stuff. */
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float H;
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float H;
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float lacunarity;
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float lacunarity;
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float exponent[NOISE_MAX_OCTAVES];
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float exponent[NOISE_MAX_OCTAVES];
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} perlin_data_t;
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} perlin_data_t;
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static perlin_data_t* noise_new(float hurst, float lacunarity);
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/* Perlin data handling. */
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/* Basic perlin noise. */
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static perlin_data_t* noise_new(int dim, float hurst, float lacunarity);
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static float noise_get(perlin_data_t* pdata, float* f);
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/* Fractional brownian motion. */
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/* Turbulence. */
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static float noise_turbulence(perlin_data_t* noise, float* f, float octaves);
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static void noise_delete(perlin_data_t* noise);
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static void noise_delete(perlin_data_t* noise);
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/* Normalizing. */
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static void normalize3(float f[3]);
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static void normalize2(float f[2]);
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/* Noise processing. */
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static float lattice3(perlin_data_t* pdata, int ix, float fx,
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int iy, float fy, int iz, float fz);
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static float lattice2(perlin_data_t* pdata, int ix, float fx, int iy, float fy);
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/* Basic perlin noise. */
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static float noise_get3(perlin_data_t* pdata, float f[3]);
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static float noise_get2(perlin_data_t* pdata, float f[2]);
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/* Turbulence. */
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static float noise_turbulence3(perlin_data_t* noise, float f[3], int octaves);
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static float noise_turbulence2(perlin_data_t* nouse, float f[2], int octaves);
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static float lattice(perlin_data_t* pdata, int ix, float fx, int iy,
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static float lattice3(perlin_data_t* pdata, int ix, float fx, int iy,
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float fy, int iz, float fz) {
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float fy, int iz, float fz) {
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int nindex;
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int nindex;
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@ -56,12 +81,30 @@ static float lattice(perlin_data_t* pdata, int ix, float fx, int iy,
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return value;
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return value;
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}
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}
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static float lattice2(perlin_data_t* pdata, int ix, float fx, int iy, float fy) {
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int nIndex;
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float value;
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nIndex = 0;
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nIndex = pdata->map[(nIndex + ix) & 0xFF];
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nIndex = pdata->map[(nIndex + iy) & 0xFF];
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value = pdata->buffer[nIndex][0] * fx;
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value += pdata->buffer[nIndex][1] * fy;
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return value;
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}
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#define SWAP(a, b, t) t = a; a = b; b = t
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#define SWAP(a, b, t) t = a; a = b; b = t
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#define FLOOR(a) ((int) a - (a < 0 && a != (int)a))
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#define FLOOR(a) ((int) a - (a < 0 && a != (int)a))
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#define CUBIC(a) (a * a * (3 - 2 * a))
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#define CUBIC(a) (a * a * (3 - 2 * a))
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static void normalize(float f[3]) {
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/**
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* @brief Normalizes a 3d vector.
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* @param f Vector to normalize.
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*/
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static void normalize3(float f[3]) {
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float magnitude;
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float magnitude;
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magnitude = 1. / sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
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magnitude = 1. / sqrtf(f[0]*f[0] + f[1]*f[1] + f[2]*f[2]);
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f[2] *= magnitude;
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f[2] *= magnitude;
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}
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}
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static perlin_data_t* noise_new(float hurst, float lacunarity) {
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/**
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perlin_data_t* pdata = (perlin_data_t*)calloc(sizeof(perlin_data_t), 1);
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* @brief Normalizes a 2d vector.
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* @param f Vector to normalize.
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*/
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static void normalize2(float f[2]) {
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float magnitude;
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magnitude = 1. / sqrtf(f[0]*f[0] + f[1]*f[1]);
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f[0] *= magnitude;
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f[1] *= magnitude;
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}
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/**
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* @brief Creates a new perlin noise generator.
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* @param dim Dimension of the noise.
