Refactoring: optimisations to generated textures loading (will affect some of them).

git-svn-id: https://jmonkeyengine.googlecode.com/svn/trunk@10814 75d07b2b-3a1a-0410-a2c5-0572b91ccdca
experimental
Kae..pl 11 years ago
parent 4ecc911b69
commit 517dece348
  1. 136
      engine/src/blender/com/jme3/scene/plugins/blender/textures/generating/NoiseGenerator.java

@ -46,6 +46,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
* This generator is responsible for creating various noises used to create
* generated textures loaded from blender.
* It is only used by TextureHelper.
* Take note that these functions are not thread safe.
* @author Marcin Roguski (Kaelthas)
*/
/* package */class NoiseGenerator {
@ -137,71 +138,71 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
}
});
noiseFunctions.put(Integer.valueOf(3), new NoiseFunction() {
private float[] da = new float[4];
private float[] pa = new float[12];
// voronoi_F1
public float execute(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return da[0];
}
public float executeSigned(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return 2.0f * da[0] - 1.0f;
}
});
noiseFunctions.put(Integer.valueOf(4), new NoiseFunction() {
private float[] da = new float[4];
private float[] pa = new float[12];
// voronoi_F2
public float execute(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return da[1];
}
public float executeSigned(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return 2.0f * da[1] - 1.0f;
}
});
noiseFunctions.put(Integer.valueOf(5), new NoiseFunction() {
private float[] da = new float[4];
private float[] pa = new float[12];
// voronoi_F3
public float execute(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return da[2];
}
public float executeSigned(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return 2.0f * da[2] - 1.0f;
}
});
noiseFunctions.put(Integer.valueOf(6), new NoiseFunction() {
private float[] da = new float[4];
private float[] pa = new float[12];
// voronoi_F4
public float execute(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return da[3];
}
public float executeSigned(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return 2.0f * da[3] - 1.0f;
}
});
noiseFunctions.put(Integer.valueOf(7), new NoiseFunction() {
private float[] da = new float[4];
private float[] pa = new float[12];
// voronoi_F1F2
public float execute(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return da[1] - da[0];
}
public float executeSigned(float x, float y, float z) {
float[] da = new float[4], pa = new float[12];
NoiseFunctions.voronoi(x, y, z, da, pa, 1, 0);
return 2.0f * (da[1] - da[0]) - 1.0f;
}
@ -221,9 +222,9 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
noiseFunctions.put(Integer.valueOf(14), new NoiseFunction() {
// cellNoise
public float execute(float x, float y, float z) {
int xi = (int) Math.floor(x);
int yi = (int) Math.floor(y);
int zi = (int) Math.floor(z);
int xi = (int) FastMath.floor(x);
int yi = (int) FastMath.floor(y);
int zi = (int) FastMath.floor(z);
long n = xi + yi * 1301 + zi * 314159;
n ^= n << 13;
return (n * (n * n * 15731 + 789221) + 1376312589) / 4294967296.0f;
@ -308,7 +309,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
y *= musgraveData.lacunarity;
z *= musgraveData.lacunarity;
}
rmd = (float) (musgraveData.octaves - Math.floor(musgraveData.octaves));
rmd = (float) (musgraveData.octaves - FastMath.floor(musgraveData.octaves));
if (rmd != 0.0f) {
value *= rmd * abstractNoiseFunc.executeSigned(x, y, z) * pwr + 1.0f;
}
