improve noise/terrain performance

db4
Joe Groff 2009-10-15 22:37:31 -05:00
parent 4d0f9744a4
commit 7142139cf7
3 changed files with 191 additions and 169 deletions

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@ -1,41 +1,96 @@
USING: accessors arrays byte-arrays combinators
combinators.short-circuit fry hints images kernel locals math
math.affine-transforms math.functions math.order math.polynomials
math.vectors random random.mersenne-twister sequences
sequences.private sequences.product ;
USING: accessors alien.data.map byte-arrays combinators combinators.short-circuit
fry generalizations images kernel locals math math.constants math.functions
math.libm math.matrices.simd math.vectors math.vectors.conversion math.vectors.simd
memoize random random.mersenne-twister sequences sequences.private specialized-arrays
typed ;
QUALIFIED-WITH: alien.c-types c
SIMDS: c:float c:int c:short c:uchar ;
SPECIALIZED-ARRAYS: c:float c:uchar float-4 uchar-16 ;
IN: noise
: <perlin-noise-table> ( -- table )
256 iota >byte-array randomize dup append ; inline
: with-seed ( seed quot -- )
[ <mersenne-twister> ] dip with-random ; inline
<PRIVATE
: random-int-4 ( -- v )
16 random-bytes underlying>> int-4 boa ; inline
: (fade) ( x y z -- x' y' z' )
[ { 0.0 0.0 0.0 10.0 -15.0 6.0 } polyval* ] tri@ ;
: (random-float-4) ( -- v )
random-int-4 int-4 float-4 vconvert ; inline
HINTS: (fade) { float float float } ;
! XXX redundant add
: uniform-random-float-4 ( min max -- n )
(random-float-4) (random-float-4)
2.0 31 ^ v+n 2.0 32 ^ v*n v+
[ over - 2.0 -64 ^ * ] dip n*v n+v ; inline
: fade ( point -- point' )
first3 (fade) 3array ; inline
: normal-random-float-4 ( mean sigma -- n )
0.0 1.0 uniform-random-float-4
0.0 1.0 uniform-random-float-4
[ 2 pi * v*n [ fcos ] map ]
[ 1.0 swap n-v [ flog ] map -2.0 v*n vsqrt ]
bi* v* n*v n+v ; inline
:: grad ( hash x y z -- gradient )
hash 8 bitand zero? [ x ] [ y ] if
:> u
hash 12 bitand zero?
[ y ] [ hash 13 bitand 12 = [ x ] [ z ] if ] if
:> v
: float-map>byte-map ( floats: float-array scale: float bias: float -- bytes: byte-array )
'[
[ _ 255.0 * v*n _ 255.0 * v+n float-4 int-4 vconvert ] 4 napply
[ int-4 short-8 vconvert ] 2bi@
short-8 uchar-16 vconvert
] data-map( float-4[4] -- uchar-16 ) ; inline
hash 1 bitand zero? [ u ] [ u neg ] if
hash 2 bitand zero? [ v ] [ v neg ] if + ;
TYPED:: float-map>image ( floats: float-array dim scale: float bias: float -- image: image )
image new
dim >>dim
floats scale bias float-map>byte-map >>bitmap
L >>component-order
ubyte-components >>component-type ;
HINTS: grad { fixnum float float float } ;
TYPED: uniform-noise-map ( seed: integer dim -- map: float-array )
'[
_ product 4 / [ 0.0 1.0 uniform-random-float-4 ]
float-4-array{ } replicate-as
byte-array>float-array
] with-seed ;
: unit-cube ( point -- cube )
[ floor 256 rem ] map ;
: uniform-noise-image ( seed dim -- image )
[ uniform-noise-map ] [ 1.0 0.0 float-map>image ] bi ; inline
TYPED: normal-noise-map ( seed: integer sigma: float dim -- map: float-array )
swap '[
_ product 4 / [ 0.5 _ normal-random-float-4 ]
float-4-array{ } replicate-as
byte-array>float-array
