Add noise1234 source
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src/noise1234.c
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src/noise1234.c
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// noise1234
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//
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// Author: Stefan Gustavson, 2003-2005
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// Contact: stefan.gustavson@liu.se
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//
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// This code was GPL licensed until February 2011.
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// As the original author of this code, I hereby
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// release it into the public domain.
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// Please feel free to use it for whatever you want.
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// Credit is appreciated where appropriate, and I also
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// appreciate being told where this code finds any use,
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// but you may do as you like.
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/*
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* This implementation is "Improved Noise" as presented by
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* Ken Perlin at Siggraph 2002. The 3D function is a direct port
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* of his Java reference code which was once publicly available
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* on www.noisemachine.com (although I cleaned it up, made it
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* faster and made the code more readable), but the 1D, 2D and
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* 4D functions were implemented from scratch by me.
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*
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* This is a backport to C of my improved noise class in C++
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* which was included in the Aqsis renderer project.
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* It is highly reusable without source code modifications.
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*
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*/
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#include "noise1234.h"
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// This is the new and improved, C(2) continuous interpolant
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#define FADE(t) ( t * t * t * ( t * ( t * 6 - 15 ) + 10 ) )
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#define FASTFLOOR(x) ( ((int)(x)<(x)) ? ((int)x) : ((int)x-1 ) )
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#define LERP(t, a, b) ((a) + (t)*((b)-(a)))
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//---------------------------------------------------------------------
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// Static data
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/*
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* Permutation table. This is just a random jumble of all numbers 0-255,
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* repeated twice to avoid wrapping the index at 255 for each lookup.
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* This needs to be exactly the same for all instances on all platforms,
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* so it's easiest to just keep it as static explicit data.
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* This also removes the need for any initialisation of this class.
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*
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* Note that making this an int[] instead of a char[] might make the
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* code run faster on platforms with a high penalty for unaligned single
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* byte addressing. Intel x86 is generally single-byte-friendly, but
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* some other CPUs are faster with 4-aligned reads.
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* However, a char[] is smaller, which avoids cache trashing, and that
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* is probably the most important aspect on most architectures.
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* This array is accessed a *lot* by the noise functions.
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* A vector-valued noise over 3D accesses it 96 times, and a
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* float-valued 4D noise 64 times. We want this to fit in the cache!
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*/
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unsigned char perm[] = {151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,
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151,160,137,91,90,15,
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131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,
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190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,
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88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,
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77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,
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102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,
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135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,
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5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,
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223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,
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129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,
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251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,
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49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180
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};
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//---------------------------------------------------------------------
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/*
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* Helper functions to compute gradients-dot-residualvectors (1D to 4D)
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* Note that these generate gradients of more than unit length. To make
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* a close match with the value range of classic Perlin noise, the final
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* noise values need to be rescaled. To match the RenderMan noise in a
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* statistical sense, the approximate scaling values (empirically
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* determined from test renderings) are:
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* 1D noise needs rescaling with 0.188
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* 2D noise needs rescaling with 0.507
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* 3D noise needs rescaling with 0.936
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* 4D noise needs rescaling with 0.87
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* Note that these noise functions are the most practical and useful
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* signed version of Perlin noise. To return values according to the
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* RenderMan specification from the SL noise() and pnoise() functions,
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* the noise values need to be scaled and offset to [0,1], like this:
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* float SLnoise = (noise3(x,y,z) + 1.0) * 0.5;
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*/
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float grad1( int hash, float x ) {
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int h = hash & 15;
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float grad = 1.0 + (h & 7); // Gradient value 1.0, 2.0, ..., 8.0
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if (h&8) grad = -grad; // and a random sign for the gradient
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return ( grad * x ); // Multiply the gradient with the distance
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}
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float grad2( int hash, float x, float y ) {
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int h = hash & 7; // Convert low 3 bits of hash code
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float u = h<4 ? x : y; // into 8 simple gradient directions,
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float v = h<4 ? y : x; // and compute the dot product with (x,y).
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return ((h&1)? -u : u) + ((h&2)? -2.0*v : 2.0*v);
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}
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float grad3( int hash, float x, float y , float z ) {
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int h = hash & 15; // Convert low 4 bits of hash code into 12 simple
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float u = h<8 ? x : y; // gradient directions, and compute dot product.
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float v = h<4 ? y : h==12||h==14 ? x : z; // Fix repeats at h = 12 to 15
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return ((h&1)? -u : u) + ((h&2)? -v : v);
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}
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float grad4( int hash, float x, float y, float z, float t ) {
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int h = hash & 31; // Convert low 5 bits of hash code into 32 simple
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float u = h<24 ? x : y; // gradient directions, and compute dot product.
