From 22e309e8fbb9db5cc0a6a71726fc9707b5733a1f Mon Sep 17 00:00:00 2001 From: Robert Osfield Date: Tue, 13 Dec 2011 21:12:00 +0000 Subject: [PATCH] Created new PerlinNoise class from the Noise.h+Noise.cpp code in the osgshaders example. --- include/osgUtil/PerlinNoise | 97 ++++++++++ src/osgUtil/CMakeLists.txt | 2 + src/osgUtil/PerlinNoise.cpp | 344 ++++++++++++++++++++++++++++++++++++ 3 files changed, 443 insertions(+) create mode 100644 include/osgUtil/PerlinNoise create mode 100644 src/osgUtil/PerlinNoise.cpp diff --git a/include/osgUtil/PerlinNoise b/include/osgUtil/PerlinNoise new file mode 100644 index 000000000..71e83f59f --- /dev/null +++ b/include/osgUtil/PerlinNoise @@ -0,0 +1,97 @@ +/* -*-c++-*- +* +* OpenSceneGraph example, osgshaders. +* +* 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 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. +*/ + + +/************************************************************************ + * * + * Copyright (C) 2002 3Dlabs Inc. Ltd. * + * * + ***********************************************************************/ + +/* Adapted from osgshaders example by Robert Osfield for use as part of osgUtil.*/ + +#ifndef PERLINENOISE_H +#define PERLINENOISE_H + +#include +#include + +namespace osgUtil +{ + +class OSGUTIL_EXPORT PerlinNoise +{ +public: + + PerlinNoise(); + + void SetNoiseFrequency(int frequency); + + double noise1(double arg); + double noise2(double vec[2]); + double noise3(double vec[3]); + void normalize2(double vec[2]); + void normalize3(double vec[3]); + + /* + In what follows "alpha" is the weight when the sum is formed. + Typically it is 2, As this approaches 1 the function is noisier. + "beta" is the harmonic scaling/spacing, typically 2. + */ + + double PerlinNoise1D(double x,double alpha, double beta, int n); + double PerlinNoise2D(double x,double y,double alpha, double beta, int n); + double PerlinNoise3D(double x,double y,double z,double alpha, double beta, int n); + + osg::Image* create3DNoiseImage(int texSize); + osg::Texture3D* create3DNoiseTexture(int texSize ); + +protected: + + void initNoise(void); + + enum { MAXB = 0x100 }; + + int p[MAXB + MAXB + 2]; + double g3[MAXB + MAXB + 2][3]; + double g2[MAXB + MAXB + 2][2]; + double g1[MAXB + MAXB + 2]; + + int start; + int B; + int BM; + +}; + +inline osg::Image* create3DNoiseImage(int texSize) +{ + PerlinNoise pn; + return pn.create3DNoiseImage(texSize); +} + +inline osg::Texture3D* create3DNoiseTexture(int texSize ) +{ + PerlinNoise pn; + return pn.create3DNoiseTexture(texSize); +} + +} + +#endif // PERLINENOISE_H diff --git a/src/osgUtil/CMakeLists.txt b/src/osgUtil/CMakeLists.txt index eb43daa18..db6a39912 100644 --- a/src/osgUtil/CMakeLists.txt +++ b/src/osgUtil/CMakeLists.txt @@ -27,6 +27,7 @@ SET(TARGET_H ${HEADER_PATH}/MeshOptimizers ${HEADER_PATH}/OperationArrayFunctor ${HEADER_PATH}/Optimizer + ${HEADER_PATH}/PerlinNoise ${HEADER_PATH}/PlaneIntersector ${HEADER_PATH}/PolytopeIntersector ${HEADER_PATH}/PositionalStateContainer @@ -68,6 +69,7 @@ SET(TARGET_SRC LineSegmentIntersector.cpp MeshOptimizers.cpp Optimizer.cpp + PerlinNoise.cpp PlaneIntersector.cpp PolytopeIntersector.cpp PositionalStateContainer.cpp diff --git a/src/osgUtil/PerlinNoise.cpp