Optimized VoxelProviderNoise with a noise buffer so it does less OpenSimplex calculations

This commit is contained in:
Marc Gilleron 2019-05-11 17:42:56 +01:00
parent a521501add
commit 017f64ddb9
4 changed files with 140 additions and 6 deletions

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@ -42,7 +42,32 @@ void VoxelProviderNoise::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i orig
} else {
FloatBuffer3D &noise_buffer = _noise_buffer;
const int noise_buffer_step = 2;
Vector3i noise_buffer_size = buffer.get_size() / noise_buffer_step + Vector3i(1);
if (noise_buffer.get_size() != noise_buffer_size) {
noise_buffer.create(noise_buffer_size);
}
// Cache noise at lower grid resolution and interpolate after, much cheaper
for (int z = 0; z < noise_buffer.get_size().z; ++z) {
for (int x = 0; x < noise_buffer.get_size().x; ++x) {
for (int y = 0; y < noise_buffer.get_size().y; ++y) {
float lx = origin_in_voxels.x + (x << lod) * noise_buffer_step;
float ly = origin_in_voxels.y + (y << lod) * noise_buffer_step;
float lz = origin_in_voxels.z + (z << lod) * noise_buffer_step;
float n = noise.get_noise_3d(lx, ly, lz);
noise_buffer.set(x, y, z, n);
}
}
}
float iso_scale = noise.get_period() * 0.1;
float noise_buffer_scale = 1.f / static_cast<float>(noise_buffer_step);
for (int z = 0; z < buffer.get_size().z; ++z) {
for (int x = 0; x < buffer.get_size().x; ++x) {
@ -50,13 +75,8 @@ void VoxelProviderNoise::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i orig
float ly = origin_in_voxels.y + (y << lod);
float n = noise.get_noise_3d(
origin_in_voxels.x + (x << lod),
ly,
origin_in_voxels.z + (z << lod));
float n = noise_buffer.get_trilinear(x * noise_buffer_scale, y * noise_buffer_scale, z * noise_buffer_scale);
float t = (ly - _height_start) / _height_range;
float d = (n + 2.0 * t - 1.0) * iso_scale;
buffer.set_voxel_f(d, x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL);

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@ -1,6 +1,7 @@
#ifndef VOXEL_PROVIDER_NOISE_H
#define VOXEL_PROVIDER_NOISE_H
#include "../util/float_buffer_3d.h"
#include "voxel_provider.h"
#include <modules/opensimplex/open_simplex_noise.h>
@ -23,6 +24,7 @@ protected:
private:
Ref<OpenSimplexNoise> _noise;
FloatBuffer3D _noise_buffer;
float _height_start = 0;
float _height_range = 300;
};

80
util/float_buffer_3d.cpp Normal file
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@ -0,0 +1,80 @@
#include "float_buffer_3d.h"
#include "utility.h"
FloatBuffer3D::~FloatBuffer3D() {
clear();
}
void FloatBuffer3D::clear() {
if (_data) {
memfree(_data);
_data = nullptr;
}
}
void FloatBuffer3D::create(Vector3i size) {
ERR_FAIL_COND(size.x <= 0);
ERR_FAIL_COND(size.y <= 0);
ERR_FAIL_COND(size.z <= 0);
clear();
_data = (float *)memalloc(size.x * size.y * size.z * sizeof(float));
_size = size;
}
void FloatBuffer3D::fill(float v) {
ERR_FAIL_COND(_data == nullptr);
int count = _size.x * _size.y * _size.z;
for (int i = 0; i < count; ++i) {
_data[i] = v;
}
}
float FloatBuffer3D::get(int x, int y, int z) const {
ERR_FAIL_COND_V(_data == nullptr, 0);
ERR_FAIL_COND_V(x < 0 || x >= _size.x, 0);
ERR_FAIL_COND_V(y < 0 || y >= _size.y, 0);
ERR_FAIL_COND_V(z < 0 || z >= _size.z, 0);
return _data[get_index(x, y, z)];
}
void FloatBuffer3D::set(int x, int y, int z, float v) {
ERR_FAIL_COND(_data == nullptr);
ERR_FAIL_COND(x < 0 || x >= _size.x);
ERR_FAIL_COND(y < 0 || y >= _size.y);
ERR_FAIL_COND(z < 0 || z >= _size.z);
_data[get_index(x, y, z)] = v;
}
float FloatBuffer3D::get_clamped(int x, int y, int z) const {
ERR_FAIL_COND_V(_data == nullptr, 0);
x = x >= _size.x ? _size.x - 1 : x;
y = y >= _size.y ? _size.y - 1 : y;
z = z >= _size.z ? _size.z - 1 : z;
return _data[get_index(x, y, z)];
}
float FloatBuffer3D::get_trilinear(float x, float y, float z) const {
ERR_FAIL_COND_V(_data == nullptr, 0);
int x0 = static_cast<int>(x);
int y0 = static_cast<int>(y);
int z0 = static_cast<int>(z);
int x1 = static_cast<int>(Math::ceil(x));
int y1 = static_cast<int>(Math::ceil(y));
int z1 = static_cast<int>(Math::ceil(z));
float v0 = get_clamped(x0, y0, z0);
float v1 = get_clamped(x1, y0, z0);
float v2 = get_clamped(x1, y0, z1);
float v3 = get_clamped(x0, y0, z1);
float v4 = get_clamped(x0, y1, z0);
float v5 = get_clamped(x1, y1, z0);
float v6 = get_clamped(x1, y1, z1);
float v7 = get_clamped(x0, y1, z1);
Vector3 rpos(x - x0, y - y0, z - z0);
return interpolate(v0, v1, v2, v3, v4, v5, v6, v7, rpos);
}

32
util/float_buffer_3d.h Normal file
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@ -0,0 +1,32 @@
#ifndef FLOAT_BUFFER_3D_H
#define FLOAT_BUFFER_3D_H
#include "../math/vector3i.h"
// Simple 3D array of floats, until VoxelBuffer supports higher-precision
class FloatBuffer3D {
public:
~FloatBuffer3D();
void clear();
void create(Vector3i size);
void fill(float v);
inline const Vector3i &get_size() const { return _size; }
float get(int x, int y, int z) const;
float get_clamped(int x, int y, int z) const;
float get_trilinear(float x, float y, float z) const;
void set(int x, int y, int z, float v);
private:
inline int get_index(int x, int y, int z) const {
return y + _size.y * (x + _size.x * z);
}
float *_data = nullptr;
Vector3i _size;
};
#endif // FLOAT_BUFFER_3D_H