Made some functions in cChunk and cNoise inline, this should significantly increase chunk generation speed
git-svn-id: http://mc-server.googlecode.com/svn/trunk@115 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -1,7 +1,9 @@
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#include "cNoise.h"
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#include <math.h>
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#if NOISE_USE_SSE
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#include <smmintrin.h> //_mm_mul_epi32
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#endif
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#define FAST_FLOOR( x ) ( (x) < 0 ? ((int)x)-1 : ((int)x) )
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@@ -15,29 +17,7 @@ cNoise::~cNoise()
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{
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}
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/****************
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* Random value generator
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**/
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float cNoise::IntNoise( int a_X ) const
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{
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int x = ((a_X*m_Seed)<<13) ^ a_X;
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return ( 1.0f - ( (x * (x * x * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f);
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}
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float cNoise::IntNoise2D( int a_X, int a_Y ) const
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{
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int n = a_X + a_Y * 57 + m_Seed*57*57;
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n = (n<<13) ^ n;
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return ( 1.0f - ( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f);
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}
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float cNoise::IntNoise3D( int a_X, int a_Y, int a_Z ) const
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{
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int n = a_X + a_Y * 57 + a_Z * 57*57 + m_Seed*57*57*57;
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n = (n<<13) ^ n;
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return ( 1.0f - ( (n * (n * n * 15731 + 789221) + 1376312589) & 0x7fffffff) / 1073741824.0f);
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}
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#if NOISE_USE_SSE
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/****************
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* SSE Random value generator
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**/
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@@ -71,6 +51,7 @@ __m128 cNoise::SSE_IntNoise2D( int a_X1, int a_Y1, int a_X2, int a_Y2, int a_X3,
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return Result4;
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}
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#endif
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/***************
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@@ -166,6 +147,7 @@ float cNoise::CubicNoise2D( float a_X, float a_Y ) const
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return CubicInterpolate( interp1, interp2, interp3, interp4, FracY );
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}
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#if NOISE_USE_SSE
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float cNoise::SSE_CubicNoise2D( float a_X, float a_Y ) const
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{
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const int BaseX = FAST_FLOOR( a_X );
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@@ -185,6 +167,7 @@ float cNoise::SSE_CubicNoise2D( float a_X, float a_Y ) const
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const float FracY = (a_Y) - BaseY;
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return CubicInterpolate( AllInterp.p[0], AllInterp.p[1], AllInterp.p[2], AllInterp.p[3], FracY );
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}
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#endif
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/******************
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* Interpolated (and 1 smoothed) noise in 3-dimensions
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@@ -287,16 +270,8 @@ float cNoise::CubicNoise3D( float a_X, float a_Y, float a_Z ) const
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/******************
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* Private
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**/
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float cNoise::CubicInterpolate( float a_A, float a_B, float a_C, float a_D, float a_Pct ) const
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{
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float P = (a_D - a_C) - (a_A - a_B);
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float Q = (a_A - a_B) - P;
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float R = a_C - a_A;
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float S = a_B;
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return P*(a_Pct*a_Pct*a_Pct) + Q*(a_Pct*a_Pct) + R*a_Pct + S;
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}
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#if NOISE_USE_SSE
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__m128 cNoise::CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const __m128 & a_C, const __m128 & a_D, float a_Pct ) const
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{
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const __m128 P = _mm_sub_ps( _mm_sub_ps( a_D, a_C ), _mm_sub_ps( a_A, a_B ) );
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@@ -309,15 +284,8 @@ __m128 cNoise::CubicInterpolate4( const __m128 & a_A, const __m128 & a_B, const
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return _mm_add_ps( _mm_add_ps( _mm_add_ps( _mm_mul_ps(P, Pct3), _mm_mul_ps( Q, Pct2 ) ), _mm_mul_ps( R, Pct ) ), a_B );
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}
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#endif
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float cNoise::CosineInterpolate( float a_A, float a_B, float a_Pct ) const
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{
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const float ft = a_Pct * 3.1415927f;
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const float f = (1.f - cosf(ft)) * 0.5f;
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return a_A*(1-f) + a_B*f;
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}
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float cNoise::LinearInterpolate( float a_A, float a_B, float a_Pct ) const
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{
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return a_A*(1.f-a_Pct) + a_B*a_Pct;
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}
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#if NOISE_USE_INLINE
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# include "cNoise.inc"
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#endif
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