b/src/osgUtil/PerlinNoise.cpp new file mode 100644 index 000000000..cf0db5a82 --- /dev/null +++ b/src/osgUtil/PerlinNoise.cpp @@ -0,0 +1,344 @@ +/* OpenSceneGraph example, osgshaders. +* +* 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 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. +*/ + +/************************************************************************ + * * + * Copyright (C) 2002 3Dlabs Inc. Ltd. * + * * + ************************************************************************/ + +/* Adapted from osgshaders example by Robert Osfield for use as part of osgUtil.*/ + +#include +#include + +#include + +using namespace osgUtil; + +/* Coherent noise function over 1, 2 or 3 dimensions */ +/* (copyright Ken Perlin) */ + +#define N 0x1000 +#define NP 12 /* 2^N */ +#define NM 0xfff + +#define s_curve(t) ( t * t * (3. - 2. * t) ) +#define lerp(t, a, b) ( a + t * (b - a) ) +#define setup(i,b0,b1,r0,r1)\ + t = vec[i] + N;\ + b0 = ((int)t) & BM;\ + b1 = (b0+1) & BM;\ + r0 = t - (int)t;\ + r1 = r0 - 1.; +#define at2(rx,ry) ( rx * q[0] + ry * q[1] ) +#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] ) + + +PerlinNoise::PerlinNoise() +{ + SetNoiseFrequency(1); +} + +void PerlinNoise::SetNoiseFrequency(int frequency) +{ + start = 1; + B = frequency; + BM = B-1; +} + +double PerlinNoise::noise1(double arg) +{ + int bx0, bx1; + double rx0, rx1, sx, t, u, v, vec[1]; + + vec[0] = arg; + if (start) { + start = 0; + initNoise(); + } + + setup(0,bx0,bx1,rx0,rx1); + + sx = s_curve(rx0); + u = rx0 * g1[ p[ bx0 ] ]; + v = rx1 * g1[ p[ bx1 ] ]; + + return(lerp(sx, u, v)); +} + +double PerlinNoise::noise2(double vec[2]) +{ + int bx0, bx1, by0, by1, b00, b10, b01, b11; + double rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v; + int i, j; + + if (start) { + start = 0; + initNoise(); + } + + setup(0, bx0,bx1, rx0,rx1); + setup(1, by0,by1, ry0,ry1); + + i = p[ bx0 ]; + j = p[ bx1 ]; + + b00 = p[ i + by0 ]; + b10 = p[ j + by0 ]; + b01 = p[ i + by1 ]; + b11 = p[ j + by1 ]; + + sx = s_curve(rx0); + sy = s_curve(ry0); + + q = g2[ b00 ] ; u = at2(rx0,ry0); + q = g2[ b10 ] ; v = at2(rx1,ry0); + a = lerp(sx, u, v); + + q = g2[ b01 ] ; u = at2(rx0,ry1); + q = g2[ b11 ] ; v = at2(rx1,ry1); + b = lerp(sx, u, v); + + return lerp(sy, a, b); +} + +double PerlinNoise::noise3(double vec[3]) +{ + int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11; + double rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v; + int i, j; + + if (start) { + start = 0; + initNoise(); + } + + setup(0, bx0,bx1, rx0,rx1); + setup(1, by0,by1, ry0,ry1); + setup(2, bz0,bz1, rz0,rz1); + + i = p[ bx0 ]; + j = p[ bx1 ]; + + b00 = p[ i + by0 ]; + b10 = p[ j + by0 ]; + b01 = p[ i + by1 ]; + b11 = p[ j + by1 ]; + + t = s_curve(rx0); + sy = s_curve(ry0); + sz = s_curve(rz0); + + q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0); + q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0); + a = lerp(t, u, v); + + q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0); + q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0); + b = lerp(t, u, v); + + c = lerp(sy, a, b); + + q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1); + q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1); + a = lerp(t, u, v); + + q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1); + q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1); + b = lerp(t, u, v); + + d = lerp(sy, a, b); + + //fprintf(stderr, "%f\n", lerp(sz, c, d)); + + return lerp(sz, c, d); +} + +void PerlinNoise::normalize2(double v[2]) +{ + double s; + + s = sqrt(v[0] * v[0] + v[1] * v[1]); + v[0] = v[0] / s; + v[1] = v[1] / s; +} + +void PerlinNoise::normalize3(double v[3]) +{ + double s; + + s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]); + v[0] = v[0] / s; + v[1] = v[1] / s; + v[2] = v[2] / s; +} + +void PerlinNoise::initNoise(void) +{ + int i, j, k; + + srand(30757); + for (i = 0 ; i < B ; i++) { + p[i] = i; + g1[i] = (double)((rand() % (B + B)) - B) / B; + + for (j = 0 ; j < 2 ; j++) + g2[i][j] = (double)((rand() % (B + B)) - B) / B; + normalize2(g2[i]); + + for (j = 0 ; j < 3 ; j++) + g3[i][j] = (double)((rand() % (B + B)) - B) / B; + normalize3(g3[i]); + } + + while (--i) { + k = p[i]; + p[i] = p[j = rand() % B]; + p[j] = k; + } + + for (i = 0 ; i < B + 2 ; i++) { + p[B + i] = p[i]; + g1[B + i] = g1[i]; + for (j = 0 ; j < 2 ; j++) + g2[B + i][j] = g2[i][j]; + for (j = 0 ; j < 3 ; j++) + g3[B + i][j] = g3[i][j]; + } +} + +/* --- My harmonic summing functions - PDB --------------------------*/ + +/* + In what follows "alpha" is the weight when the sum is formed. + Typically it is 2, As this approaches 1 the function is noisier. + "beta" is the harmonic scaling/spacing, typically 2. +*/ + +double PerlinNoise::PerlinNoise1D(double x,double alpha,double beta,int n) +{ + int i; + double val,sum = 0; + double p,scale = 1; + + p = x; + for (i=0;isetImage(texSize, texSize, texSize, + 4, GL_RGBA, GL_UNSIGNED_BYTE, + new unsigned char[4 * texSize * texSize * texSize], + osg::Image::USE_NEW_DELETE); + + const int startFrequency = 4; + const int numOctaves = 4; + + int f, i, j, k, inc; + double ni[3]; + double inci, incj, inck; + int frequency = startFrequency; + GLubyte *ptr; + double amp = 0.5; + + osg::notify(osg::INFO) << "creating 3D noise texture... "; + + for (f = 0, inc = 0; f < numOctaves; ++f, frequency *= 2, ++inc, amp *= 0.5) + { + SetNoiseFrequency(frequency); + ptr = image->data(); + ni[0] = ni[1] = ni[2] = 0; + + inci = 1.0 / (texSize / frequency); + for (i = 0; i < texSize; ++i, ni[0] += inci) + { + incj = 1.0 / (texSize / frequency); + for (j = 0; j < texSize; ++j, ni[1] += incj) + { + inck = 1.0 / (texSize / frequency); + for (k = 0; k < texSize; ++k, ni[2] += inck, ptr += 4) + { + *(ptr+inc) = (GLubyte) (((noise3(ni) + 1.0) * amp) * 128.0); + } + } + } + } + + osg::notify(osg::INFO) << "DONE" << std::endl; + return image; +} + +osg::Texture3D* PerlinNoise::create3DNoiseTexture(int texSize ) +{ + osg::Texture3D* noiseTexture = new osg::Texture3D; + noiseTexture->setFilter(osg::Texture3D::MIN_FILTER, osg::Texture3D::LINEAR); + noiseTexture->setFilter(osg::Texture3D::MAG_FILTER, osg::Texture3D::LINEAR); + noiseTexture->setWrap(osg::Texture3D::WRAP_S, osg::Texture3D::REPEAT); + noiseTexture->setWrap(osg::Texture3D::WRAP_T, osg::Texture3D::REPEAT); + noiseTexture->setWrap(osg::Texture3D::WRAP_R, osg::Texture3D::REPEAT); + noiseTexture->setImage( create3DNoiseImage(texSize) ); + return noiseTexture; +} +