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* @param hurst
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* @param lacunarity
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*/
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static perlin_data_t* noise_new(int dim, float hurst, float lacunarity) {
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perlin_data_t* pdata;
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int i, j;
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int i, j;
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unsigned char tmp;
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unsigned char tmp;
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float f = 1;
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float f;
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for(i = 0; i < 256; i++) {
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pdata->map[i] = (unsigned char)i;
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/* Create the data. */
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pdata->buffer[i][0] = RNGF()-0.5;
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pdata = calloc(sizeof(perlin_data_t), 1);
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pdata->buffer[i][1] = RNGF()-0.5;
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pdata->ndim = dim;
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pdata->buffer[i][2] = RNGF()-0.5;
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normalize(pdata->buffer[i]);
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/* Create the buffer and map. */
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if(dim == 3) {
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for(i = 0; i < 256; i++) {
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pdata->map[i] = (unsigned char)i;
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pdata->buffer[i][0] = RNGF()-0.5;
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pdata->buffer[i][1] = RNGF()-0.5;
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pdata->buffer[i][2] = RNGF()-0.5;
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normalize3(pdata->buffer[i]);
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}
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}
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}
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else if(dim == 2) {
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for(i = 0; i < 256; i++) {
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pdata->map[i] = (unsigned char)i;
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pdata->buffer[i][0] = RNGF()-0.5;
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pdata->buffer[i][1] = RNGF()-0.5;
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normalize2(pdata->buffer[i]);
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}
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}
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while(--i) {
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while(--i) {
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j = RNG(0, 255);
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j = RNG(0, 255);
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SWAP(pdata->map[i], pdata->map[j], tmp);
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SWAP(pdata->map[i], pdata->map[j], tmp);
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}
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}
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f = 1.;
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pdata->H = hurst;
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pdata->H = hurst;
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pdata->lacunarity = lacunarity;
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pdata->lacunarity = lacunarity;
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for(i = 0; i < NOISE_MAX_OCTAVES; i++) {
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for(i = 0; i < NOISE_MAX_OCTAVES; i++) {
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@ -95,10 +174,17 @@ static perlin_data_t* noise_new(float hurst, float lacunarity) {
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pdata->exponent[i] = 1. / f;
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pdata->exponent[i] = 1. / f;
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f *= lacunarity;
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f *= lacunarity;
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}
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}
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return (noise_t)pdata;
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return pdata;
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}
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}
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static float noise_get(perlin_data_t* pdata, float *f ) {
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/**
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* @brief Get some 3d perlin noise from the data.
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*
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* Somewhat optimized for speed, probably can't get optimized much more.
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* @param pdata Perlin data to use.
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* @param f Position of the noise to get.
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*/
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static float noise_get3(perlin_data_t* pdata, float f[3] ) {
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int n[3]; /* Indexes to pass to lattice function. */
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int n[3]; /* Indexes to pass to lattice function. */
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float r[3]; /* Remainders to pass to lattice function. */
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float r[3]; /* Remainders to pass to lattice function. */
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float w[3]; /* Cubic values to pass to interpolation function. */
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float w[3]; /* Cubic values to pass to interpolation function. */
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* This is the big ugly part that is in dire need
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* This is the big ugly part that is in dire need
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* of optimisation!!!!
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* of optimisation!!!!