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float v = h<16 ? y : z;
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float w = h<8 ? z : t;
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return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);
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}
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//---------------------------------------------------------------------
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/** 1D float Perlin noise, SL "noise()"
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*/
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float noise1( float x )
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{
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int ix0, ix1;
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float fx0, fx1;
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float s, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0f;
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ix1 = ( ix0+1 ) & 0xff;
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ix0 = ix0 & 0xff; // Wrap to 0..255
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s = FADE( fx0 );
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n0 = grad1( perm[ ix0 ], fx0 );
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n1 = grad1( perm[ ix1 ], fx1 );
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return 0.188f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 1D float Perlin periodic noise, SL "pnoise()"
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*/
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float pnoise1( float x, int px )
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{
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int ix0, ix1;
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float fx0, fx1;
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float s, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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fx0 = x - ix0; // Fractional part of x
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fx1 = fx0 - 1.0f;
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ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 *and* wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff; // (because px might be greater than 256)
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s = FADE( fx0 );
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n0 = grad1( perm[ ix0 ], fx0 );
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n1 = grad1( perm[ ix1 ], fx1 );
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return 0.188f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 2D float Perlin noise.
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*/
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float noise2( float x, float y )
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{
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int ix0, iy0, ix1, iy1;
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float fx0, fy0, fx1, fy1;
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float s, t, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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ix1 = (ix0 + 1) & 0xff; // Wrap to 0..255
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iy1 = (iy0 + 1) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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t = FADE( fy0 );
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s = FADE( fx0 );
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nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
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nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
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n0 = LERP( t, nx0, nx1 );
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nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
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nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
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n1 = LERP(t, nx0, nx1);
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return 0.507f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 2D float Perlin periodic noise.
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*/
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float pnoise2( float x, float y, int px, int py )
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{
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int ix0, iy0, ix1, iy1;
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float fx0, fy0, fx1, fy1;
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float s, t, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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ix1 = (( ix0 + 1 ) % px) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
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iy1 = (( iy0 + 1 ) % py) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff;
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iy0 = ( iy0 % py ) & 0xff;
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t = FADE( fy0 );
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s = FADE( fx0 );
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nx0 = grad2(perm[ix0 + perm[iy0]], fx0, fy0);
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nx1 = grad2(perm[ix0 + perm[iy1]], fx0, fy1);
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n0 = LERP( t, nx0, nx1 );
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nx0 = grad2(perm[ix1 + perm[iy0]], fx1, fy0);
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nx1 = grad2(perm[ix1 + perm[iy1]], fx1, fy1);
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n1 = LERP(t, nx0, nx1);
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return 0.507f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 3D float Perlin noise.
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*/
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float noise3( float x, float y, float z )
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{
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int ix0, iy0, ix1, iy1, iz0, iz1;
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float fx0, fy0, fz0, fx1, fy1, fz1;
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float s, t, r;
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float nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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iz0 = FASTFLOOR( z ); // Integer part of z
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
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iy1 = ( iy0 + 1 ) & 0xff;
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iz1 = ( iz0 + 1 ) & 0xff;
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ix0 = ix0 & 0xff;
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iy0 = iy0 & 0xff;
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iz0 = iz0 & 0xff;
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r = FADE( fz0 );
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t = FADE( fy0 );
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s = FADE( fx0 );
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nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
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nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
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nx0 = LERP( r, nxy0, nxy1 );
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nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
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nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
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nx1 = LERP( r, nxy0, nxy1 );
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n0 = LERP( t, nx0, nx1 );
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nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
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nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
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nx0 = LERP( r, nxy0, nxy1 );
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nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
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nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
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nx1 = LERP( r, nxy0, nxy1 );
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n1 = LERP( t, nx0, nx1 );
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return 0.936f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 3D float Perlin periodic noise.
