auto merge of #5695 : bstrie/rust/noise, r=thestinger
With --opt-level=3, this version runs in 0.014s on my machine, compared to 0.252s for the previous version. Mostly due to the #[inline] on get().
This commit is contained in:
commit
260d74dfcc
1 changed files with 33 additions and 30 deletions
|
|
@ -1,25 +1,28 @@
|
|||
// Perlin noise benchmark from https://gist.github.com/1170424
|
||||
|
||||
use core::rand::RngUtil;
|
||||
use core::rand::{Rng, RngUtil};
|
||||
|
||||
struct Vec2 {
|
||||
x: f32,
|
||||
y: f32,
|
||||
}
|
||||
|
||||
fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v }
|
||||
fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) }
|
||||
#[inline(always)]
|
||||
fn lerp(a: f32, b: f32, v: f32) -> f32 { a * (1.0 - v) + b * v }
|
||||
|
||||
fn random_gradient(r: @rand::Rng) -> Vec2 {
|
||||
#[inline(always)]
|
||||
fn smooth(v: f32) -> f32 { v * v * (3.0 - 2.0 * v) }
|
||||
|
||||
fn random_gradient(r: @Rng) -> Vec2 {
|
||||
let v = r.gen_float() * float::consts::pi * 2.0;
|
||||
Vec2{
|
||||
Vec2 {
|
||||
x: float::cos(v) as f32,
|
||||
y: float::sin(v) as f32,
|
||||
}
|
||||
}
|
||||
|
||||
fn gradient(orig: Vec2, grad: Vec2, p: Vec2) -> f32 {
|
||||
let sp = Vec2{x: p.x - orig.x, y: p.y - orig.y};
|
||||
let sp = Vec2 {x: p.x - orig.x, y: p.y - orig.y};
|
||||
grad.x * sp.x + grad.y + sp.y
|
||||
}
|
||||
|
||||
|
|
@ -28,28 +31,28 @@ struct Noise2DContext {
|
|||
permutations: [int, ..256],
|
||||
}
|
||||
|
||||
fn Noise2DContext() -> ~Noise2DContext {
|
||||
let r = rand::Rng();
|
||||
let mut rgradients = [ Vec2 { x: 0.0, y: 0.0 }, ..256 ];
|
||||
for int::range(0, 256) |i| { rgradients[i] = random_gradient(r); }
|
||||
let mut permutations = [ 0, ..256 ];
|
||||
for int::range(0, 256) |i| { permutations[i] = i; }
|
||||
r.shuffle_mut(permutations);
|
||||
|
||||
~Noise2DContext{
|
||||
rgradients: rgradients,
|
||||
permutations: permutations,
|
||||
}
|
||||
}
|
||||
|
||||
pub impl Noise2DContext {
|
||||
fn new() -> Noise2DContext {
|
||||
let r = rand::Rng();
|
||||
let mut rgradients = [ Vec2 { x: 0.0, y: 0.0 }, ..256 ];
|
||||
for int::range(0, 256) |i| { rgradients[i] = random_gradient(r); }
|
||||
let mut permutations = [ 0, ..256 ];
|
||||
for int::range(0, 256) |i| { permutations[i] = i; }
|
||||
r.shuffle_mut(permutations);
|
||||
|
||||
Noise2DContext {
|
||||
rgradients: rgradients,
|
||||
permutations: permutations,
|
||||
}
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
fn get_gradient(&self, x: int, y: int) -> Vec2 {
|
||||
let idx = self.permutations[x & 255] + self.permutations[y & 255];
|
||||
self.rgradients[idx & 255]
|
||||
}
|
||||
|
||||
#[inline(always)]
|
||||
#[inline]
|
||||
fn get_gradients(&self, gradients: &mut [Vec2, ..4], origins: &mut [Vec2, ..4], x: f32, y: f32) {
|
||||
let x0f = f32::floor(x);
|
||||
let y0f = f32::floor(y);
|
||||
|
|
@ -63,14 +66,15 @@ pub impl Noise2DContext {
|
|||
gradients[2] = self.get_gradient(x0, y1);
|
||||
gradients[3] = self.get_gradient(x1, y1);
|
||||
|
||||
origins[0] = Vec2{x: x0f + 0.0, y: y0f + 0.0};
|
||||
origins[1] = Vec2{x: x0f + 1.0, y: y0f + 0.0};
|
||||
origins[2] = Vec2{x: x0f + 0.0, y: y0f + 1.0};
|
||||
origins[3] = Vec2{x: x0f + 1.0, y: y0f + 1.0};
|
||||
origins[0] = Vec2 {x: x0f + 0.0, y: y0f + 0.0};
|
||||
origins[1] = Vec2 {x: x0f + 1.0, y: y0f + 0.0};
|
||||
origins[2] = Vec2 {x: x0f + 0.0, y: y0f + 1.0};
|
||||
origins[3] = Vec2 {x: x0f + 1.0, y: y0f + 1.0};
|
||||
}
|
||||
|
||||
#[inline]
|
||||
fn get(&self, x: f32, y: f32) -> f32 {
|
||||
let p = Vec2{x: x, y: y};
|
||||
let p = Vec2 {x: x, y: y};
|
||||
let mut gradients = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ];
|
||||
let mut origins = [ Vec2 { x: 0.0, y: 0.0 }, ..4 ];
|
||||
self.get_gradients(&mut gradients, &mut origins, x, y);
|
||||
|
|
@ -88,9 +92,9 @@ pub impl Noise2DContext {
|
|||
|
||||
fn main() {
|
||||
let symbols = [" ", "░", "▒", "▓", "█", "█"];
|
||||
let mut pixels = vec::from_elem(256*256, 0f32);
|
||||
let n2d = Noise2DContext();
|
||||
for int::range(0, 100) |_| {
|
||||
let mut pixels = [0f32, ..256*256];
|
||||
let n2d = ~Noise2DContext::new();
|
||||
for 100.times {
|
||||
for int::range(0, 256) |y| {
|
||||
for int::range(0, 256) |x| {
|
||||
let v = n2d.get(
|
||||
|
|
@ -109,4 +113,3 @@ fn main() {
|
|||
io::println("");
|
||||
}*/
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue