/usr/src/castle-game-engine-4.1.1/3d/castlenoise.pas is in castle-game-engine-src 4.1.1-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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Copyright 2009-2013 Michalis Kamburelis.
This file is part of "Castle Game Engine".
"Castle Game Engine" is free software; see the file COPYING.txt,
included in this distribution, for details about the copyright.
"Castle Game Engine" is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
----------------------------------------------------------------------------
}
{ Generating noise. }
unit CastleNoise;
interface
{ Noise for 2D coords, resulting in float 0..1 range.
This is the interpolated integer noise. That is,
values on integer grid points (when X, Y are ints)
come from the really independent "integer noise".
Values between integer points are interpolated.
Suffix describes interpolation method.
@groupBegin }
function InterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;
function InterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;
function InterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;
function InterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;
{ @groupEnd }
{ Noise for 2D coords, resulting in float 0..1 range, additionally blurred.
Blurring smooths the noise by averaging values a little with neighbors
(just like blur on normal 2D images). This helps for 2D noise
to be less vertical/horizontal oriented.
BlurredInterpolatedNoise* functions first blur
the IntegerNoise, and then blurred noise is interpolated.
Results are the same as the other way around (first interpolate IntegerNoise,
and only then blur it), and marginally faster.
@groupBegin }
function BlurredInterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;
function BlurredInterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;
function BlurredInterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;
function BlurredInterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;
{ @groupEnd }
implementation
uses Math;
{ Integer noise -------------------------------------------------------------- }
{ Make integer noise: for 3 given LongInts, generate random LongWord value.
It is designed to fill uniformly the LongWord range.
So if you want float result in 0 ... 1, just divide by High(LongWord),
which is exactly what IntegerNoise (without Core suffix) does.
If you want noise based on 2D coords, just pass Z = 0 -- it's Ok,
noise will still nicely fill whole range.
Seed chooses prime numbers that are "seeds" for this noise.
Any Cardinal value is Ok, although actually we have only ~100 sets
of prime numbers prepared, so Seed = i*100+k may be equal
to Seed = k. }
{ This integer noise implementation is very close to the one on
http://freespace.virgin.net/hugo.elias/models/m_perlin.htm,
and it follows Blender's cellNoiseU. Especially Seed = 0
values are equal. }
const
Primes: array [0..99] of array [0..4] of LongWord = (
(1301, 314159, 15731, 789221, 1376312589),
{ Following rows were generated. See gen_primes.lpr to know how }
(1847, 423307, 10139, 1249603, 1665650897),
(1987, 728471, 14081, 2490529, 1392026473),
(1523, 311111, 12149, 4335337, 1415538263),
(1097, 727427, 18637, 3364037, 1150632649),
(1279, 535991, 19889, 1354247, 1372899589),
(1637, 546841, 15859, 4067467, 1842430829),
(1801, 609101, 14699, 1722163, 1301061851),
(1571, 678157, 12569, 1476983, 1425758801),
(1277, 770447, 12569, 3671453, 1160210171),
(1693, 247337, 14533, 2917181, 1096009073),
(1997, 472631, 15101, 2206927, 1308414101),
(1381, 243343, 13399, 3593581, 1473006989),
