Forgot to add these

This commit is contained in:
Henrik Rydgard
2012-03-31 11:17:15 +02:00
parent c82e19a91e
commit 4b4e6e1acf
4 changed files with 212 additions and 0 deletions
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#include "util/bits/bits.h"
namespace bits {
// See http://graphics.stanford.edu/~seander/bithacks.html
static const unsigned char BitsSetTable256[] = {
0, 1, 1, 2, 1, 2, 2, 3, 1, 2, 2, 3, 2, 3, 3, 4,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
1, 2, 2, 3, 2, 3, 3, 4, 2, 3, 3, 4, 3, 4, 4, 5,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
2, 3, 3, 4, 3, 4, 4, 5, 3, 4, 4, 5, 4, 5, 5, 6,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
3, 4, 4, 5, 4, 5, 5, 6, 4, 5, 5, 6, 5, 6, 6, 7,
4, 5, 5, 6, 5, 6, 6, 7, 5, 6, 6, 7, 6, 7, 7, 8
};
int CountBits8(uint8 v) {
return BitsSetTable256[v];
}
int CountBits16(uint16 v) {
return BitsSetTable256[v & 0xFF] + BitsSetTable256[v >> 8];
}
int CountBits32(uint32 v) {
v = v - ((v >> 1) & 0x55555555); // reuse input as temporary
v = (v & 0x33333333) + ((v >> 2) & 0x33333333); // temp
return ((v + (v >> 4) & 0xF0F0F0F) * 0x1010101) >> 24; // count
}
} // namespace bits
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#include "util/bits/varint.h"
namespace varint {
void Encode32(uint32 value, char **dest) {
// Simple varint
char *p = *dest;
while (value > 127) {
*p++ = (value & 127);
value >>= 7;
}
*p++ = value | 0x80;
*dest = p;
}
uint32 Decode32(const char **ptr) {
uint32 value = 0;
const char *p = *ptr;
while (true) {
uint8 b = *p++;
if (b & 0x80) {
*ptr = p;
return value | (b & 0x7F);
} else {
value |= *p++;
value <<= 7;
}
}
*ptr = p;
return value;
}
} // namespace varint
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#include "base/base.h"
#include "util/hash/hash.h"
namespace hash {
// uint32_t
// WARNING - may read one more byte!
// Implementation from Wikipedia.
uint32 HashFletcher(const uint8 *data_uint8, size_t length) {
const uint16 *data = (const uint16 *)data_uint8;
size_t len = (length + 1) / 2;
uint32 sum1 = 0xffff, sum2 = 0xffff;
while (len) {
size_t tlen = len > 360 ? 360 : len;
len -= tlen;
do {
sum1 += *data++;
sum2 += sum1;
} while (--tlen);
sum1 = (sum1 & 0xffff) + (sum1 >> 16);
sum2 = (sum2 & 0xffff) + (sum2 >> 16);
}
/* Second reduction step to reduce sums to 16 bits */
sum1 = (sum1 & 0xffff) + (sum1 >> 16);
sum2 = (sum2 & 0xffff) + (sum2 >> 16);
return sum2 << 16 | sum1;
}
// Implementation from Wikipedia
// Slightly slower than Fletcher above, but slighly more reliable.
#define MOD_ADLER 65521
// data: Pointer to the data to be summed; len is in bytes
uint32 HashAdler32(const uint8 *data, size_t len) {
uint32 a = 1, b = 0;
while (len) {
size_t tlen = len > 5550 ? 5550 : len;
len -= tlen;
do {
a += *data++;
b += a;
} while (--tlen);
a = (a & 0xffff) + (a >> 16) * (65536 - MOD_ADLER);
b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
}
// It can be shown that a <= 0x1013a here, so a single subtract will do.
if (a >= MOD_ADLER) {
a -= MOD_ADLER;
}
// It can be shown that b can reach 0xfff87 here.
b = (b & 0xffff) + (b >> 16) * (65536 - MOD_ADLER);
if (b >= MOD_ADLER) {
b -= MOD_ADLER;
}
return (b << 16) | a;
}
} // namespace hash
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#include "util/random/perlin.h"
#include <math.h>
// This should go in the const section of the binary.
static const int p[512] = {
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
151,160,137,91,90,15,
131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
};
inline float fade(float t) {
return t * t * t * (t * (t * 6 - 15) + 10);
}
inline float lerp(float t, float a, float b) {
return a + t * (b - a);
}
inline float grad(int hash, float x, float y, float z) {
int h = hash & 15; // CONVERT LO 4 BITS OF HASH CODE
float u = h < 8 ? x : y; // INTO 12 GRADIENT DIRECTIONS.
float v = h < 4 ? y : (h == 12 || h == 14 ? x : z);
return ((h & 1) == 0 ? u : -u) + ((h & 2) == 0 ? v : -v);
}
float Noise(double z, double y, double x) {
double fx = floor(x), fy = floor(y), fz = floor(z);
int X = (int)fx & 255, // FIND UNIT CUBE THAT
Y = (int)fy & 255, // CONTAINS POINT.
Z = (int)fz & 255;
x -= fx; // FIND RELATIVE X,Y,Z
y -= fy; // OF POINT IN CUBE.
z -= fz;
float u = fade(x); // COMPUTE FADE CURVES
float v = fade(y); // FOR EACH OF X,Y,Z.
float w = fade(z);
int A = p[X ]+Y, B = p[X+1]+Y;
int AA = p[A]+Z, AB = p[A+1]+Z; // HASH COORDINATES OF
int BA = p[B]+Z, BB = p[B+1]+Z; // THE 8 CUBE CORNERS,
return lerp(w, lerp(v, lerp(u, grad(p[AA ], x , y , z ), // AND ADD
grad(p[BA ], x-1, y , z )), // BLENDED
lerp(u, grad(p[AB ], x , y-1, z ), // RESULTS
grad(p[BB ], x-1, y-1, z ))), // FROM 8
lerp(v, lerp(u, grad(p[AA+1], x , y , z-1 ), // CORNERS
grad(p[BA+1], x-1, y , z-1 )), // OF CUBE
lerp(u, grad(p[AB+1], x , y-1, z-1 ),
grad(p[BB+1], x-1, y-1, z-1 ))));
}