コード例 #1
0
ファイル: vmath.c プロジェクト: Gordath/mars2030
scalar_t fbm2(scalar_t x, scalar_t y, int octaves)
{
	int i;
	scalar_t res = 0.0f, freq = 1.0f;
	for(i=0; i<octaves; i++) {
		res += noise2(x * freq, y * freq) / freq;
		freq *= 2.0f;
	}
	return res;
}
コード例 #2
0
ファイル: noise.c プロジェクト: progschj/TLDR
static int perlin_lua(lua_State *L) {
    int top = lua_gettop(L);
    if(top == 2) {
        lua_pushnumber(L, noise2(lua_tonumber(L, 1), lua_tonumber(L, 2)));
    } else if(top == 3) {
        lua_pushnumber(L, noise3(lua_tonumber(L, 1), lua_tonumber(L, 2), lua_tonumber(L, 3)));
    } else {
        return luaL_error(L, "expected 2 or 3 arguments but got %d", top);
    }
    return 1;
}
コード例 #3
0
ファイル: sine-noise.c プロジェクト: robbykraft/Plotter
int main(int argc, char **argv){
	time_t t;
	srand((unsigned) time(&t));
	float seed = rand()%1000/100.0;

	strcat(path, filename);
	FILE *file = fopen(path, "w");
	fprintf(file, "<?xml version=\"1.0\" encoding=\"utf-8\"?>\n");
	fprintf(file, "<svg version=\"1.1\" xmlns=\"http://www.w3.org/2000/svg\" xmlns:xlink=\"http://www.w3.org/1999/xlink\" ");
	fprintf(file, "x=\"0px\" y=\"0px\" width=\"%dpx\" height=\"%d", width, height);
	fprintf(file, "px\" viewBox=\"0 0 %d %d", width, height);
	fprintf(file, "\" xml:space=\"preserve\">\n<g>\n");

	for(int i = 0; i < COLUMNS; i++){
		fprintf(file, "<polyline fill=\"none\" stroke=\"#000000\" stroke-miterlimit=\"10\" points=\"");  // hanging open quote
		for(float j = 0; j < height; j++){
			int halfI = floor(i*.5);
			int one = 1.5*floor((i+0)*.25);
			int three = 1.5*floor((i+2)*.25);

			float vec[2];
			vec[0] = i*.33;
			vec[1] = j/(float)height*3;

			float xShift = 30 * noise2(vec);

			float x = 70 + 40*i + 30*one + 30*three + waveMag*sinf(j*.023) * posNeg(halfI%2) + xShift;
			float y = j;

			fprintf(file, "%.2f,%.2f ", x, y);
		}
		fprintf(file, "\"/>\n"); // closing quote
	}
	// fprintf(file, "\"/>\n"); // closing quote
	// fprintf(file, "<polyline fill=\"none\" stroke=\"#000000\" stroke-miterlimit=\"10\" points=\"");  // hanging open quote

	// float turn = 0;
	// for(int i = 0; i < COLUMNS; i+=2){
	// 	for(float j = 0; j < TWOPI; j += TWOPI/divider){
	// 		x = 0;
	// 		y = 0;
	// 		fprintf(file, "%.2f,%.2f ", x, y);
	// 	}
	// }


	fprintf(file, "\"/>\n"); // closing quote

	fprintf(file, "</g>\n");
	fprintf(file, "</svg>");
	fclose(file);
	return 0;
}
コード例 #4
0
ファイル: llperlin.cpp プロジェクト: 9skunks/imprudence
F32 LLPerlinNoise::turbulence2(F32 x, F32 y, F32 freq)
{
	F32 t, lx, ly;

	for (t = 0.f ; freq >= 1.f ; freq *= 0.5f)
	{
		lx = freq * x;
		ly = freq * y;
		t += noise2(lx, ly)/freq;
	}
	return t;
}
コード例 #5
0
ファイル: _perlin.c プロジェクト: caseman/noise
static PyObject *
py_noise2(PyObject *self, PyObject *args, PyObject *kwargs)
{
	float x, y;
	int octaves = 1;
	float persistence = 0.5f;
    float lacunarity = 2.0f;
	float repeatx = 1024; // arbitrary
	float repeaty = 1024; // arbitrary
	int base = 0;

	static char *kwlist[] = {"x", "y", "octaves", "persistence", "lacunarity", "repeatx", "repeaty", "base", NULL};

	if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ff|iffffi:noise2", kwlist,
		&x, &y, &octaves, &persistence, &lacunarity, &repeatx, &repeaty, &base))
		return NULL;
	
	if (octaves == 1) {
		// Single octave, return simple noise
		return (PyObject *) PyFloat_FromDouble((double) noise2(x, y, repeatx, repeaty, base));
	} else if (octaves > 1) {
		int i;
		float freq = 1.0f;
		float amp = 1.0f;
		float max = 0.0f;
		float total = 0.0f;

		for (i = 0; i < octaves; i++) {
			total += noise2(x * freq, y * freq, repeatx * freq, repeaty * freq, base) * amp;
			max += amp;
			freq *= lacunarity;
			amp *= persistence;
		}
		return (PyObject *) PyFloat_FromDouble((double) (total / max));
	} else {
		PyErr_SetString(PyExc_ValueError, "Expected octaves value > 0");
		return NULL;
	}
}
コード例 #6
0
ファイル: Terrain.cpp プロジェクト: dominique-lavault/MineSim
float CTerrain::getAltitude(float vec[])
{
	float harmovec[2];
	float f=0;
	for(float h=4.0f; h<=NBHARMONIC; h*=2.0f)
	{
		harmovec[0] = vec[0]*h;
		harmovec[1] = vec[1]*h;
		f+=noise2(harmovec)/h; //*2.9f /*bordel factor*/;
	}
	f=(f+0.1f /*more or less sea*/ )*6000.0f; /* top height */