(1087, 343787, 19121, 1666303, 1827806587),
(1511, 432457, 19889, 4688323, 1140647509),
(1423, 638423, 10859, 2792261, 1388850959),
(1693, 306941, 12227, 2114197, 1486745171),
(1811, 459623, 12097, 1701967, 1789608661),
(1931, 333997, 16453, 1909399, 1963309847),
(1471, 663031, 19333, 3723271, 1123370333),
(1181, 511991, 12527, 4514173, 1844831603),
(1847, 752681, 10061, 3083083, 1107775621),
(1279, 209371, 10597, 4558963, 1469510213),
(1129, 255349, 12071, 3496249, 1937407343),
(1361, 275201, 19751, 2685509, 1380662681),
(1979, 258697, 10781, 971171, 1622753981),
(1993, 279269, 12301, 3882007, 1789168301),
(1511, 756191, 13121, 2518079, 1145597183),
(1907, 476849, 14947, 739759, 1025324617),
(1187, 783269, 18679, 1988659, 1565677307),
(1693, 522127, 16127, 643619, 1325160337),
(1973, 282377, 10657, 4793471, 1182127627),
(1061, 206519, 19687, 2211817, 1290819697),
(1487, 483139, 13399, 3299017, 1620163709),
(1733, 399353, 18131, 3896413, 1782206801),
(1823, 539837, 17509, 2924893, 1579678643),
(1279, 662281, 11117, 3868649, 1460807707),
(1307, 556573, 18701, 4909981, 1020040097),
(1399, 783227, 11617, 1585261, 1683233333),
(1511, 489329, 16417, 977507, 1076020889),
(1861, 535663, 15527, 3241877, 1316557103),
(1493, 576151, 15493, 1359857, 1995392447),
(1741, 690583, 15451, 4715257, 1544226283),
(1549, 597643, 15391, 2167259, 1505011861),
(1049, 230189, 16741, 4954721, 1113820843),
(1721, 492799, 13757, 4611911, 1099761457),
(1709, 731681, 10831, 1725359, 1372268377),
(1319, 221773, 15013, 587341, 1923567649),
(1823, 755861, 17891, 3275137, 1842351779),
(1087, 624467, 10499, 4473671, 1755489077),
(1259, 410587, 10723, 827941, 1921405481),
(1987, 215921, 16217, 1807891, 1523633599),
(1879, 409379, 13043, 2535179, 1004391049),
(1033, 629711, 13469, 3431009, 1323242267),
(1597, 636739, 12517, 541339, 1590396649),
(1091, 770207, 10987, 3032399, 1573672669),
(1931, 729037, 10007, 2094601, 1848962197),
(1567, 722983, 12377, 2413097, 1767850663),
(1663, 511991, 14173, 1883237, 1388814047),
(1069, 351359, 10937, 2999231, 1701603977),
(1361, 376171, 17359, 3707813, 1047300581),
(1319, 248509, 17729, 1920613, 1897665247),
(1453, 423649, 11971, 3806837, 1481850761),
(1481, 441307, 14591, 1897277, 1468411541),
(1061, 341027, 16319, 4835749, 1510244311),
(1259, 629059, 13613, 3925729, 1965058607),
(1409, 602593, 18287, 878651, 1292754097),
(1289, 488729, 16889, 2448613, 1527555457),
(1597, 555419, 18119, 2529953, 1988884747),
(1973, 205267, 15199, 684599, 1125570263),
(1949, 665069, 16229, 4194847, 1152730927),
(1657, 299857, 16979, 1749569, 1194919007),
(1361, 740303, 13577, 3384569, 1406711543),
(1277, 431521, 11527, 2202329, 1269718669),
(1783, 767093, 11897, 4346663, 1887886951),
(1091, 534739, 13859, 3246707, 1197746239),
(1747, 218549, 18787, 4891483, 1205730121),
(1201, 693697, 13249, 4457093, 1947146767),
(1847, 703819, 14627, 2416369, 1977370267),
(1019, 423103, 16691, 811861, 1843870841),
(1559, 301703, 13877, 2401253, 1568621947),
(1117, 585691, 14387, 635729, 1326978659),
(1151, 374837, 16823, 4959883, 1427600791),
(1181, 428863, 18587, 1630987, 1781740633),
(1997, 766439, 12781, 826663, 1219929743),
(1213, 486971, 17929, 2152307, 1617558353),
(1657, 513101, 12527, 2052311, 1951551751),
(1277, 657061, 12583, 4566997, 1855642709),
(1831, 585283, 10243, 549169, 1251554477),
(1973, 381103, 17231, 3439193, 1736060657),
(1193, 541349, 18583, 1150117, 1746547661),
(1607, 635483, 12721, 1968679, 1468711331),
(1087, 792443, 19949, 2665717, 1775479577),
(1709, 238529, 10091, 3150529, 1260068023),