] with-seed ;
: normal-noise-image ( seed sigma dim -- image )
[ normal-noise-map ] [ 1.0 0.0 float-map>image ] bi ; inline
ERROR: invalid-perlin-noise-table table ;
: <perlin-noise-table> ( -- table )
256 iota >byte-array randomize dup append ; inline
: validate-table ( table -- table )
dup { [ byte-array? ] [ length 512 >= ] } 1&&
[ invalid-perlin-noise-table ] unless ;
! XXX doesn't work for NaNs or very large floats
: floor-vector ( v -- v' )
[ float-4 int-4 vconvert int-4 float-4 vconvert ]
[ [ v> -1.0 float-4-with vand ] curry keep v+ ] bi ; inline
: unit-cubed ( floats -- ints )
float-4 int-4 vconvert 255 int-4-with vbitand ; inline
: fade ( gradient -- gradient' )
{
[ drop 6.0 ]
[ n*v -15.0 v+n ]
[ v* 10.0 v+n ]
[ v* ]
[ v* ]
[ v* ]
} cleave ; inline
:: hashes ( table x y z -- aaa baa aba bba aab bab abb bbb )
x table nth-unsafe y + :> a
x 1 + table nth-unsafe y + :> b
@ -54,79 +109,41 @@ HINTS: grad { fixnum float float float } ;
ab 1 + table nth-unsafe
bb 1 + table nth-unsafe ; inline
HINTS: hashes { byte-array fixnum fixnum fixnum } ;
:: grad ( hash v -- gradient )
hash 8 bitand zero? [ v first ] [ v second ] if
:> u
hash 12 bitand zero?
[ v second ] [ hash 13 bitand 12 = [ v first ] [ v third ] if ] if
:> v
: >byte-map ( floats -- bytes )
[ 255.0 * >fixnum ] B{ } map-as ;
hash 1 bitand zero? [ u ] [ u neg ] if
hash 2 bitand zero? [ v ] [ v neg ] if + ; inline
: >image ( bytes dim -- image )
image new
swap >>dim
swap >>bitmap
L >>component-order
ubyte-components >>component-type ;
:: perlin-noise-unsafe ( table point -- value )
point unit-cube :> cube
point dup vfloor v- :> gradients
TYPED:: perlin-noise ( table: byte-array point: float-4 -- value: float )
point floor-vector :> _point_
_point_ unit-cubed :> cube
point _point_ v- :> gradients
gradients fade :> faded
table cube first3 hashes {
[ gradients first3 grad ]
[ gradients first3 [ 1.0 - ] [ ] [ ] tri* grad ]
[ gradients first3 [ ] [ 1.0 - ] [ ] tri* grad ]
[ gradients first3 [ 1.0 - ] [ 1.0 - ] [ ] tri* grad ]
[ gradients first3 [ ] [ ] [ 1.0 - ] tri* grad ]
[ gradients first3 [ 1.0 - ] [ ] [ 1.0 - ] tri* grad ]
[ gradients first3 [ ] [ 1.0 - ] [ 1.0 - ] tri* grad ]
[ gradients first3 [ 1.0 - ] [ 1.0 - ] [ 1.0 - ] tri* grad ]
[ gradients grad ]
[ gradients float-4{ 1.0 0.0 0.0 0.0 } v- grad ]
[ gradients float-4{ 0.0 1.0 0.0 0.0 } v- grad ]
[ gradients float-4{ 1.0 1.0 0.0 0.0 } v- grad ]
[ gradients float-4{ 0.0 0.0 1.0 0.0 } v- grad ]
[ gradients float-4{ 1.0 0.0 1.0 0.0 } v- grad ]
[ gradients float-4{ 0.0 1.0 1.0 0.0 } v- grad ]
[ gradients float-4{ 1.0 1.0 1.0 0.0 } v- grad ]
} spread
faded trilerp ;
ERROR: invalid-perlin-noise-table table ;
MEMO: perlin-noise-map-coords ( dim -- coords )
first2 [| x y | x [ y 0.0 0.0 float-4-boa ] float-4-array{ } map-as ] with map concat ;
: validate-table ( table -- table )
dup { [ byte-array? ] [ length 512 >= ] } 1&&
[ invalid-perlin-noise-table ] unless ;
PRIVATE>
: perlin-noise ( table point -- value )
[ validate-table ] dip perlin-noise-unsafe ; inline
: normalize-0-1 ( sequence -- sequence' )
[ supremum ] [ infimum [ - ] keep ] [ ] tri