	return f;
}
コード例 #7
0
ファイル: NOISE.CPP プロジェクト: ApocalypseDesign/ad_public
void noise2D::init()
{
  int i, j;

  for (i=0; i<MAXKNOTS; i++)
  {
    for (j=0; j<MAXKNOTS; j++)
	{
	   knots2[i][j]=noise2(i, j);
	   knots2[i][j]=(knots2[i][j]*SHINESS);
	}
  }
  return;
}
コード例 #8
0
ファイル: perlin.cpp プロジェクト: sdp0et/gtp
// To wrap on a sphere:  use theta and phi for x and y
// Brushed metal: vary only ONE of x,y
//   (eg PerlinNoise2D( uv.x, _1_, 2, 2, 8 ) // (the 1 stays constant across the 2d face)
//   (OR you could just generate a line of 1d noise and copy it)
double PerlinGenerator::PerlinNoise2D( double x, double y, double divisionFactor, double freqMult, int numFreqs )
{
  double sum = 0;
  double p[2],scale = 1;

  p[0] = x;
  p[1] = y;
  for( int i=0 ; i < numFreqs ; i++ )
  {
    sum += noise2(p) / scale;
    scale *= divisionFactor ;
    p[0] *= freqMult ;
    p[1] *= freqMult ;
  }
  return sum ;
}
コード例 #9
0
ファイル: mathdef.cpp プロジェクト: nbingham1/Effects
double PerlinNoise2D(double x,double y,double alpha,double beta,int n)
{
   int i;
   double val,sum = 0;
   double p[2],scale = 1;

   p[0] = x;
   p[1] = y;
   for (i=0;i<n;i++) {
      val = noise2(p);
      sum += val / scale;
      scale *= alpha;
      p[0] *= beta;
      p[1] *= beta;
   }
   return(sum);
}
コード例 #10
0
	float PerlinNoise::noise2(const Vector2& vec, int octaves, float persistence) {
		octaves += 1;

		float amplitude = 1.f;
		float total_amp = 0;

		float ret = 0.f;
		Vector2 v = vec;
		for (int i=0; i<octaves; i++) {
			ret += noise2(v.x, v.y) * amplitude;
			total_amp += amplitude;
			amplitude *= persistence;
			v *= 2.0f;
		}

		return ret / total_amp;
	}
コード例 #11
0
ファイル: perlin.cpp プロジェクト: justinhlee/voxel-renderer
float Perlin::perlin_noise_2D(float vec[2]) {
    int terms = mOctaves;
    float freq = mFrequency;
    float result = 0.0f;
    float amp = mAmplitude;
    
    vec[0]*=mFrequency;
    vec[1]*=mFrequency;
    
    for(int i=0; i < terms; i++) {
        result += noise2(vec)*amp;
        vec[0] *= 2.0f;
        vec[1] *= 2.0f;
        amp*=0.5f;
    }
    
    return result;
}
コード例 #12
0
ファイル: makeimage.c プロジェクト: haynesgt/perlin
void* fill_image(void *datap)
{
	struct fill_image_data *data = datap;
	size_t i;
	// Fill each pixel in the image
	for (i = data->start; i < data->end; i++) {
		int t, x, y;
		// There is one channel per pixel, so divide by 1
		t = i / 1;
		x = t % data->image->width;
		y = t / data->image->width;
		// noise2 calculates the noise at integer x,y
		data->buffer[i] = 255 * noise2(x, y);
	}
	// Print completion message and flush output to make it show (because we did not print a \n)
	printf("%c", data->finish_message);
	fflush(stdout);
}
コード例 #13
0
ファイル: map.cpp プロジェクト: faod/ld33
void Map::rockgen(float resolution)
{
    const float max = static_cast<float>(std::max(width_, height_));

    for(int y = 0; y < height_; ++y)
    {
        for(int x = 0; x < width_; ++x)
        {
            float vec[2] = {(x + 0.5f) / max * resolution, (y + 0.5f) / max * resolution};
            float per = noise2(vec);

            if(per < -0.4)
            {
                tiles_[y][x] = Tile(x, y , ROCK);
            }
        }
    }
}
コード例 #14
0
double Perlin::perlin_noise_2D(double vec[2])
{
	int terms    = mOctaves;
	double freq   = mFrequency;
	double result = 0.0f;
	double amp = mAmplitude;
	
	vec[0]*=mFrequency;
	vec[1]*=mFrequency;
	
	for( int i=0; i<terms; i++ ) {
		result += noise2(vec)*amp;
		vec[0] *= 2.0f;
		vec[1] *= 2.0f;
		amp*=0.5f;
	}
	
	return result;
}
コード例 #15
0
void MapGenerator::make_cells(Cell *cells)
{
    SimplexNoise noise1(random);
    SimplexNoise noise2(random);

    unsigned int x = 0;
    while (x < cells_x)
    {
        unsigned int y = 0;
        while (y < cells_y)
        {
            float fx = x * 0.1f;
            float fy = y * 0.1f;

            bool wall;
            wall  = noise1.raw_noise_2d(fx, fy) > 0.0;
            wall &= noise2.raw_noise_2d(fx, fy) > 0.0;

            wall &= x != 1;
            wall &= x != cells_x - 2;
            wall &= y != 1;
            wall &= y != cells_y - 2;

            wall |= x == 0;
            wall |= x == cells_x - 1;
            wall |= y == 0;
            wall |= y == cells_y - 1;

            cells[x + y * cells_x].type = wall ? Cell::steel : Cell::empty;
            y++;
        }
        x++;
    }

    unsigned int base_x = cells_x / 16;
    unsigned int base_y = cells_y / 16;

