public float sampleTrilinear(Array3D <float> noise, Vector3 pos) { var min = pos.ToFloored(); var f = pos - min; /*var q000 = noise.GetTiled(new Point3(0, 0, 0) + min); * var q100 = noise.GetTiled(new Point3(1, 0, 0) + min); * var q010 = noise.GetTiled(new Point3(0, 1, 0) + min); * var q001 = noise.GetTiled(new Point3(0, 0, 1) + min); * var q110 = noise.GetTiled(new Point3(1, 1, 0) + min); * var q011 = noise.GetTiled(new Point3(0, 1, 1) + min); * var q101 = noise.GetTiled(new Point3(1, 0, 1) + min); * var q111 = noise.GetTiled(new Point3(1, 1, 1) + min);*/ var x0 = TWMath.nfmod(min.X + 0, noise.Size.X);; var y0 = TWMath.nfmod(min.Y + 0, noise.Size.Y); var z0 = TWMath.nfmod(min.Z + 0, noise.Size.Z); var x1 = TWMath.nfmod(x0 + 1, noise.Size.X); var y1 = TWMath.nfmod(y0 + 1, noise.Size.Y); var z1 = TWMath.nfmod(z0 + 1, noise.Size.Z); var q000 = noise.GetFast(x0, y0, z0); var q100 = noise.GetFast(x1, y0, z0); var q010 = noise.GetFast(x0, y1, z0); var q001 = noise.GetFast(x0, y0, z1); var q110 = noise.GetFast(x1, y1, z0); var q011 = noise.GetFast(x0, y1, z1); var q101 = noise.GetFast(x1, y0, z1); var q111 = noise.GetFast(x1, y1, z1); var ret = TWMath.triLerp(f.dx(), q000, q100, q001, q101, q010, q110, q011, q111); return(ret); }
public void TestDensityCalcPerformance() { var dens = VoxelTerrainGenerationTest.createDensityFunction5Perlin(11, 10); var times = 10000; var s = new Stopwatch(); s.Start(); for (int i = 0; i < times; i++) { float a = dens(new Vector3(1)); } s.Stop(); var densityEval = s.Elapsed.TotalSeconds / times; Console.WriteLine("Density evaluation: 100% - {0} ms", +densityEval * 1000); s.Reset(); s.Start(); for (int i = 0; i < times * 5; i++)// 5 trilerps per density lookup { float a = TWMath.triLerp(new Vector3(0.5f), 4, 7, 8, 6, 4, 8, 9, 7); } s.Stop(); var trilerp = s.Elapsed.TotalSeconds / times; Console.WriteLine("Trilerp : {0:###}% - {1}ms", trilerp / densityEval * 100, trilerp * 1000); var ar = new Array3D <float>(new Point3(16, 16, 16)); s.Reset(); s.Start(); for (int i = 0; i < times * 5 * 8; i++)// 8 getTiled per trilerp and 5 trilerps per density lookup { /*var pos = new Point3(5, 5, 5); * pos.X = TWMath.nfmod(pos.X, ar.Size.X); * pos.Y = TWMath.nfmod(pos.Y, ar.Size.Y); * pos.Z = TWMath.nfmod(pos.Z, ar.Size.Z); * float a = ar.arr[pos.X, pos.Y, pos.Z];*/ float a = ar.GetTiled(new Point3(5, 5, 5)); } s.Stop(); var getTiled = s.Elapsed.TotalSeconds / times; Console.WriteLine("GetTiled : {0:###}% - {1}ms", getTiled / densityEval * 100, getTiled * 1000); }