@ -381,7 +382,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
z *= musgraveData.lacunarity;
}
rmd = musgraveData.octaves - (float) Math.floor(musgraveData.octaves);
rmd = musgraveData.octaves - (float) FastMath.floor(musgraveData.octaves);
if (rmd != 0.0f) {
result += rmd * (abstractNoiseFunc.executeSigned(x, y, z) + musgraveData.offset) * pwr;
}
@ -406,7 +407,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
z *= musgraveData.lacunarity;
}
rmd = (float) (musgraveData.octaves - Math.floor(musgraveData.octaves));
rmd = (float) (musgraveData.octaves - FastMath.floor(musgraveData.octaves));
if (rmd != 0.f) {
value += rmd * abstractNoiseFunc.executeSigned(x, y, z) * pwr;
}
@ -438,7 +439,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
z *= musgraveData.lacunarity;
}
rmd = musgraveData.octaves - (float) Math.floor(musgraveData.octaves);
rmd = musgraveData.octaves - (float) FastMath.floor(musgraveData.octaves);
if (rmd != 0.0) {
increment = (abstractNoiseFunc.executeSigned(x, y, z) + musgraveData.offset) * pwr * value;
value += rmd * increment;
@ -469,7 +470,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
z *= noiseSize;
}
float result = abstractNoiseFunc.execute(x, y, z);
return isHard ? Math.abs(2.0f * result - 1.0f) : result;
return isHard ? FastMath.abs(2.0f * result - 1.0f) : result;
}
public static float turbulence(float x, float y, float z, float noiseSize, int noiseDepth, int noiseBasis, boolean isHard) {
@ -492,7 +493,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
}
float sum = 0, t, amp = 1, fscale = 1;
for (int i = 0; i <= noiseDepth; ++i, amp *= 0.5, fscale *= 2) {
for (int i = 0; i <= noiseDepth; ++i, amp *= 0.5f, fscale *= 2f) {
t = abstractNoiseFunc.execute(fscale * x, fscale * y, fscale * z);
if (isHard) {
t = FastMath.abs(2.0f * t - 1.0f);
@ -504,11 +505,9 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
return sum;
}
/**
* Not 'pure' Worley, but the results are virtually the same. Returns distances in da and point coords in pa
*/
private static float[] voronoiP = new float[3];
public static void voronoi(float x, float y, float z, float[] da, float[] pa, float distanceExponent, int distanceType) {
float xd, yd, zd, d, p[] = new float[3];
float xd, yd, zd, d;
DistanceFunction distanceFunc = distanceFunctions.get(Integer.valueOf(distanceType));
if (distanceFunc == null) {
@ -522,10 +521,10 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
for (int i = xi - 1; i <= xi + 1; ++i) {
for (int j = yi - 1; j <= yi + 1; ++j) {
for (int k = zi - 1; k <= zi + 1; ++k) {
NoiseMath.hash(i, j, k, p);
xd = x - (p[0] + i);
yd = y - (p[1] + j);
zd = z - (p[2] + k);
NoiseMath.hash(i, j, k, voronoiP);
xd = x - (voronoiP[0] + i);
yd = y - (voronoiP[1] + j);
zd = z - (voronoiP[2] + k);
d = distanceFunc.execute(xd, yd, zd, distanceExponent);
if (d < da[0]) {
da[3] = da[2];
@ -541,9 +540,9 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
pa[3] = pa[0];
pa[4] = pa[1];
pa[5] = pa[2];
pa[0] = p[0] + i;
pa[1] = p[1] + j;
pa[2] = p[2] + k;
pa[0] = voronoiP[0] + i;
pa[1] = voronoiP[1] + j;
pa[2] = voronoiP[2] + k;
} else if (d < da[1]) {
da[3] = da[2];
da[2] = da[1];
@ -554,23 +553,23 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
pa[6] = pa[3];
pa[7] = pa[4];
pa[8] = pa[5];
pa[3] = p[0] + i;
pa[4] = p[1] + j;
pa[5] = p[2] + k;
pa[3] = voronoiP[0] + i;
pa[4] = voronoiP[1] + j;
pa[5] = voronoiP[2] + k;
} else if (d < da[2]) {
da[3] = da[2];
da[2] = d;
pa[9] = pa[6];
pa[10] = pa[7];
pa[11] = pa[8];
pa[6] = p[0] + i;
pa[7] = p[1] + j;
pa[8] = p[2] + k;
pa[6] = voronoiP[0] + i;
