From 517dece348bbd5ba3f4031dd8e5973ba139a9ce3 Mon Sep 17 00:00:00 2001 From: "Kae..pl" Date: Thu, 3 Oct 2013 08:37:47 +0000 Subject: [PATCH] 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 --- .../textures/generating/NoiseGenerator.java | 136 ++++++++++-------- 1 file changed, 76 insertions(+), 60 deletions(-) diff --git a/engine/src/blender/com/jme3/scene/plugins/blender/textures/generating/NoiseGenerator.java b/engine/src/blender/com/jme3/scene/plugins/blender/textures/generating/NoiseGenerator.java index 1ba0b0b17..83837eeff 100644 --- a/engine/src/blender/com/jme3/scene/plugins/blender/textures/generating/NoiseGenerator.java +++ b/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]); }