提交 260d74df 编写于 作者: B bors

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().
// 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,
}
}
}
pub impl Noise2DContext {
#[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 @@ fn get_gradients(&self, gradients: &mut [Vec2, ..4], origins: &mut [Vec2, ..4],
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 @@ fn get(&self, x: f32, y: f32) -> f32 {
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("");
}*/
}
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