mirror of https://github.com/nothings/stb.git
Merge branch 'master' into working
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commit
98e825ac67
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@ -13,7 +13,7 @@ library | lastest version | category | LoC | description
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--------------------- | ---- | -------- | --- | --------------------------------
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**[stb_vorbis.c](stb_vorbis.c)** | 1.10 | audio | 5447 | decode ogg vorbis files from file/memory to float/16-bit signed output
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**[stb_image.h](stb_image.h)** | 2.14 | graphics | 7049 | image loading/decoding from file/memory: JPG, PNG, TGA, BMP, PSD, GIF, HDR, PIC
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**[stb_truetype.h](stb_truetype.h)** | 1.14 | graphics | 4058 | parse, decode, and rasterize characters from truetype fonts
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**[stb_truetype.h](stb_truetype.h)** | 1.15 | graphics | 4061 | parse, decode, and rasterize characters from truetype fonts
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**[stb_image_write.h](stb_image_write.h)** | 1.05 | graphics | 1092 | image writing to disk: PNG, TGA, BMP
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**[stb_image_resize.h](stb_image_resize.h)** | 0.92 | graphics | 2620 | resize images larger/smaller with good quality
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**[stb_rect_pack.h](stb_rect_pack.h)** | 0.10 | graphics | 623 | simple 2D rectangle packer with decent quality
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@ -26,14 +26,14 @@ library | lastest version | category | LoC | description
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**[stb_easy_font.h](stb_easy_font.h)** | 1.0 | 3D graphics | 303 | quick-and-dirty easy-to-deploy bitmap font for printing frame rate, etc
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**[stb_tilemap_editor.h](stb_tilemap_editor.h)** | 0.38 | game dev | 4172 | embeddable tilemap editor
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**[stb_herringbone_wa...](stb_herringbone_wang_tile.h)** | 0.6 | game dev | 1220 | herringbone Wang tile map generator
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**[stb_c_lexer.h](stb_c_lexer.h)** | 0.08 | parsing | 859 | simplify writing parsers for C-like languages
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**[stb_c_lexer.h](stb_c_lexer.h)** | 0.09 | parsing | 962 | simplify writing parsers for C-like languages
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**[stb_divide.h](stb_divide.h)** | 0.91 | math | 419 | more useful 32-bit modulus e.g. "euclidean divide"
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**[stb_connected_comp...](stb_connected_components.h)** | 0.95 | misc | 1045 | incrementally compute reachability on grids
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**[stb.h](stb.h)** | 2.28 | misc | 14277 | helper functions for C, mostly redundant in C++; basically author's personal stuff
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**[stb_leakcheck.h](stb_leakcheck.h)** | 0.3 | misc | 165 | quick-and-dirty malloc/free leak-checking
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Total libraries: 20
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Total lines of C code: 50810
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Total lines of C code: 50916
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FAQ
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118
stb_perlin.h
118
stb_perlin.h
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@ -1,4 +1,4 @@
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// stb_perlin.h - v0.2 - perlin noise
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// stb_perlin.h - v0.3 - perlin noise
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// public domain single-file C implementation by Sean Barrett
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//
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// LICENSE
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@ -9,8 +9,8 @@
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// to create the implementation,
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// #define STB_PERLIN_IMPLEMENTATION
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// in *one* C/CPP file that includes this file.
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//
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//
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// Documentation:
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//
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// float stb_perlin_noise3( float x,
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@ -31,22 +31,55 @@
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// 0 to mean "don't care". (The noise always wraps every 256 due
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// details of the implementation, even if you ask for larger or no
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// wrapping.)
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//
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// Fractal Noise:
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//
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// Three common fractal noise functions are included, which produce
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// a wide variety of nice effects depending on the parameters
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// provided. Note that each function will call stb_perlin_noise3
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// 'octaves' times, so this parameter will affect runtime.
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//
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// float stb_perlin_ridge_noise3(float x, float y, float z,
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// float lacunarity, float gain, float offset, int octaves,
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// int x_wrap, int y_wrap, int z_wrap);
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//
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// float stb_perlin_fbm_noise3(float x, float y, float z,
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// float lacunarity, float gain, int octaves,
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// int x_wrap, int y_wrap, int z_wrap);
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//
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// float stb_perlin_turbulence_noise3(float x, float y, float z,
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// float lacunarity, float gain,int octaves,
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// int x_wrap, int y_wrap, int z_wrap);
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//
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// Typical values to start playing with:
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// octaves = 6 -- number of "octaves" of noise3() to sum
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// lacunarity = ~ 2.0 -- spacing between successive octaves (use exactly 2.0 for wrapping output)
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// gain = 0.5 -- relative weighting applied to each successive octave
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// offset = 1.0? -- used to invert the ridges, may need to be larger, not sure
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//
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//
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// Contributors:
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// Jack Mott - additional noise functions
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//
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#ifdef __cplusplus
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extern "C" float stb_perlin_noise3(float x, float y, float z, int x_wrap=0, int y_wrap=0, int z_wrap=0);
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#else
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extern "C" {
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#endif
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extern float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z_wrap);
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extern float stb_perlin_ridge_noise3(float x, float y, float z,float lacunarity, float gain, float offset, int octaves,int x_wrap, int y_wrap, int z_wrap);
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extern float stb_perlin_fbm_noise3(float x, float y, float z,float lacunarity, float gain, int octaves,int x_wrap, int y_wrap, int z_wrap);
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extern float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves,int x_wrap, int y_wrap, int z_wrap);
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#ifdef __cplusplus
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}
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#endif
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#ifdef STB_PERLIN_IMPLEMENTATION
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#include <math.h> // floor()
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// not same permutation table as Perlin's reference to avoid copyright issues;
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// Perlin's table can be found at http://mrl.nyu.edu/~perlin/noise/
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// @OPTIMIZE: should this be unsigned char instead of int for cache?