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*/
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*/
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value = LERP(LERP(LERP(lattice(pdata,n[0], r[0], n[1], r[1], n[2], r[2]),
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value = LERP(LERP(LERP(lattice3(pdata,n[0], r[0], n[1], r[1], n[2], r[2]),
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lattice(pdata,n[0]+1, r[0]-1, n[1], r[1], n[2], r[2]),
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lattice3(pdata,n[0]+1, r[0]-1, n[1], r[1], n[2], r[2]),
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w[0]),
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w[0]),
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LERP(lattice(pdata,n[0], r[0], n[1]+1, r[1]-1, n[2], r[2]),
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LERP(lattice3(pdata,n[0], r[0], n[1]+1, r[1]-1, n[2], r[2]),
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lattice(pdata,n[0]+1, r[0]-1, n[1]+1, r[1]-1, n[2], r[2]),
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lattice3(pdata,n[0]+1, r[0]-1, n[1]+1, r[1]-1, n[2], r[2]),
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w[0]),
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w[0]),
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w[1]),
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w[1]),
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LERP(LERP(lattice(pdata,n[0], r[0], n[1], r[1], n[2]+1, r[2]-1),
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LERP(LERP(lattice3(pdata,n[0], r[0], n[1], r[1], n[2]+1, r[2]-1),
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lattice(pdata,n[0]+1, r[0]-1, n[1], r[1], n[2]+1, r[2]-1),
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lattice3(pdata,n[0]+1, r[0]-1, n[1], r[1], n[2]+1, r[2]-1),
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w[0]),
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w[0]),
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LERP(lattice(pdata,n[0], r[0], n[1]+1, r[1]-1, n[2]+1, r[2]-1),
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LERP(lattice3(pdata,n[0], r[0], n[1]+1, r[1]-1, n[2]+1, r[2]-1),
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lattice(pdata,n[0]+1, r[0]-1, n[1]+1, r[1]-1, n[2]+1, r[2]-1),
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lattice3(pdata,n[0]+1, r[0]-1, n[1]+1, r[1]-1, n[2]+1, r[2]-1),
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w[0]),
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w[0]),
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w[1]),
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w[1]),
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w[2]);
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w[2]);
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@ -139,7 +225,48 @@ static float noise_get(perlin_data_t* pdata, float *f ) {
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return CLAMP(-0.99999f, 0.99999f, value);
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return CLAMP(-0.99999f, 0.99999f, value);
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}
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}
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static float noise_turbulence(perlin_data_t* noise, float* f, float octaves) {
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/**
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* @brief Get some 2D perlin noise from the data.
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*
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* Somewhat optimized for speed, probably can't get optimized much more.
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* @param pdata Perlin data to use.
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* @param f position of the noise to get.
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*/
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static float noise_get2(perlin_data_t* pdata, float f[2]) {
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int n[2]; /* Indexes to pass to lattice function. */
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float r[2]; /* Remainders to pass to lattice function. */
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float w[2]; /* Cubic values to pass to interpolation function. */
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float value;
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n[0] = FLOOR(f[0]);
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n[1] = FLOOR(f[1]);
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r[0] = f[0] - n[0];
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r[1] = f[1] - n[1];
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w[0] = CUBIC(r[0]);
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w[1] = CUBIC(r[1]);
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/* Much faster in 2d. */
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value = LERP(LERP(lattice2(pdata, n[0], r[0], n[1], r[1]),
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lattice2(pdata, n[0]+1, r[0]-1, n[1], r[1]),
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w[0]),
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LERP(lattice2(pdata, n[0], r[0], n[1]+1, r[1]-1),
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lattice2(pdata, n[0]+1, r[0]-1, n[1]+1, r[1]-1),
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w[0]),
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w[1]);
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return CLAMP(-0.99999f, 0.99999f, value);
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}
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/**
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* @brief Get 3d tubulence noise for a position.
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* @param noise Perlin data to generate noise from.
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* @param f Position of the noise.
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* @param octaves to use.
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* @return The noise level at the position.