(1319, 639299, 16901, 3629719, 1706624761),
(1873, 629567, 11261, 1476551, 1447471297),
(1979, 608459, 18637, 4424353, 1941211913),
(1237, 631753, 11329, 3096277, 1995626081),
(1531, 588011, 19597, 4746457, 1208747233),
(1201, 219977, 10937, 2862599, 1111733503)
);
function IntegerNoiseCore(const X, Y, Z: LongInt; const Seed: Cardinal): LongWord;
var
N: LongWord;
PPrimes: PLongWord;
{$I norqcheckbegin.inc}
begin
{ Choose our primes row from Primes table. }
PPrimes := @Primes[Seed mod (High(Primes)+1)];
N := LongWord(x) + LongWord(y) * PPrimes[0] + LongWord(z) * PPrimes[1];
N := N xor (N shl 13);
Result := (n * (n * n * PPrimes[2] + PPrimes[3]) + PPrimes[4]);
end;
{$I norqcheckend.inc}
function IntegerNoise(const X, Y, Z: LongInt; const Seed: Cardinal): Single;
begin
Result := IntegerNoiseCore(X, Y, Z, Seed) / High(LongWord);
end;
function IntegerNoise(const X, Y: LongInt; const Seed: Cardinal): Single;
begin
Result := IntegerNoiseCore(X, Y, 0, Seed) / High(LongWord);
end;
{ Catmull-Rom cubic spline interpolate --------------------------------------- }
{ Interpolate along the spline. }
function SplineInterpolate(const V0, V1, V2, V3, X: Single): Single;
{ Following http://www.mvps.org/directx/articles/catmull/. }
begin
Result := 0.5 * (
(2 * V1) +
(-V0 + V2) * X +
(2*V0 - 5*V1 + 4*V2 - V3) * Sqr(X) +
(-V0 + 3*V1- 3*V2 + V3) * Sqr(X) * X
);
end;
{ The one on http://freespace.virgin.net/hugo.elias/models/m_perlin.htm
seems equivalent. But, uhm, missing weights?
var
P, Q, R, S: Single;
begin
P := (V3 - V2) - (V0 - V1);
Q := (V0 - V1) - P;
R := V2 - V0;
S := V1;
Result := (P * X + Q) * Sqr(X) + R * X + S;
end;}
{ Interpolated noise for 2D coords ------------------------------------------- }
function InterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;
begin
Result := IntegerNoise(Round(X), Round(Y), Seed);
end;
function InterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;
{$I castlenoise_interpolatednoise2d_linear_cosine.inc}
function InterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;
{$define InterpolatedNoise2D_Cosine}
{$I castlenoise_interpolatednoise2d_linear_cosine.inc}
{$undef InterpolatedNoise2D_Cosine}
function InterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;
{$I castlenoise_interpolatednoise2d_spline.inc}
{ BlurredInterpolatedNoise* -------------------------------------------------- }
function BlurredIntegerNoise(const X, Y: LongInt; const Seed: Cardinal): Single;
begin
Result :=
IntegerNoise(X , Y , Seed) / 4 +
( IntegerNoise(X - 1, Y , Seed) +
IntegerNoise(X + 1, Y , Seed) +
IntegerNoise(X , Y - 1, Seed) +
IntegerNoise(X , Y + 1, Seed) ) / 8 +
( IntegerNoise(X - 1, Y - 1, Seed) +
IntegerNoise(X - 1, Y + 1, Seed) +
IntegerNoise(X + 1, Y - 1, Seed) +
IntegerNoise(X + 1, Y + 1, Seed) ) / 16;
end;
function BlurredInterpolatedNoise2D_None(const X, Y: Single; const Seed: Cardinal): Single;
begin
Result := BlurredIntegerNoise(Round(X), Round(Y), Seed);
end;
{$define IntegerNoise := BlurredIntegerNoise}
function BlurredInterpolatedNoise2D_Linear(const X, Y: Single; const Seed: Cardinal): Single;
{$I castlenoise_interpolatednoise2d_linear_cosine.inc}
function BlurredInterpolatedNoise2D_Cosine(const X, Y: Single; const Seed: Cardinal): Single;
{$define InterpolatedNoise2D_Cosine}
{$I castlenoise_interpolatednoise2d_linear_cosine.inc}
{$undef InterpolatedNoise2D_Cosine}
function BlurredInterpolatedNoise2D_Spline(const X, Y: Single; const Seed: Cardinal): Single;
{$I castlenoise_interpolatednoise2d_spline.inc}
{$undef IntegerNoise}
end.
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