    cells[base_x + cells_y / 2 * cells_x].type = Cell::base;
    cells[(cells_x - base_x - 1) + cells_y / 2 * cells_x].type = Cell::base;
    cells[cells_x / 2 + base_y * cells_x].type = Cell::base;
    cells[cells_x / 2 + (cells_y - base_y - 1) * cells_x].type = Cell::base;
}
コード例 #16
0
                T
        noise_2D (
                T		 vec[2])
        {
                T		 amp    = mAmplitude;
                T		 result = 0.0;

                vec[0] *= mFrequency;
                vec[1] *= mFrequency;

                for( int i = 0; i < mOctaves; i++ )
                {
                        result += noise2(vec) * amp;
                        vec[0] *= 2.0;
                        vec[1] *= 2.0;
                        amp    *= 0.5;
                }

                return result;
        }
コード例 #17
0
ファイル: llsurfacepatch.cpp プロジェクト: Nora28/imprudence
void LLSurfacePatch::eval(const U32 x, const U32 y, const U32 stride, LLVector3 *vertex, LLVector3 *normal,
						  LLVector2 *tex0, LLVector2 *tex1)
{
	if (!mSurfacep || !mSurfacep->getRegion() || !mSurfacep->getGridsPerEdge())
	{
		return; // failsafe
	}
	llassert_always(vertex && normal && tex0 && tex1);
	
	U32 surface_stride = mSurfacep->getGridsPerEdge();
	U32 point_offset = x + y*surface_stride;

	*normal = getNormal(x, y);

	LLVector3 pos_agent = getOriginAgent();
	pos_agent.mV[VX] += x * mSurfacep->getMetersPerGrid();
	pos_agent.mV[VY] += y * mSurfacep->getMetersPerGrid();
	pos_agent.mV[VZ]  = *(mDataZ + point_offset);
	*vertex     = pos_agent;

	LLVector3 rel_pos = pos_agent - mSurfacep->getOriginAgent();
	LLVector3 tex_pos = rel_pos * (1.f/surface_stride);
	tex0->mV[0]  = tex_pos.mV[0];
	tex0->mV[1]  = tex_pos.mV[1];
	tex1->mV[0] = mSurfacep->getRegion()->getCompositionXY(llfloor(mOriginRegion.mV[0])+x, llfloor(mOriginRegion.mV[1])+y);

	const F32 xyScale = 4.9215f*7.f; //0.93284f;
	const F32 xyScaleInv = (1.f / xyScale)*(0.2222222222f);

	F32 vec[3] = {
					fmod((F32)(mOriginGlobal.mdV[0] + x)*xyScaleInv, 256.f),
					fmod((F32)(mOriginGlobal.mdV[1] + y)*xyScaleInv, 256.f),
					0.f
				};
	F32 rand_val = llclamp(noise2(vec)* 0.75f + 0.5f, 0.f, 1.f);
	tex1->mV[1] = rand_val;


}
コード例 #18
0
ファイル: map.cpp プロジェクト: faod/ld33
void Map::swampgrassgen(float resolution)
{
    const float max = static_cast<float>(std::max(width_, height_));

    for(int y = 0; y < height_; ++y)
    {
        for(int x = 0; x < width_; ++x)
        {
            float vec[2] = {(x + 0.5f) / max * resolution, (y + 0.5f) / max * resolution};
            float per = noise2(vec);

            if(per < -0.2)
            {
                tiles_[y][x] = Tile(x, y, SWAMP);
            }
            else
            {
                tiles_[y][x] = Tile(x, y , GRASS);
            }
        }
    }

}
コード例 #19
0
BOOL LLVLComposition::generateHeights(const F32 x, const F32 y,
									  const F32 width, const F32 height)
{
	if (!mParamsReady)
	{
		// All the parameters haven't been set yet (we haven't gotten the message from the sim)
		return FALSE;
	}

	llassert(mSurfacep);

	if (!mSurfacep || !mSurfacep->getRegion()) 
	{
		// We don't always have the region yet here....
		return FALSE;
	}

	S32 x_begin, y_begin, x_end, y_end;

	x_begin = llround( x * mScaleInv );
	y_begin = llround( y * mScaleInv );
	x_end = llround( (x + width) * mScaleInv );
	y_end = llround( (y + width) * mScaleInv );

	if (x_end > mWidth)
	{
		x_end = mWidth;
	}
	if (y_end > mWidth)
	{
		y_end = mWidth;
	}

	LLVector3d origin_global = from_region_handle(mSurfacep->getRegion()->getHandle());

	// For perlin noise generation...
	const F32 slope_squared = 1.5f*1.5f;
	const F32 xyScale = 4.9215f; //0.93284f;
	const F32 zScale = 4; //0.92165f;
	const F32 z_offset = 0.f;
	const F32 noise_magnitude = 2.f;		//  Degree to which noise modulates composition layer (versus
											//  simple height)

	// Heights map into textures as 0-1 = first, 1-2 = second, etc.
	// So we need to compress heights into this range.
	const S32 NUM_TEXTURES = 4;

	const F32 xyScaleInv = (1.f / xyScale);
	const F32 zScaleInv = (1.f / zScale);

	const F32 inv_width = 1.f/mWidth;

	// OK, for now, just have the composition value equal the height at the point.
	for (S32 j = y_begin; j < y_end; j++)
	{
		for (S32 i = x_begin; i < x_end; i++)
		{

			F32 vec[3];
			F32 vec1[3];
			F32 twiddle;

			// Bilinearly interpolate the start height and height range of the textures
			F32 start_height = bilinear(mStartHeight[SOUTHWEST],
										mStartHeight[SOUTHEAST],
										mStartHeight[NORTHWEST],
										mStartHeight[NORTHEAST],
										i*inv_width, j*inv_width); // These will be bilinearly interpolated
			F32 height_range = bilinear(mHeightRange[SOUTHWEST],
										mHeightRange[SOUTHEAST],
										mHeightRange[NORTHWEST],
										mHeightRange[NORTHEAST],
										i*inv_width, j*inv_width); // These will be bilinearly interpolated