[ swap - ] with map [ swap / ] with map ;
: clamp-0-1 ( sequence -- sequence' )
[ 0.0 max 1.0 min ] map ;
: perlin-noise-map ( table transform dim -- map )
[ validate-table ] 2dip
[ iota ] map [ a.v 0.0 suffix perlin-noise-unsafe ] with with product-map ;
: perlin-noise-byte-map ( table transform dim -- map )
perlin-noise-map normalize-0-1 >byte-map ;
TYPED:: perlin-noise-map ( table: byte-array transform: matrix4 coords: float-4-array -- map: float-array )
coords [| coord | table transform coord m4.v perlin-noise ] data-map( float-4 -- c:float )
byte-array>float-array ;
: perlin-noise-image ( table transform dim -- image )
[ perlin-noise-byte-map ] [ >image ] bi ;
[ perlin-noise-map-coords perlin-noise-map ] [ 5/7. 0.5 float-map>image ] bi ;
: uniform-noise-map ( seed dim -- map )
[ product [ 0.0 1.0 uniform-random-float ] replicate ]
curry with-seed ;
: uniform-noise-byte-map ( seed dim -- map )
uniform-noise-map >byte-map ;
: uniform-noise-image ( seed dim -- image )
[ uniform-noise-byte-map ] [ >image ] bi ;
: normal-noise-map ( seed sigma dim -- map )
swap '[ _ product [ 0.5 _ normal-random-float ] replicate ]
with-seed ;
: normal-noise-byte-map ( seed sigma dim -- map )
normal-noise-map clamp-0-1 >byte-map ;
: normal-noise-image ( seed sigma dim -- image )
[ normal-noise-byte-map ] [ >image ] bi ;

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@ -1,38 +1,50 @@
USING: accessors arrays byte-arrays combinators
USING: accessors alien.data.map arrays byte-arrays combinators
combinators.smart fry grouping images kernel math
math.affine-transforms math.order math.vectors noise random
sequences ;
math.matrices.simd math.order math.vectors noise random
sequences math.vectors.simd ;
FROM: alien.c-types => float uchar ;
SIMDS: float uchar ;
IN: terrain.generation
CONSTANT: terrain-segment-size { 512 512 }
CONSTANT: terrain-big-noise-scale { 0.002 0.002 }
CONSTANT: terrain-small-noise-scale { 0.05 0.05 }
CONSTANT: terrain-segment-size-vector { 512.0 512.0 1.0 1.0 }
CONSTANT: terrain-big-noise-scale float-4{ 0.002 0.002 0.002 0.002 }
CONSTANT: terrain-small-noise-scale float-4{ 0.05 0.05 0.05 0.05 }
TUPLE: terrain big-noise-table small-noise-table tiny-noise-seed ;
TUPLE: terrain
{ big-noise-table byte-array }
{ small-noise-table byte-array }
{ tiny-noise-seed integer } ;
: <terrain> ( -- terrain )
<perlin-noise-table> <perlin-noise-table>
32 random-bits terrain boa ;
: seed-at ( seed at -- seed' )
first2 [ + ] dip [ 32 random-bits + ] curry with-seed ;
first2 [ >integer ] bi@ [ + ] dip [ 32 random-bits + ] curry with-seed ;
: big-noise-segment ( terrain at -- map )
[ big-noise-table>> terrain-big-noise-scale first2 <scale> ] dip
terrain-segment-size [ v* <translation> a. ] keep perlin-noise-byte-map ;
: small-noise-segment ( terrain at -- map )
[ small-noise-table>> terrain-small-noise-scale first2 <scale> ] dip
terrain-segment-size [ v* <translation> a. ] keep perlin-noise-byte-map ;
: tiny-noise-segment ( terrain at -- map )
: big-noise-segment ( terrain at -- bytes )
[ big-noise-table>> terrain-big-noise-scale scale-matrix4 ] dip
terrain-segment-size-vector v* translation-matrix4 m4.