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*/
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static float noise_turbulence3(perlin_data_t* noise, float f[3], int octaves) {
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float tf[3];
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float tf[3];
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perlin_data_t* pdata = (perlin_data_t*) noise;
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perlin_data_t* pdata = (perlin_data_t*) noise;
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/* Init locals. */
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/* Init locals. */
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/* Inner loop of spectral construction, where the fractal is built. */
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/* Inner loop of spectral construction, where the fractal is built. */
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for(i = 0; i < octaves; i++) {
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for(i = 0; i < octaves; i++) {
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value += ABS(noise_get(noise, tf)) * pdata->exponent[i];
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value += ABS(noise_get3(noise, tf)) * pdata->exponent[i];
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tf[0] *= pdata->lacunarity;
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tf[0] *= pdata->lacunarity;
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tf[1] *= pdata->lacunarity;
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tf[1] *= pdata->lacunarity;
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tf[2] *= pdata->lacunarity;
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tf[2] *= pdata->lacunarity;
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@ -161,11 +288,49 @@ static float noise_turbulence(perlin_data_t* noise, float* f, float octaves) {
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return CLAMP(-0.99999f, 0.99999f, value);
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return CLAMP(-0.99999f, 0.99999f, value);
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}
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}
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/**
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* @brief Get 2d turbulence noise for a position.
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* @param noise Perlin data to generate noise from.
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* @param f Position of the noise.
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* @param octaves Octaves to use.
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* @return The noise level at the position.
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*/
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static float noise_turbulence2(perlin_data_t* noise, float f[2], int octaves) {
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float tf[2];
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perlin_data_t* pdata = (perlin_data_t*) noise;
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/* Initialize locals. */
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float value = 0;
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int i;
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tf[0] = f[0];
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tf[1] = f[1];
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/* Inner loop of spectral construction, where the fractal is built. */
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for(i = 0; i < octaves; i++) {
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value += ABS(noise_get2(noise, tf)) * pdata->exponent[i];
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tf[0] *= pdata->lacunarity;
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tf[1] *= pdata->lacunarity;
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}
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return CLAMP(-0.99999f, 0.99999f, value);
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}
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/**
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* @brief Free some noise data.
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* @param noise Noise data to free.
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*/
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void noise_delete(perlin_data_t* noise) {
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void noise_delete(perlin_data_t* noise) {
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free(noise);
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free(noise);
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}
|
}
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|
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/* Generate a 3d nebulae map of dimensions w,h,n with ruggedness rig. */
|
/**
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|
* @brief Generate a 3d nebulae map.
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|
* @param w Width of the map.
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|
* @param h Height of the map.
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|
* @param n Number of slices of the map (2d planes).
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|
* @param rug Rugosity of the map.
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|
* @return The map generated.
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|
*/
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float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
|
float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
|
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int x, y, z;
|
int x, y, z;
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float f[3];
|
float f[3];
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@ -186,8 +351,7 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
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zoom = rug * ((float)h/768.)*((float)w/1024.);
|
zoom = rug * ((float)h/768.)*((float)w/1024.);
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|
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/* Create noise and data. */
|
/* Create noise and data. */
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noise = noise_new(hurst, lacunarity);
|
noise = noise_new(3, hurst, lacunarity);
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||||||
|
|
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nebulae = malloc(sizeof(float)*w*h*n);
|
nebulae = malloc(sizeof(float)*w*h*n);
|
||||||
if(nebulae == NULL) {
|
if(nebulae == NULL) {
|
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WARN("Out of memory!");
|
WARN("Out of memory!");
|
||||||
@ -213,7 +377,7 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
|
|||||||
|
|
||||||
f[0] = zoom * (float)x / (float)w;
|
f[0] = zoom * (float)x / (float)w;
|
||||||
|
|
||||||
value = noise_turbulence(noise, f, octaves);
|
value = noise_turbulence3(noise, f, octaves);
|
||||||
if(max < value) max = value;
|
if(max < value) max = value;
|
||||||
|
|
||||||
nebulae[z*w*h + y*w+x] = value;
|
nebulae[z*w*h + y*w+x] = value;
|
||||||
@ -241,11 +405,17 @@ float* noise_genNebulaeMap(const int w, const int h, const int n, float rug) {
|
|||||||
return nebulae;
|
return nebulae;
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Generate tiny nebuale puffs */
|
/**
|
||||||
|
* @brief Generate tiny nebulae puffs.