			LLVector3 location(i*mScale, j*mScale, 0.f);

			F32 height = mSurfacep->resolveHeightRegion(location) + z_offset;

			// Step 0: Measure the exact height at this texel
			vec[0] = (F32)(origin_global.mdV[VX]+location.mV[VX])*xyScaleInv;	//  Adjust to non-integer lattice
			vec[1] = (F32)(origin_global.mdV[VY]+location.mV[VY])*xyScaleInv;
			vec[2] = height*zScaleInv;
			//
			//  Choose material value by adding to the exact height a random value 
			//
			vec1[0] = vec[0]*(0.2222222222f);
			vec1[1] = vec[1]*(0.2222222222f);
			vec1[2] = vec[2]*(0.2222222222f);
			twiddle = noise2(vec1)*6.5f;					//  Low freq component for large divisions

			twiddle += turbulence2(vec, 2)*slope_squared;	//  High frequency component
			twiddle *= noise_magnitude;

			F32 scaled_noisy_height = (height + twiddle - start_height) * F32(NUM_TEXTURES) / height_range;

			scaled_noisy_height = llmax(0.f, scaled_noisy_height);
			scaled_noisy_height = llmin(3.f, scaled_noisy_height);
			*(mDatap + i + j*mWidth) = scaled_noisy_height;
		}
	}
	return TRUE;
}
コード例 #20
0
void Controller::update() {
	

	checkBounds();
	
	vector<Boid2*> new_particles;
	float pf;
	for(vector<Boid2*>::iterator it = flock_ps.particles.begin(); it != flock_ps.particles.end(); ++it) {
		Boid2& b = **it;
		Vec2& pos = b.position;

		// PERLIN
		if(settings.flocking_apply_perlin) {
			pf = noise2(pos.x * settings.flocking_perlin_influence, pos.y * settings.flocking_perlin_influence);
			pf *= settings.flocking_perlin_scale;
			b.addForce(Vec2(pf, pf));
		}
		
		// TRAIL
		if(b.grow_trail_end != 0) {
			if(Timer::now() > b.grow_trail_end) {	
				b.grow_trail_end = 0;
			}
			else {	
				b.trail.push_back(b.position);
				if(b.trail.size() > 20) {
					b.trail.pop_front();
				}
			}
		}
		else if(b.trail.size() > 0){
			b.trail.push_back(b.position);
			b.trail.pop_front();
			b.trail.pop_front();
			
			if(b.trail.size() == 0) {
				b.glow_end = Timer::now() + (uint64_t)settings.boid_glow_duration_millis;
			}
		}
		
		// GLOW
		if(b.glow_end != 0 && b.glow_end < Timer::now()) {
			b.glow_end = 0;
			
			// CREATE EXPLOSION PARTICLES
			int num = 10;
			float range = 20.0f;
			
			for(int i = 0; i < num; ++i) {
				Vec2 npos = b.position + randomVec2()*range;
				Boid2* exp = new Boid2(npos);
				exp->lifespan = random(settings.explosion_min_lifespan, settings.explosion_max_lifespan);
				exp->velocity = -b.velocity ;
			//	exp->velocity.x *= random(-settings.explosion_random_x_vel, settings.explosion_random_x_vel);
			//	exp->velocity.y *= random(-settings.explosion_random_y_vel, settings.explosion_random_y_vel);
				//exp->disable();
				exp->size = random(1.0f, 3.5f);
				fx_ps.addParticle(exp);
			} 
		}
	}
	
	// EXPLOSIONS
	float t = Timer::now() * 0.001;
	for(Boids2::iterator it = fx_ps.begin(); it != fx_ps.end(); ++it) {  
		Boid2& b = **it;
		Vec2& pos = b.position;
		
		// apply perlin.
		float nx1 = noise2(pos.x * settings.explosion_perlin_influence, t);
		float nx2 = noise2(pos.x * settings.explosion_perlin_influence, t * 1.1);
		float nx = nx1-nx2;
		float ny1 = noise2(pos.y * settings.explosion_perlin_influence, t);
		float ny2 = noise2(pos.y * settings.explosion_perlin_influence, t * 1.1);
		float ny = ny1-ny2;
		pf *= settings.explosion_perlin_scale;
		b.addForce(Vec2(nx * settings.explosion_perlin_scale, ny * settings.explosion_perlin_scale));
		
		// grow trail?
		if(settings.explosion_trail_length > 0) {
			if(b.trail.size() < settings.explosion_trail_length) {
				b.trail.push_back(pos);
			}
			else {
				b.trail.pop_front();
			}
			
		}
	}
	
	for(vector<Player*>::iterator it = players.begin(); it != players.end(); ++it) {
		(*it)->update();
	}
	//player1.update();
}
コード例 #21
0
ファイル: shPerlin.cpp プロジェクト: vshymanskyy/O_oRT
real shPerlin::Noise2D(const vec2& v)const{
	real items[2] = {v.x, v.y};
	return noise2(items);
}
コード例 #22
0
ファイル: Noise.cpp プロジェクト: dtrebilco/PreMulAlpha
float tileableNoise2(const float x, const float y, const float w, const float h){
	return (noise2(x,     y)     * (w - x) * (h - y) +
			noise2(x - w, y)     *      x  * (h - y) +
			noise2(x,     y - h) * (w - x) *      y  +
			noise2(x - w, y - h) *      x  *      y) / (w * h);
}
コード例 #23
0
ファイル: vmath.c プロジェクト: cilix/raycaster
float noise( float x, float y ){
  float vec[2];
  vec[0] = x;
  vec[1] = y;
  return (noise2(vec) + 1) / 2;
}
コード例 #24
0
ファイル: vibenchmarker3.cpp プロジェクト: EQ4/Visore
void ViBenchMarker3::process2()
{
	int time = mTime.elapsed();
	QObject::disconnect(mCurrentObject.data(), SIGNAL(noiseGenerated()), this, SLOT(process2()));

