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philiplb  committed ff070d0

Volume Rendering: ported 3d part of public domain version of simplex noise to c++

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Files changed (4)

File Components/Volume/CMakeLists.txt

 	include/OgreVolumeChunk.h
 	include/OgreVolumeOctreeNode.h
 	include/OgreVolumeOctreeNodeSplitPolicy.h
+	include/OgreVolumeSimplexNoise.h
 	include/OgreVolumeSource.h
 	include/OgreVolumePrerequisites.h
 )
 	src/OgreVolumeChunk.cpp
 	src/OgreVolumeOctreeNode.cpp
 	src/OgreVolumeOctreeNodeSplitPolicy.cpp
+	src/OgreVolumeSimplexNoise.cpp
 	src/OgreVolumeSource.cpp
 )
 

File Components/Volume/include/OgreVolumeSimplexNoise.h

+/*
+-----------------------------------------------------------------------------
+This source file is part of OGRE
+(Object-oriented Graphics Rendering Engine)
+For the latest info, see http://www.ogre3d.org/
+
+Copyright (c) 2000-2012 Torus Knot Software Ltd
+
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+-----------------------------------------------------------------------------
+*/
+#ifndef __Ogre_Simplex_Noise_H__
+#define __Ogre_Simplex_Noise_H__
+
+#include "OgreVector3.h"
+
+#include "OgreVolumePrerequisites.h"
+
+namespace Ogre {
+namespace Volume {
+
+    /** Simplex Noise ported from public domain Java Implementation
+     http://webstaff.itn.liu.se/~stegu/simplexnoise/SimplexNoise.java
+     Thanks Stefan Gustavson!
+    */
+    class _OgreVolumeExport SimplexNoise
+    {
+    private:
+        
+        /// Skewing and unskewing factor for 3 dimensions.
+        static Real F3;
+        
+        /// Skewing and unskewing factor for 3 dimensions.
+        static Real G3;
+
+        /// Random seed.
+        long seed;
+
+        /// Permutation table.
+        short perm[512];
+
+        /// Permutation table modulo 12.
+        short permMod12[512];
+
+        /* Gets a random long.
+        @return
+            A random long.
+        */
+        unsigned long random(void);
+        
+        /** Dot product of a gradient with the given values.
+        @param g
+            The gradient.
+        @param x
+            The first value.
+        @param y
+            The second value.
+        @param z
+            The third value.
+        @return
+            The dot product.
+        */
+        inline Real dot(const Vector3 &g, Real x, Real y, Real z)
+        {
+            return g.x * x + g.y * y + g.z * z;
+        }
+                
+        /** Initializes the SimplexNoise instance.
+        */
+        void init(unsigned long definedSeed);
+
+    public:
+
+        /** Constructor with a random permutation table.
+        */
+        SimplexNoise(void);
+
+        /** Constructor with a by seed defined permutation table.
+        @param definedSeed
+            The seed to use.
+        */
+        SimplexNoise(unsigned long definedSeed);
+
+        /** 3D noise function.
+        @param xIn
+            The first dimension parameter.
+        @param xIn
+            The first dimension parameter.
+        @param xIn
+            The first dimension parameter.
+        @return
+            The noise value.
+        */
+        Real noise(Real xIn, Real yIn, Real zIn);
+        
+    };
+
+}
+}
+
+#endif

File Components/Volume/src/OgreVolumeSimplexNoise.cpp

+/*
+-----------------------------------------------------------------------------
+This source file is part of OGRE
+(Object-oriented Graphics Rendering Engine)
+For the latest info, see http://www.ogre3d.org
+
+Copyright (c) 2000-2012 Torus Knot Software Ltd
+Permission is hereby granted, free of charge, to any person obtaining a copy
+of this software and associated documentation files (the "Software"), to deal
+in the Software without restriction, including without limitation the rights
+to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
+copies of the Software, and to permit persons to whom the Software is
+furnished to do so, subject to the following conditions:
+
+The above copyright notice and this permission notice shall be included in
+all copies or substantial portions of the Software.
+
+THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
+IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
+FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
+AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
+LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
+OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
+THE SOFTWARE.
+-----------------------------------------------------------------------------
+*/
+#include "OgreVolumeSimplexNoise.h"
+
+#include <time.h>
+
+namespace Ogre {
+namespace Volume {
+
+    Real SimplexNoise::F3 = (Real)(1.0 / 3.0);
+    Real SimplexNoise::G3 = (Real)(1.0 / 6.0);
+    
+    Vector3 grad3[] = {
+        Vector3(1,1,0), Vector3(-1,1,0), Vector3(1,-1,0), Vector3(-1,-1,0),
+        Vector3(1,0,1), Vector3(-1,0,1), Vector3(1,0,-1), Vector3(-1,0,-1),
+        Vector3(0,1,1), Vector3(0,-1,1), Vector3(0,1,-1), Vector3(0,-1,-1)
+    };
+
+    //-----------------------------------------------------------------------
+    
+    unsigned long SimplexNoise::random(void)
+    {
+        // Simple XORShift random number generator like in http://www.jstatsoft.org/v08/i14/paper
+        seed ^= seed << 13;
+        seed = seed >> 17;
+        return seed ^= seed << 5;
+    }
+    
+    //-----------------------------------------------------------------------
+    
+    void SimplexNoise::init(unsigned long definedSeed)
+    {
+        seed = definedSeed;
+        short p[256];
+        for (int i = 0; i < 256; ++i)
+        {
+            p[i] = (short)(random() % 256);
+        }
+
+        for(int i=0; i<512; i++)
+        {
+            perm[i]= p[i & 255];
+            permMod12[i] = (short)(perm[i] % 12);
+        }
+    }
+    
+    //-----------------------------------------------------------------------
+    
+    SimplexNoise::SimplexNoise(void)
+    {
+        init((unsigned long)time(0));
+    }
+    
+    //-----------------------------------------------------------------------
+    
+    SimplexNoise::SimplexNoise(unsigned long definedSeed)
+    {
+        init(seed);
+    }
+    
+    //-----------------------------------------------------------------------
+    
+    Real SimplexNoise::noise(Real xIn, Real yIn, Real zIn)
+    {
+        Real n0, n1, n2, n3; // Noise contributions from the four corners
+        // Skew the input space to determine which simplex cell we're in
+        Real s = (xIn + yIn + zIn) * F3; // Very nice and simple skew factor for 3D
+        int i = (int)floor(xIn + s);
+        int j = (int)floor(yIn + s);
+        int k = (int)floor(zIn + s);
+        Real t = (i + j + k) * G3;
+        Real X0 = i - t; // Unskew the cell origin back to (x,y,z) space
+        Real Y0 = j - t;
+        Real Z0 = k - t;
+        Real x0 = xIn - X0; // The x,y,z distances from the cell origin
+        Real y0 = yIn - Y0;
+        Real z0 = zIn - Z0;
+        // For the 3D case, the simplex shape is a slightly irregular tetrahedron.
+        // Determine which simplex we are in.
+        int i1, j1, k1; // Offsets for second corner of simplex in (i,j,k) coords
+        int i2, j2, k2; // Offsets for third corner of simplex in (i,j,k) coords
+        if (x0 >= y0)
+        {
+            if (y0 >= z0)  // X Y Z order
+            {
+                i1 = 1;
+                j1 = 0;
+                k1 = 0;
+                i2 = 1;
+                j2 = 1;
+                k2 = 0;
+            }
+            else if (x0 >= z0) // X Z Y order