|
||||||
|
* @param w Width of the puff to generate.
|
||||||
|
* @param h Height of the puff to generate.
|
||||||
|
* @param rug Rugosity of the puff.
|
||||||
|
* @return The puff generated.
|
||||||
|
*/
|
||||||
float* noise_genNebulaePuffMap(const int w, const int h, float rug) {
|
float* noise_genNebulaePuffMap(const int w, const int h, float rug) {
|
||||||
int x, y, hw, hh;
|
int x, y, hw, hh;
|
||||||
float d;
|
float d;
|
||||||
float f[3];
|
float f[2];
|
||||||
int octaves;
|
int octaves;
|
||||||
float hurst;
|
float hurst;
|
||||||
float lacunarity;
|
float lacunarity;
|
||||||
@ -262,7 +432,7 @@ float* noise_genNebulaePuffMap(const int w, const int h, float rug) {
|
|||||||
zoom = rug;
|
zoom = rug;
|
||||||
|
|
||||||
/* Create noise and data. */
|
/* Create noise and data. */
|
||||||
noise = noise_new(hurst, lacunarity);
|
noise = noise_new(2, hurst, lacunarity);
|
||||||
nebulae = malloc(sizeof(float)*w*h);
|
nebulae = malloc(sizeof(float)*w*h);
|
||||||
if(nebulae == NULL) {
|
if(nebulae == NULL) {
|
||||||
WARN("Out of memory!");
|
WARN("Out of memory!");
|
||||||
@ -271,7 +441,6 @@ float* noise_genNebulaePuffMap(const int w, const int h, float rug) {
|
|||||||
|
|
||||||
/* Start to create the nebulae. */
|
/* Start to create the nebulae. */
|
||||||
max = 0.;
|
max = 0.;
|
||||||
f[2] = 0.;
|
|
||||||
hw = w/2;
|
hw = w/2;
|
||||||
hh = h/2;
|
hh = h/2;
|
||||||
d = (float)MIN(hw, hh);
|
d = (float)MIN(hw, hh);
|
||||||
@ -280,25 +449,21 @@ float* noise_genNebulaePuffMap(const int w, const int h, float rug) {
|
|||||||
for(x = 0; x < w; x++) {
|
for(x = 0; x < w; x++) {
|
||||||
f[0] = zoom * (float)x / (float)w;
|
f[0] = zoom * (float)x / (float)w;
|
||||||
|
|
||||||
value = noise_turbulence(noise, f, octaves);
|
/* Get the 2d noise. */
|
||||||
|
value = noise_turbulence2(noise, f, octaves);
|
||||||
|
|
||||||
/* Make value also depend on distance from center. */
|
/* Make value also depend on distance from center. */
|
||||||
value *= (d - 1. - sqrtf((float)((x-hw)*(x-hw)+(y-hh)*(y-hh))))/d;
|
value *= (d - 1. - sqrtf((float)((x-hw)*(x-hw)+(y-hh)*(y-hh))))/d;
|
||||||
if(value < 0.) value = 0.;
|
if(value < 0.) value = 0.;
|
||||||
|
|
||||||
|
/* Cap at maximum. */
|
||||||
if(max < value) max = value;
|
if(max < value) max = value;
|
||||||
|
|
||||||
|
/* Set the value. */
|
||||||
nebulae[y*w + x] = value;
|
nebulae[y*w + x] = value;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/* Post filtering. */
|
|
||||||
/*value = 1. - max;
|
|
||||||
for(y = 0; y < h; y++)
|
|
||||||
for(x = 0; x < w; x++)
|
|
||||||
if(nebulae[y*w+x] > 0.)
|
|
||||||
nebulae[y*w + x] += value;*/
|
|
||||||
|
|
||||||
/* Clean up. */
|
/* Clean up. */
|
||||||
noise_delete(noise);
|
noise_delete(noise);
|
||||||
|
|
||||||
|
Loading…
Reference in New Issue
Block a user