terrain-segment-size perlin-noise-image bitmap>> ; inline
: small-noise-segment ( terrain at -- bytes )
[ small-noise-table>> terrain-small-noise-scale scale-matrix4 ] dip
terrain-segment-size-vector v* translation-matrix4 m4.
terrain-segment-size perlin-noise-image bitmap>> ; inline
: tiny-noise-segment ( terrain at -- bytes )
[ tiny-noise-seed>> ] dip seed-at 0.1
terrain-segment-size normal-noise-byte-map ;
terrain-segment-size normal-noise-image bitmap>> ; inline
: padding ( terrain at -- padding )
2drop terrain-segment-size product 255 <repetition> ;
2drop terrain-segment-size product 255 <repetition> >byte-array ; inline
TUPLE: segment image ;
: <terrain-image> ( bytes -- image )
: fold-rgba-planes ( r g b a -- rgba )
[ vmerge-transpose vmerge-transpose ]
data-map( uchar-16 uchar-16 uchar-16 uchar-16 -- uchar-16[4] ) ;
: <terrain-image> ( big small tiny padding -- image )
fold-rgba-planes
<image>
swap >>bitmap
RGBA >>component-order
@ -40,14 +52,12 @@ TUPLE: segment image ;
terrain-segment-size >>dim ;
: terrain-segment ( terrain at -- image )
[
{
[ big-noise-segment ]
[ small-noise-segment ]
[ tiny-noise-segment ]
[ padding ]
} 2cleave
] output>array flip B{ } concat-as <terrain-image> ;
{
[ big-noise-segment ]
[ small-noise-segment ]
[ tiny-noise-segment ]
[ padding ]
} 2cleave <terrain-image> ;
: 4max ( a b c d -- max )
max max max ; inline

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@ -1,42 +1,47 @@
! (c)2009 Joe Groff, Doug Coleman. bsd license
USING: accessors arrays combinators game.input game.loop
game.input.scancodes grouping kernel literals locals
math math.constants math.functions math.matrices math.order
math math.constants math.functions math.order
math.vectors opengl opengl.capabilities opengl.gl
opengl.shaders opengl.textures opengl.textures.private
sequences sequences.product specialized-arrays
terrain.generation terrain.shaders ui ui.gadgets
terrain.generation terrain.shaders typed ui ui.gadgets
ui.gadgets.worlds ui.pixel-formats game.worlds method-chains
math.affine-transforms noise ui.gestures combinators.short-circuit
destructors grid-meshes ;
FROM: alien.c-types => float ;
SPECIALIZED-ARRAY: float
math.matrices.simd noise ui.gestures combinators.short-circuit
destructors grid-meshes math.vectors.simd ;
QUALIFIED-WITH: alien.c-types c
SPECIALIZED-ARRAY: c:float
SIMD: c:float
IN: terrain
CONSTANT: FOV $[ 2.0 sqrt 1 + ]
CONSTANT: NEAR-PLANE $[ 1.0 1024.0 / ]
CONSTANT: NEAR-PLANE 1/1024.