	/*QObject::connect(mCurrentObject.data(), SIGNAL(encoded()), this, SLOT(quit()));
	mCurrentObject->encode(ViAudio::Noise);
	return;*/

	qreal maxMAT = 0;
	qint64 maxTP = 0, maxTN = 0, maxFP = 0, maxFN = 0;
	qint64 i, lengthIndex, offset1 = 0, offset2 = 0;
	int noChange = 0;

	ViAudioReadData corrupted(mCurrentObject->buffer(ViAudio::Noise));
	ViAudioReadData realMask(mCurrentObject->buffer(ViAudio::CustomMask));
	ViAudioReadData length(mCurrentObject->buffer(ViAudio::Custom));
	corrupted.setSampleCount(WINDOW_SIZE);
	realMask.setSampleCount(WINDOW_SIZE);
	length.setSampleCount(WINDOW_SIZE);

	ViSampleChunk *nData1 = new ViSampleChunk(corrupted.bufferSamples() / 2);
	ViSampleChunk *nData2 = new ViSampleChunk(corrupted.bufferSamples() / 2);
	ViSampleChunk *nMask1 = new ViSampleChunk(corrupted.bufferSamples() / 2);
	ViSampleChunk *nMask2 = new ViSampleChunk(corrupted.bufferSamples() / 2);
	ViSampleChunk *nRealMask1 = new ViSampleChunk(realMask.bufferSamples() / 2);
	ViSampleChunk *nRealMask2 = new ViSampleChunk(realMask.bufferSamples() / 2);
	ViSampleChunk *nLength1 = new ViSampleChunk(corrupted.bufferSamples() / 2);
	ViSampleChunk *nLength2 = new ViSampleChunk(corrupted.bufferSamples() / 2);

	while(corrupted.hasData() && realMask.hasData())
	{
		corrupted.read();
		ViSampleChunk &corrupted1 = corrupted.splitSamples(0);
		ViSampleChunk &corrupted2 = corrupted.splitSamples(1);

		realMask.read();
		ViSampleChunk &realMask1 = realMask.splitSamples(0);
		ViSampleChunk &realMask2 = realMask.splitSamples(1);

		length.read();
		ViSampleChunk &length1 = length.splitSamples(0);
		ViSampleChunk &length2 = length.splitSamples(1);

		for(i = 0; i < corrupted1.size(); ++i)
		{
			(*nData1)[i + offset1] = corrupted1[i];
			(*nRealMask1)[i + offset1] = realMask1[i];
			(*nLength1)[i + offset1] = length1[i];
		}
		offset1 += corrupted1.size();
		for(i = 0; i < corrupted2.size(); ++i)
		{
			(*nData2)[i + offset2] = corrupted2[i];
			(*nRealMask2)[i + offset2] = realMask2[i];
			(*nLength2)[i + offset2] = length2[i];
		}
		offset2 += corrupted2.size();
	}

	mCurrentObject->clearBuffer(ViAudio::Target);
	mCurrentObject->clearBuffer(ViAudio::Noise);
	mCurrentObject->clearBuffer(ViAudio::NoiseMask);

	ViNoise noise1(nData1, nMask1, mCurrentThreshold);
	ViNoise noise2(nData2, nMask2, mCurrentThreshold);

	QVector<qreal> lengthTP(ViNoiseCreator::noiseSizeCount());
	QVector<qreal> lengthFN(ViNoiseCreator::noiseSizeCount());
	lengthTP.fill(0);
	lengthFN.fill(0);
	QVector<qreal> maxLengthTP, maxLengthFN;

	for(mCurrentThreshold = MASK_START; mCurrentThreshold <= MASK_END; mCurrentThreshold += MASK_INTERVAL)
	{
		noise1.setThreshold(mCurrentThreshold);
		noise1.generateMask(ViNoise::NOISE_TYPE);
		noise2.setThreshold(mCurrentThreshold);
		noise2.generateMask(ViNoise::NOISE_TYPE);

		qint64 truePositives = 0, falsePositives = 0, trueNegatives = 0, falseNegatives = 0;

		for(i = 0; i < nRealMask1->size(); ++i)
		{
			if((*nRealMask1)[i] == 1)
			{
				lengthIndex = ViNoiseCreator::fromSizeMask((*nLength1)[i]) - 1;
				if((*nMask1)[i] == 1)
				{
					++truePositives;
					lengthTP[lengthIndex] += 1;
				}
				else
				{
					++falseNegatives;
					lengthFN[lengthIndex] += 1;
				}
			}
			else if((*nRealMask1)[i] == 0)
			{
				if((*nMask1)[i] == 1) ++falsePositives;
				else ++trueNegatives;
			}
		}

		for(i = 0; i < nRealMask2->size(); ++i)
		{
			if((*nRealMask2)[i] == 1)
			{
				lengthIndex = ViNoiseCreator::fromSizeMask((*nLength2)[i]) - 1;
				if((*nMask2)[i] == 1)
				{
					++truePositives;
					lengthTP[lengthIndex] += 1;
				}
				else
				{
					++falseNegatives;
					lengthFN[lengthIndex] += 1;
				}
			}
			else if((*nRealMask2)[i] == 0)
			{
				if((*nMask2)[i] == 1) ++falsePositives;
				else ++trueNegatives;
			}
		}

		qreal math = matthews(truePositives, trueNegatives, falsePositives, falseNegatives);
		if(math > maxMAT)
		{
			maxMAT = math;
			maxTP = truePositives;
			maxTN = trueNegatives;
			maxFP = falsePositives;
			maxFN = falseNegatives;
			maxLengthTP = lengthTP;
			maxLengthFN = lengthFN;
			noChange = 0;
		}
		++noChange;
		if(noChange > NO_CHANGE) break;
	}

	delete nRealMask1;
	delete nRealMask2;
	delete nLength1;
	delete nLength2;