+            {
+                i1 = 1;
+                j1 = 0;
+                k1 = 0;
+                i2 = 1;
+                j2 = 0;
+                k2 = 1;
+            }
+            else // Z X Y order
+            {
+                i1 = 0;
+                j1 = 0;
+                k1 = 1;
+                i2 = 1;
+                j2 = 0;
+                k2 = 1;
+            } 
+        }
+        else // x0<y0
+        { 
+            if (y0 < z0) // Z Y X order
+            {
+                i1 = 0;
+                j1 = 0;
+                k1 = 1;
+                i2 = 0;
+                j2 = 1;
+                k2 = 1;
+            }
+            else if(x0 < z0) // Y Z X order
+            {
+                i1 = 0;
+                j1 = 1;
+                k1 = 0;
+                i2 = 0;
+                j2 = 1;
+                k2 = 1;
+            }
+            else // Y X Z order
+            {
+                i1 = 0;
+                j1 = 1;
+                k1 = 0;
+                i2 = 1;
+                j2 = 1;
+                k2 = 0;
+            } 
+        }
+        // A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z),
+        // a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and
+        // a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where
+        // c = 1/6.
+        Real x1 = x0 - i1 + G3; // Offsets for second corner in (x,y,z) coords
+        Real y1 = y0 - j1 + G3;
+        Real z1 = z0 - k1 + G3;
+        Real x2 = x0 - i2 + (Real)2.0 * G3; // Offsets for third corner in (x,y,z) coords
+        Real y2 = y0 - j2 + (Real)2.0*G3;
+        Real z2 = z0 - k2 + (Real)2.0*G3;
+        Real x3 = x0 - (Real)1.0 + (Real)3.0 * G3; // Offsets for last corner in (x,y,z) coords
+        Real y3 = y0 - (Real)1.0 + (Real)3.0 * G3;
+        Real z3 = z0 - (Real)1.0 + (Real)3.0 * G3;
+        // Work out the hashed gradient indices of the four simplex corners
+        int ii = i & 255;
+        int jj = j & 255;
+        int kk = k & 255;
+        int gi0 = permMod12[ii + perm[jj + perm[kk]]];
+        int gi1 = permMod12[ii + i1 + perm[jj + j1 + perm[kk + k1]]];
+        int gi2 = permMod12[ii + i2 + perm[jj + j2 + perm[kk + k2]]];
+        int gi3 = permMod12[ii + 1 + perm[jj + 1 + perm[kk + 1]]];
+        // Calculate the contribution from the four corners
+        Real t0 = (Real)0.6 - x0 * x0 - y0 * y0 - z0 * z0;
+        if (t0 < 0)
+        {
+            n0 = 0.0;
+        }
+        else
+        {
+            t0 *= t0;
+            n0 = t0 * t0 * dot(grad3[gi0], x0, y0, z0);
+        }
+        Real t1 = (Real)0.6 - x1 * x1 - y1 * y1 - z1 * z1;
+        if (t1 < 0)
+        {
+            n1 = 0.0;
+        }
+        else
+        {
+            t1 *= t1;
+            n1 = t1 * t1 * dot(grad3[gi1], x1, y1, z1);
+        }
+        Real t2 = (Real)0.6 - x2 * x2 - y2 * y2 - z2 * z2;
+        if (t2 < 0)
+        {
+            n2 = 0.0;
+        }
+        else
+        {
+            t2 *= t2;
+            n2 = t2 * t2 * dot(grad3[gi2], x2, y2, z2);
+        }
+        Real t3 = (Real)0.6 - x3 * x3 - y3 * y3 - z3 * z3;
+        if (t3 < 0)
+        {
+            n3 = 0.0;
+        }
+        else
+        {
+            t3 *= t3;
+            n3 = t3 * t3 * dot(grad3[gi3], x3, y3, z3);
+        }
+        // Add contributions from each corner to get the final noise value.
+        // The result is scaled to stay just inside [-1,1]
+        return (Real)32.0 * (n0 + n1 + n2 + n3);
+    }
+
+}
+}

File Samples/VolumeTerrain/src/VolumeTerrain.cpp

 #include "OgreVolumeCacheSource.h"
 #include "OgreVolumeTextureSource.h"
 #include "OgreVolumeMeshBuilder.h"
+#include "OgreVolumeSimplexNoise.h"
 
 using namespace Ogre;
 using namespace OgreBites;
     // Skydome
     mSceneMgr->setSkyDome(true, "Examples/CloudySky", 5, 8);
 
+    SimplexNoise sn(100);
+    LogManager::getSingleton().stream() << sn.noise((Real)1.3, (Real)2.3, (Real)3.3);
+    //LogManager::getSingleton().stream() << sn.noise(2, 3, 4);
+    //LogManager::getSingleton().stream() << sn.noise(3, 4, 5);
+    //LogManager::getSingleton().stream() << sn.noise(4, 5, 6);
+
     // Light
     Light* directionalLight0 = mSceneMgr->createLight("directionalLight0");
     directionalLight0->setType(Light::LT_DIRECTIONAL);