CONSTANT: FAR-PLANE 2.0
CONSTANT: PLAYER-START-LOCATION { 0.5 0.51 0.5 }
CONSTANT: VELOCITY-MODIFIER-NORMAL { 1.0 1.0 1.0 }
CONSTANT: VELOCITY-MODIFIER-FAST { 2.0 1.0 2.0 }
CONSTANT: PLAYER-HEIGHT $[ 1.0 256.0 / ]
CONSTANT: GRAVITY $[ 1.0 4096.0 / ]
CONSTANT: JUMP $[ 1.0 1024.0 / ]
CONSTANT: MOUSE-SCALE $[ 1.0 10.0 / ]
CONSTANT: MOVEMENT-SPEED $[ 1.0 16384.0 / ]
CONSTANT: FRICTION { 0.95 0.99 0.95 }
CONSTANT: COMPONENT-SCALE { 0.5 0.01 0.0005 0.0 }
CONSTANT: PLAYER-START-LOCATION float-4{ 0.5 0.51 0.5 1.0 }
CONSTANT: VELOCITY-MODIFIER-NORMAL float-4{ 1.0 1.0 1.0 0.0 }
CONSTANT: VELOCITY-MODIFIER-FAST float-4{ 2.0 1.0 2.0 0.0 }
CONSTANT: PLAYER-HEIGHT 1/256.
CONSTANT: GRAVITY float-4{ 0.0 -1/4096. 0.0 0.0 }
CONSTANT: JUMP 1/1024.
CONSTANT: MOUSE-SCALE 1/10.
CONSTANT: MOVEMENT-SPEED 1/16384.
CONSTANT: FRICTION float-4{ 0.95 0.99 0.95 1.0 }
CONSTANT: COMPONENT-SCALE float-4{ 0.5 0.01 0.0005 0.0 }
CONSTANT: SKY-PERIOD 1200
CONSTANT: SKY-SPEED 0.0005
CONSTANT: terrain-vertex-size { 512 512 }
TUPLE: player
location yaw pitch velocity velocity-modifier
{ location float-4 }
{ yaw float }
{ pitch float }
{ velocity float-4 }
{ velocity-modifier float-4 }
reverse-time ;
TUPLE: terrain-world < game-world
player
{ player player }
sky-image sky-texture sky-program
terrain terrain-segment terrain-texture terrain-program
terrain-mesh
@ -47,7 +52,7 @@ TUPLE: terrain-world < game-world
PLAYER-START-LOCATION >>location
0.0 >>yaw
0.0 >>pitch
{ 0.0 0.0 0.0 } >>velocity
float-4{ 0.0 0.0 0.0 1.0 } >>velocity
VELOCITY-MODIFIER-NORMAL >>velocity-modifier ;
M: terrain-world tick-length
@ -68,48 +73,40 @@ M: terrain-world tick-length
[ location>> vneg first3 glTranslatef ] tri ;
: degrees ( deg -- rad )
pi 180.0 / * ;
pi 180.0 / * ; inline
:: eye-rotate ( yaw pitch v -- v' )
yaw degrees neg :> y
pitch degrees neg :> p
y cos :> cosy
y sin :> siny
p cos :> cosp
p sin :> sinp
cosy 0.0 siny neg 3array
siny sinp * cosp cosy sinp * 3array
siny cosp * sinp neg cosy cosp * 3array 3array
v swap v.m ;
TYPED: eye-rotate ( yaw: float pitch: float v: float-4 -- v': float-4 )
[ float-4{ 0.0 -1.0 0.0 0.0 } swap degrees rotation-matrix4 ]
[ float-4{ -1.0 0.0 0.0 0.0 } swap degrees rotation-matrix4 m4. ]
[ m4.v ] tri* float-4{ t t t f } vand ;
: forward-vector ( player -- v )
yaw>> 0.0
${ 0.0 0.0 MOVEMENT-SPEED } vneg eye-rotate ;
float-4{ 0.0 0.0 $ MOVEMENT-SPEED 1.0 } vneg eye-rotate ; inline
: rightward-vector ( player -- v )
yaw>> 0.0
${ MOVEMENT-SPEED 0.0 0.0 } eye-rotate ;
float-4{ $ MOVEMENT-SPEED 0.0 0.0 1.0 } eye-rotate ; inline
: clamp-pitch ( pitch -- pitch' )
-90.0 90.0 clamp ;