	++mDoneParamIterations;
	if(maxMAT > mBestMatthews) mBestMatthews = maxMAT;
	printFileData(time, maxTP, maxTN, maxFP, maxFN, maxLengthTP, maxLengthFN);
	printTerminal(time, maxTP, maxTN, maxFP, maxFN, mBestMatthews);

	if(nextParam()) process1(false);
	else nextFile();
}
コード例 #25
0
ファイル: main.cpp プロジェクト: ClaireXie/strokeRender
int main(int argc, char *argv[])
{
  glutInit(&argc, argv);
  //  glutInitDisplayMode(GLUT_RGB|GLUT_DEPTH);
  glutInitDisplayMode(GLUT_RGB|GLUT_DOUBLE|GLUT_DEPTH);
  glutInitWindowSize(windowWidth, windowHeight);
  glutCreateWindow("Square");
  
  // set up world space to screen mapping
  glMatrixMode(GL_PROJECTION);
  glLoadIdentity();
  glOrtho(0.0f, (GLfloat) windowWidth, 0.0f, 
	  (GLfloat) windowHeight, -1.0f, 1.0f);
  glMatrixMode(GL_MODELVIEW);
  glLoadIdentity();
  glViewport(0, 0, windowWidth, windowHeight);
  
  glClearColor(1.0,.95,.85,0);
  glutDisplayFunc(Redraw);
  glutReshapeFunc(Reshape);
  glutMouseFunc(Button);
  glEnable(GL_BLEND);	
  glBlendFunc(GL_SRC_ALPHA,GL_ONE_MINUS_SRC_ALPHA);

  curve . add(100,100);
  curve . add(200,150);
  curve . add(300,100);
  curve . add(400,300);
  curve . add(100,100);

  curve.radius = 10;
  curve.curveType = CUBIC_BSPLINE;
  //  curve.curveType = FOUR_POINT;


// make a texture map
  texWidth = texHeight = 512;

  texture = new GLubyte[4*texWidth*texHeight];

  for(int x=0;x<texWidth;x++)
    for(int y=0;y<texHeight;y++)
      {
	float n = noise2(x/100.,y/100.);
	GLubyte v = n*255;
	
	//	printf("%f(%d) ",n,v);

	texture[4*(x + y*texWidth)] = v;
	texture[4*(x + y*texWidth)+1] = v;
	texture[4*(x + y*texWidth)+2] = v;
	texture[4*(x + y*texWidth)+3] = v;
      }

// initialize texturing
	  glTexImage2D(GL_TEXTURE_2D,0,4,texHeight,texWidth,0,GL_RGBA,
		       GL_UNSIGNED_BYTE,texture);

	  //    glTexImage2D(GL_TEXTURE_2D,0,1,texHeight,texWidth,0,GL_LUMINANCE,
	  //  	       GL_UNSIGNED_BYTE,texture);

	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

	  // filtering 
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,GL_NEAREST);
	  glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,GL_NEAREST);

	  glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);


  
  glutCreateMenu(menuSelect);
  glutAddMenuEntry("Cubic B-Spline",0);
  glutAddMenuEntry("Four Point",1);
  glutAddMenuEntry("Control Polygon",2);
  glutAddMenuEntry("Opaque/Transparent",3);
  glutAddMenuEntry("Thicker",4);
  glutAddMenuEntry("Thinner",5);
  glutAddMenuEntry("Toggle Tapering",6);
  glutAddMenuEntry("Toggle Texture",7);
  glutAddMenuEntry("Quit",8);
  glutAttachMenu(GLUT_MIDDLE_BUTTON);
  
  

  glutMainLoop();

return 0;
}
コード例 #26
0
ファイル: fadecandy.cpp プロジェクト: volaris/fadecandy
extern "C" int main()
{
    uint32_t last = systick_millis_count;
    uint32_t lastRender = 0;
    uint16_t i = 0;
    uint16_t j = 0;
    uint8_t index = 0;
    uint8_t startIndex = 0;
    pinMode(LED_BUILTIN, OUTPUT);
    for (i = 0; i < LUT_TOTAL_SIZE; i++)
    {
      buffers.lutCurrent.entries[i] = defaultLUT[i] >> 1;// (i % LUT_CH_SIZE) << 7;
    }

#ifdef RAINBOW_LANTERNS
    int16_t numSteps = 64;
#endif

    leds.begin();

    rainbow10[0] = rainbow7[0] = color(0xFF, 0, 0);
    rainbow10[1] = rainbow7[1] = color(0xFF, 0xA5, 0);
    rainbow10[2] = rainbow7[2] = color(0xFF, 0xFF, 0);
    rainbow10[3] = rainbow7[3] = color(0, 0x80, 0);
    rainbow10[4] = color(0, 0xFF, 0);
    rainbow10[5] = color(0, 0xA5, 0x80);
    rainbow10[6] = rainbow7[4] = color(0, 0, 0xFF);
    rainbow10[7] = rainbow7[5] = color(0x4B, 0, 0x82);
    rainbow10[8] = rainbow7[6] = color(0xFF, 0, 0xFF);
    rainbow10[9] = color(0xEE, 0x82, 0xEE);

    buffers.flags = CFLAG_NO_ACTIVITY_LED;
    //buffers.flags |= CFLAG_LED_CONTROL;

    // Announce firmware version
    serial_begin(BAUD2DIV(115200));
    serial_print("Fadecandy v" DEVICE_VER_STRING "\r\n");

    //usb_serial_printf("test\n");