pa[7] = voronoiP[1] + j;
pa[8] = voronoiP[2] + k;
} else if (d < da[3]) {
da[3] = d;
pa[9] = p[0] + i;
pa[10] = p[1] + j;
pa[11] = p[2] + k;
pa[9] = voronoiP[0] + i;
pa[10] = voronoiP[1] + j;
pa[11] = voronoiP[2] + k;
}
}
}
@ -580,7 +579,7 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
// instead of adding another permutation array, just use hash table defined above
public static float newPerlin(float x, float y, float z) {
int A, AA, AB, B, BA, BB;
float floorX = (float) Math.floor(x), floorY = (float) Math.floor(y), floorZ = (float) Math.floor(z);
float floorX = (float) FastMath.floor(x), floorY = (float) FastMath.floor(y), floorZ = (float) FastMath.floor(z);
int intX = (int) floorX & 0xFF, intY = (int) floorY & 0xFF, intZ = (int) floorZ & 0xFF;
x -= floorX;
y -= floorY;
@ -659,13 +658,19 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
float d = NoiseMath.lerp(sy, a, b);
return 1.5f * NoiseMath.lerp(sz, c, d);
}
private static float[] cn = new float[8];
private static int[] b1 = new int[8];
private static int[] b2 = new int[2];
private static float[] xFactor = new float[8];
private static float[] yFactor = new float[8];
private static float[] zFactor = new float[8];
public static float originalBlenderNoise(float x, float y, float z) {
float n = 0.5f;
int ix = (int) Math.floor(x);
int iy = (int) Math.floor(y);
int iz = (int) Math.floor(z);
int ix = (int) FastMath.floor(x);
int iy = (int) FastMath.floor(y);
int iz = (int) FastMath.floor(z);
float ox = x - ix;
float oy = y - iy;
@ -688,21 +693,32 @@ import com.jme3.scene.plugins.blender.textures.generating.TextureGeneratorMusgra
cn4 = 1.0f - 3.0f * cn4 - 2.0f * cn4 * jx;
cn5 = 1.0f - 3.0f * cn5 - 2.0f * cn5 * jy;
cn6 = 1.0f - 3.0f * cn6 - 2.0f * cn6 * jz;
float[] cn = new float[] { cn1 * cn2 * cn3, cn1 * cn2 * cn6, cn1 * cn5 * cn3, cn1 * cn5 * cn6, cn4 * cn2 * cn3, cn4 * cn2 * cn6, cn4 * cn5 * cn3, cn4 * cn5 * cn6, };
int b00 = hash[hash[ix & 0xFF] + (iy & 0xFF)];
int b01 = hash[hash[ix & 0xFF] + (iy + 1 & 0xFF)];
int b10 = hash[hash[ix + 1 & 0xFF] + (iy & 0xFF)];
int b11 = hash[hash[ix + 1 & 0xFF] + (iy + 1 & 0xFF)];
int[] b1 = new int[] { b00, b00, b01, b01, b10, b10, b11, b11 };
int[] b2 = new int[] { iz & 0xFF, iz + 1 & 0xFF };
float[] xFactor = new float[] { ox, ox, ox, ox, jx, jx, jx, jx };
float[] yFactor = new float[] { oy, oy, jy, jy, oy, oy, jy, jy };
float[] zFactor = new float[] { oz, jz, oz, jz, oz, jz, oz, jz };
for (int i = 0; i < 8; ++i) {
cn[0] = cn1 * cn2 * cn3;
cn[1] = cn1 * cn2 * cn6;
cn[2] = cn1 * cn5 * cn3;
cn[3] = cn1 * cn5 * cn6;
cn[4] = cn4 * cn2 * cn3;
cn[5] = cn4 * cn2 * cn6;
cn[6] = cn4 * cn5 * cn3;
cn[7] = cn4 * cn5 * cn6;
b1[0] = b1[1] = hash[hash[ix & 0xFF] + (iy & 0xFF)];
b1[2] = b1[3] = hash[hash[ix & 0xFF] + (iy + 1 & 0xFF)];
b1[4] = b1[5] = hash[hash[ix + 1 & 0xFF] + (iy & 0xFF)];
b1[6] = b1[7] = hash[hash[ix + 1 & 0xFF] + (iy + 1 & 0xFF)];
b2[0] = iz & 0xFF;
b2[1] = iz + 1 & 0xFF;
xFactor[0] = xFactor[1] = xFactor[2] = xFactor[3] = ox;
xFactor[4] = xFactor[5] = xFactor[6] = xFactor[7] = jx;
yFactor[0] = yFactor[1] = yFactor[4] = yFactor[5] = oy;
yFactor[2] = yFactor[3] = yFactor[6] = yFactor[7] = jy;
zFactor[0] = zFactor[2] = zFactor[4] = zFactor[6] = oz;
zFactor[1] = zFactor[3] = zFactor[5] = zFactor[7] = jz;
for (int i = 0; i < cn.length; ++i) {
int hIndex = 3 * hash[b1[i] + b2[i % 2]];
n += cn[i] * (hashvectf[hIndex] * xFactor[i] + hashvectf[hIndex + 1] * yFactor[i] + hashvectf[hIndex + 2] * zFactor[i]);
}

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