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static int stb__perlin_randtab[512] =
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static unsigned char stb__perlin_randtab[512] =
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{
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23, 125, 161, 52, 103, 117, 70, 37, 247, 101, 203, 169, 124, 126, 44, 123,
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152, 238, 145, 45, 171, 114, 253, 10, 192, 136, 4, 157, 249, 30, 35, 72,
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@ -89,6 +122,12 @@ static float stb__perlin_lerp(float a, float b, float t)
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return a + (b-a) * t;
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}
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static int stb__perlin_fastfloor(float a)
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{
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int ai = (int) a;
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return (a < ai) ? ai-1 : ai;
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}
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// different grad function from Perlin's, but easy to modify to match reference
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static float stb__perlin_grad(int hash, float x, float y, float z)
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{
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// perlin's gradient has 12 cases so some get used 1/16th of the time
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// and some 2/16ths. We reduce bias by changing those fractions
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// to 5/16ths and 6/16ths, and the same 4 cases get the extra weight.
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// to 5/64ths and 6/64ths, and the same 4 cases get the extra weight.
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static unsigned char indices[64] =
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{
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0,1,2,3,4,5,6,7,8,9,10,11,
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};
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// if you use reference permutation table, change 63 below to 15 to match reference
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// (this is why the ordering of the table above is funky)
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float *grad = basis[indices[hash & 63]];
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return grad[0]*x + grad[1]*y + grad[2]*z;
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}
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unsigned int x_mask = (x_wrap-1) & 255;
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unsigned int y_mask = (y_wrap-1) & 255;
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unsigned int z_mask = (z_wrap-1) & 255;
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int px = (int) floor(x);
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int py = (int) floor(y);
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int pz = (int) floor(z);
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int px = stb__perlin_fastfloor(x);
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int py = stb__perlin_fastfloor(y);
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int pz = stb__perlin_fastfloor(z);
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int x0 = px & x_mask, x1 = (px+1) & x_mask;
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int y0 = py & y_mask, y1 = (py+1) & y_mask;
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int z0 = pz & z_mask, z1 = (pz+1) & z_mask;
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@ -177,6 +217,60 @@ float stb_perlin_noise3(float x, float y, float z, int x_wrap, int y_wrap, int z
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return stb__perlin_lerp(n0,n1,u);
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}
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float stb_perlin_ridge_noise3(float x, float y, float z,float lacunarity, float gain, float offset, int octaves,int x_wrap, int y_wrap, int z_wrap)
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{
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int i;
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float frequency = 1.0f;
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float prev = 1.0f;
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float amplitude = 0.5f;
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float sum = 0.0f;
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for (i = 0; i < octaves; i++) {
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float r = (float)(stb_perlin_noise3(x*frequency,y*frequency,z*frequency,x_wrap,y_wrap,z_wrap));
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r = r<0 ? -r : r; // fabs()
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r = offset - r;
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r = r*r;
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sum += r*amplitude*prev;
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prev = r;
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return sum;
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}
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float stb_perlin_fbm_noise3(float x, float y, float z,float lacunarity, float gain, int octaves,int x_wrap, int y_wrap, int z_wrap)
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{
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int i;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float sum = 0.0f;
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for (i = 0; i < octaves; i++) {
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sum += stb_perlin_noise3(x*frequency,y*frequency,z*frequency,x_wrap,y_wrap,z_wrap)*amplitude;
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return sum;
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}
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float stb_perlin_turbulence_noise3(float x, float y, float z, float lacunarity, float gain, int octaves,int x_wrap, int y_wrap, int z_wrap)
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{
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int i;
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float frequency = 1.0f;
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float amplitude = 1.0f;
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float sum = 0.0f;
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for (i = 0; i < octaves; i++) {
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float r = stb_perlin_noise3(x*frequency,y*frequency,z*frequency,x_wrap,y_wrap,z_wrap)*amplitude;
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r = r<0 ? -r : r; // fabs()
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sum += r;
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frequency *= lacunarity;
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amplitude *= gain;
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}
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return sum;
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}
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#endif // STB_PERLIN_IMPLEMENTATION
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/*
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