    // Application main loop
    while (usb_dfu_state == DFU_appIDLE) {
        watchdog_refresh();

        // Select a different drawing loop based on our firmware config flags
        switch (buffers.flags & (CFLAG_NO_INTERPOLATION | CFLAG_NO_DITHERING)) {
            case 0:
            default:
                updateDrawBuffer_I1_D1(calculateInterpCoefficient());
                break;
            case CFLAG_NO_INTERPOLATION:
                updateDrawBuffer_I0_D1(0x10000);
                break;
            case CFLAG_NO_DITHERING:
                updateDrawBuffer_I1_D0(calculateInterpCoefficient());
                break;
            case CFLAG_NO_INTERPOLATION | CFLAG_NO_DITHERING:
                updateDrawBuffer_I0_D0(0x10000);
                break;
        }

        //buffers.flags |= CFLAG_NO_ACTIVITY_LED;
        // Start sending the next frame over DMA
        leds.show();

        if ((systick_millis_count - last) > 500)
        {
            //buffers.flags ^= CFLAG_LED_CONTROL;

            last = systick_millis_count;
        }

        #ifdef RAINBOW_CIRCLE
        if ((systick_millis_count - lastRender) > 500)
        {
          buffers.flags ^= CFLAG_LED_CONTROL;
          lastRender = systick_millis_count;
          index = startIndex;

          for (i = 0; i < 52/*32*/; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 7 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);

            index = (index + 1) % 7;
          }

          for (i = 0; i < 20; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 6 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);

            index = (index + 1) % 7;
          }

          startIndex = (startIndex + 1) % 7;

          buffers.finalizeFramebuffer();
        }
        #endif

#ifdef RAINBOW_TOPHAT
        (void)j;
        if ((systick_millis_count - lastRender) > 500)
        {
          buffers.flags ^= CFLAG_LED_CONTROL;
          lastRender = systick_millis_count;
          index = startIndex;

          for (i = 0; i < 52/*32*/; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 7 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);
            if (i>0 && i % 5 == 0)
            {
              index = (index + 1) % 7;
            }
          }

          for (i = 0; i < 20; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 6 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);

            index = (index + 1) % 7;
          }

          startIndex = (startIndex + 1) % 7;

          buffers.finalizeFramebuffer();
        }
#endif

#ifdef RAINBOW_LANTERNS
        /*(void)j;
        (void)index;
        (void)startIndex;
        if ((systick_millis_count - lastRender) > 500)
        {
          buffers.flags ^= CFLAG_LED_CONTROL;
          lastRender = systick_millis_count;

          for (i = 0; i < 20; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 7 + i);
            int16_t direction = directions[i] < 0 ? -1 : 1;
            uint32_t color1 = rainbow7[indexes[i]];
            int16_t index2 = indexes[i] + direction;
            if (index2 < 0)
            {
              index2 = 6;
            }
            else if (index2 >= 7)
            {
              index2 = 0;
            }
            uint32_t color2 = rainbow7[index2];

            int32_t reddiff = RED(color2) - RED(color1);
            int32_t bluediff = BLUE(color2) - BLUE(color1);
            int32_t greendiff = GREEN(color2) - BLUE(color1);

            reddiff *= steps[i];
            reddiff /= numSteps;
            bluediff *= steps[i];
            bluediff /= numSteps;
            greendiff *= steps[i];
            greendiff /= numSteps;

            pixel[0] = RED(color1) + reddiff;
            pixel[1] = GREEN(color1) + greendiff;
            pixel[2] = BLUE(color1) + bluediff;

            steps[i] += abs(directions[i]);

            if (steps[i] >= numSteps)
            {
              steps[i] = 0;
              indexes[i] = index2;
            }
          }

          buffers.finalizeFramebuffer();
        }*/
        (void)j;
        (void)numSteps;
        if ((systick_millis_count - lastRender) > 5000)
        {
          buffers.flags ^= CFLAG_LED_CONTROL;
          lastRender = systick_millis_count;
          index = startIndex;

          for (i = 0; i < 20/*32*/; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 7 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);
            if (i>0 && i % 2 == 0)
            {
              index = (index + 1) % 7;
            }
          }

          for (i = 0; i < 20; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 6 + i);
            uint32_t color = rainbow7[index];

            pixel[0] = RED(color);
            pixel[1] = GREEN(color);
            pixel[2] = BLUE(color);

            index = (index + 1) % 7;
          }

          startIndex = (startIndex + 1) % 7;

          buffers.finalizeFramebuffer();
        }
#endif

#ifdef PARASOL
        if ((systick_millis_count - lastRender) > 500)
        {
          buffers.flags ^= CFLAG_LED_CONTROL;
          lastRender = systick_millis_count;
          index = startIndex;

          for (i = 0; i < 8; i++)
          {
            for (j = 0; j < 3; j++)
            {
              uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * i + j);
              uint32_t color = rainbow7[index];

              pixel[0] = RED(color);
              pixel[1] = GREEN(color);
              pixel[2] = BLUE(color);
            }

            index = (index + 1) % 7;
          }

          startIndex = (startIndex + 1) % 7;

          buffers.finalizeFramebuffer();
        }
#endif

        #ifdef SMOOTH_RAINBOW
        (void)startIndex;
        (void)j;
        if ((systick_millis_count - lastRender) > 30)
        {
          lastRender = systick_millis_count;
          uint32_t ledIndex = 0;

          if (index >= 16)
          {
            buffers.flags ^= CFLAG_LED_CONTROL;
            index = 0;
          }

          index++;

          float color1[3];
          float color2[3];
          
          for (i = 0; i < 32; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 7 + i);

            pixel[0] = 0xFF;
            pixel[1] = 0;
            pixel[2] = 0;
            float scaled = ledIndex / 44.0f;
            //fix16_t noise = 32768; (void)scaled;
            float noise = .5f + noise2(scaled, time);
            //float noise = .5f + fbm_noise3(scaled, time, .5f, 4, .25f, 2.0f);
            noise = fmax(fmin(1, noise), 0);
            float mult = 9 * noise;