-90.0 90.0 clamp ; inline
: walk-forward ( player -- )
dup forward-vector [ v+ ] curry change-velocity drop ;
dup forward-vector [ v+ ] curry change-velocity drop ; inline
: walk-backward ( player -- )
dup forward-vector [ v- ] curry change-velocity drop ;
dup forward-vector [ v- ] curry change-velocity drop ; inline
: walk-leftward ( player -- )
dup rightward-vector [ v- ] curry change-velocity drop ;
dup rightward-vector [ v- ] curry change-velocity drop ; inline
: walk-rightward ( player -- )
dup rightward-vector [ v+ ] curry change-velocity drop ;
dup rightward-vector [ v+ ] curry change-velocity drop ; inline
: jump ( player -- )
[ ${ 0.0 JUMP 0.0 } v+ ] change-velocity drop ;
[ float-4{ 0.0 $ JUMP 0.0 0.0 } v+ ] change-velocity drop ; inline
: rotate-leftward ( player x -- )
[ - ] curry change-yaw drop ;
[ - ] curry change-yaw drop ; inline
: rotate-rightward ( player x -- )
[ + ] curry change-yaw drop ;
[ + ] curry change-yaw drop ; inline
: look-horizontally ( player x -- )
[ + ] curry change-yaw drop ;
[ + ] curry change-yaw drop ; inline
: look-vertically ( player x -- )
[ + clamp-pitch ] curry change-pitch drop ;
[ + clamp-pitch ] curry change-pitch drop ; inline
: rotate-with-mouse ( player mouse -- )
@ -155,7 +152,7 @@ terrain-world H{
FRICTION v* ;
: apply-gravity ( velocity -- velocity' )
1 over [ GRAVITY - ] change-nth ;
GRAVITY v+ ;
: clamp-coords ( coords dim -- coords' )
[ { 0 0 } vmax ] dip { 2 2 } v- vmin ;
@ -206,11 +203,9 @@ terrain-world H{
drop ;
: tick-player ( world player -- )
dup reverse-time>> [
tick-player-reverse
] [
tick-player-forward
] if ;
dup reverse-time>>
[ tick-player-reverse ]
[ tick-player-forward ] if ;
M: terrain-world tick*
[ dup focused?>> [ handle-input ] [ drop ] if ]
@ -236,11 +231,11 @@ BEFORE: terrain-world begin-world
GL_VERTEX_ARRAY glEnableClientState
<player> >>player
V{ } clone >>history
<perlin-noise-table> 0.01 0.01 <scale> { 512 512 } perlin-noise-image
<perlin-noise-table> 0.01 float-4-with scale-matrix4 { 512 512 } perlin-noise-image
[ >>sky-image ] keep
make-texture [ set-texture-parameters ] keep >>sky-texture
<terrain> [ >>terrain ] keep
{ 0 0 } terrain-segment [ >>terrain-segment ] keep
float-4{ 0.0 0.0 0.0 1.0 } terrain-segment [ >>terrain-segment ] keep
make-texture [ set-texture-parameters ] keep >>terrain-texture
sky-vertex-shader sky-pixel-shader <simple-gl-program>
>>sky-program
@ -282,7 +277,7 @@ M: terrain-world draw-world*
] with-gl-program ]
} cleave gl-error ;
M: terrain-world pref-dim* drop { 640 480 } ;
M: terrain-world pref-dim* drop { 1024 768 } ;
: terrain-window ( -- )
[