            float index1 = floor(mult);
            float index2 = ceil(mult);
            float percent = mult - index1;
            uint32_t color = rainbow10[(int)index1];
            color1[0] = RED(color);
            color1[1] = GREEN(color);
            color1[2] = BLUE(color);

            color = rainbow10[(int)index2];
            color2[0] = RED(color);
            color2[1] = GREEN(color);
            color2[2] = BLUE(color);

            pixel[0] = (uint8_t)((int)(color1[0] + ((color2[0] - color1[0]) * percent)) & 0xFF);
            pixel[1] = (uint8_t)((int)(color1[1] + ((color2[1] - color1[1]) * percent)) & 0xFF);
            pixel[2] = (uint8_t)((int)(color1[2] + ((color2[2] - color1[2]) * percent)) & 0xFF);

            ledIndex++;
          }
          /*
          for (i = 0; i < 12; i++)
          {
            uint8_t* pixel = buffers.fbNew->pixel(LEDS_PER_STRIP * 6 + i);

            pixel[0] = 0xFF;
            pixel[1] = 0;
            pixel[2] = 0;
            float scaled = ledIndex / 44.0f;
            (void)scaled;
            float noise = 32768;
              //noise2(scaled, time);
            //fix16_t noise = 32768 + noise2(scaled, time);
            //fix16_t noise = 32768 + fbm_noise3(scaled, time, 0, 4, 16384, 131072);
            noise = fmax(fmin(noise, 1), 0);
            float mult = 9 * noise;
            float index1 = floor(mult);
            float index2 = ceil(mult);
            float percent = mult - index1;
            (void)index2;
            (void)percent;
            uint32_t color = rainbow10[1];// fix16_to_int(index1)];
            color1[0] = RED(color);
            color1[1] = GREEN(color);
            color1[2] = BLUE(color);

            color = rainbow10[2];// fix16_to_int(index2)];
            color2[0] = RED(color);
            color2[1] = GREEN(color);
            color2[2] = BLUE(color);

            pixel[0] = (uint8_t)((int)(color1[0] + ((color2[0] - color1[0]) * percent)) & 0xFF);
            pixel[1] = (uint8_t)((int)(color1[1] + ((color2[1] - color1[1]) * percent)) & 0xFF);
            pixel[2] = (uint8_t)((int)(color1[2] + ((color2[2] - color1[2]) * percent)) & 0xFF);

            ledIndex++;
          } */

          time = (time + timestep);

          buffers.finalizeFramebuffer();
        }
        #endif

        // We can switch to the next frame's buffer now.
        buffers.finalizeFrame();

        // Performance counter, for monitoring frame rate externally
        perf_frameCounter++;
    }

    // Reboot into DFU bootloader
    dfu_reboot();
}
コード例 #27
0
ファイル: Noise.cpp プロジェクト: FireEmblem16/Starwake
/*
 * 2D noise
 */
float Noise::Noise2D(float x, float y)
{
    float vec[2] = { x, y };
    return noise2(vec);
}
コード例 #28
0
ファイル: _simplex.c プロジェクト: Kthulhu/noise
static PyObject *
py_noise2(PyObject *self, PyObject *args, PyObject *kwargs)
{
	float x, y;
	int octaves = 1;
	float persistence = 0.5f;
    float lacunarity = 2.0f;
    float repeatx = FLT_MAX;
    float repeaty = FLT_MAX;
    float z = 0.0f;
	static char *kwlist[] = {"x", "y", "octaves", "persistence", "lacunarity", 
        "repeatx", "repeaty", "base", NULL};

	if (!PyArg_ParseTupleAndKeywords(args, kwargs, "ff|ifffff:snoise2", kwlist,
		&x, &y, &octaves, &persistence, &lacunarity, &repeatx, &repeaty, &z)) {
		return NULL;
    }
    if (octaves <= 0) {
        PyErr_SetString(PyExc_ValueError, "Expected octaves value > 0");
        return NULL;
    }
	
    if (repeatx == FLT_MAX && repeaty == FLT_MAX) {
        // Flat noise, no tiling
        float freq = 1.0f;
        float amp = 1.0f;
        float max = 1.0f;
        float total = noise2(x + z, y + z);
        int i;

        for (i = 1; i < octaves; i++) {
            freq *= lacunarity;
            amp *= persistence;
            max += amp;
            total += noise2(x * freq + z, y * freq + z) * amp;
        }
        return (PyObject *) PyFloat_FromDouble((double) (total / max));
    } else { // Tiled noise
        float w = z;
        if (repeaty != FLT_MAX) {
            float yf = y * 2.0 / repeaty;
            float yr = repeaty * M_1_PI * 0.5;
            float vy = fast_sin(yf);
            float vyz = fast_cos(yf);
            y = vy * yr;
            w += vyz * yr;
            if (repeatx == FLT_MAX) {
                return (PyObject *) PyFloat_FromDouble(
                    (double) fbm_noise3(x, y, w, octaves, persistence, lacunarity));
            }
        }
        if (repeatx != FLT_MAX) {
            float xf = x * 2.0 / repeatx;
            float xr = repeatx * M_1_PI * 0.5;
            float vx = fast_sin(xf);
            float vxz = fast_cos(xf);
            x = vx * xr;
            z += vxz * xr;
            if (repeaty == FLT_MAX) {
                return (PyObject *) PyFloat_FromDouble(
                    (double) fbm_noise3(x, y, z, octaves, persistence, lacunarity));
            }
        }
        return (PyObject *) PyFloat_FromDouble(
            (double) fbm_noise4(x, y, z, w, octaves, persistence, lacunarity));
    }
}