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*/
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float pnoise3( float x, float y, float z, int px, int py, int pz )
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{
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int ix0, iy0, ix1, iy1, iz0, iz1;
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float fx0, fy0, fz0, fx1, fy1, fz1;
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float s, t, r;
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float nxy0, nxy1, nx0, nx1, n0, n1;
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ix0 = FASTFLOOR( x ); // Integer part of x
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iy0 = FASTFLOOR( y ); // Integer part of y
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iz0 = FASTFLOOR( z ); // Integer part of z
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fx0 = x - ix0; // Fractional part of x
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fy0 = y - iy0; // Fractional part of y
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fz0 = z - iz0; // Fractional part of z
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fx1 = fx0 - 1.0f;
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fy1 = fy0 - 1.0f;
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fz1 = fz0 - 1.0f;
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ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
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iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
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iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
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ix0 = ( ix0 % px ) & 0xff;
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iy0 = ( iy0 % py ) & 0xff;
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iz0 = ( iz0 % pz ) & 0xff;
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r = FADE( fz0 );
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t = FADE( fy0 );
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s = FADE( fx0 );
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nxy0 = grad3(perm[ix0 + perm[iy0 + perm[iz0]]], fx0, fy0, fz0);
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nxy1 = grad3(perm[ix0 + perm[iy0 + perm[iz1]]], fx0, fy0, fz1);
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nx0 = LERP( r, nxy0, nxy1 );
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nxy0 = grad3(perm[ix0 + perm[iy1 + perm[iz0]]], fx0, fy1, fz0);
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nxy1 = grad3(perm[ix0 + perm[iy1 + perm[iz1]]], fx0, fy1, fz1);
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nx1 = LERP( r, nxy0, nxy1 );
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n0 = LERP( t, nx0, nx1 );
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nxy0 = grad3(perm[ix1 + perm[iy0 + perm[iz0]]], fx1, fy0, fz0);
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nxy1 = grad3(perm[ix1 + perm[iy0 + perm[iz1]]], fx1, fy0, fz1);
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nx0 = LERP( r, nxy0, nxy1 );
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nxy0 = grad3(perm[ix1 + perm[iy1 + perm[iz0]]], fx1, fy1, fz0);
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nxy1 = grad3(perm[ix1 + perm[iy1 + perm[iz1]]], fx1, fy1, fz1);
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nx1 = LERP( r, nxy0, nxy1 );
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n1 = LERP( t, nx0, nx1 );
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return 0.936f * ( LERP( s, n0, n1 ) );
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}
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//---------------------------------------------------------------------
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/** 4D float Perlin noise.
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*/
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|
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float noise4( float x, float y, float z, float w )
|
||||
{
|
||||
int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
|
||||
float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
|
||||
float s, t, r, q;
|
||||
float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
|
||||
|
||||
ix0 = FASTFLOOR( x ); // Integer part of x
|
||||
iy0 = FASTFLOOR( y ); // Integer part of y
|
||||
iz0 = FASTFLOOR( z ); // Integer part of y
|
||||
iw0 = FASTFLOOR( w ); // Integer part of w
|
||||
fx0 = x - ix0; // Fractional part of x
|
||||
fy0 = y - iy0; // Fractional part of y
|
||||
fz0 = z - iz0; // Fractional part of z
|
||||
fw0 = w - iw0; // Fractional part of w
|
||||
fx1 = fx0 - 1.0f;
|
||||
fy1 = fy0 - 1.0f;
|
||||
fz1 = fz0 - 1.0f;
|
||||
fw1 = fw0 - 1.0f;
|
||||
ix1 = ( ix0 + 1 ) & 0xff; // Wrap to 0..255
|
||||
iy1 = ( iy0 + 1 ) & 0xff;
|
||||
iz1 = ( iz0 + 1 ) & 0xff;
|
||||
iw1 = ( iw0 + 1 ) & 0xff;
|
||||
ix0 = ix0 & 0xff;
|
||||
iy0 = iy0 & 0xff;
|
||||
iz0 = iz0 & 0xff;
|
||||
iw0 = iw0 & 0xff;
|
||||
|
||||
q = FADE( fw0 );
|
||||
r = FADE( fz0 );
|
||||
t = FADE( fy0 );
|
||||
s = FADE( fx0 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx0 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx1 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
n0 = LERP( t, nx0, nx1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx0 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx1 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
n1 = LERP( t, nx0, nx1 );
|
||||
|
||||
return 0.87f * ( LERP( s, n0, n1 ) );
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------
|
||||
/** 4D float Perlin periodic noise.
|
||||
*/
|
||||
|
||||
float pnoise4( float x, float y, float z, float w,
|
||||
int px, int py, int pz, int pw )
|
||||
{
|
||||
int ix0, iy0, iz0, iw0, ix1, iy1, iz1, iw1;
|
||||
float fx0, fy0, fz0, fw0, fx1, fy1, fz1, fw1;
|
||||
float s, t, r, q;
|
||||
float nxyz0, nxyz1, nxy0, nxy1, nx0, nx1, n0, n1;
|
||||
|
||||
ix0 = FASTFLOOR( x ); // Integer part of x
|
||||
iy0 = FASTFLOOR( y ); // Integer part of y
|
||||
iz0 = FASTFLOOR( z ); // Integer part of y
|
||||
iw0 = FASTFLOOR( w ); // Integer part of w
|
||||
fx0 = x - ix0; // Fractional part of x
|
||||
fy0 = y - iy0; // Fractional part of y
|
||||
fz0 = z - iz0; // Fractional part of z
|
||||
fw0 = w - iw0; // Fractional part of w
|
||||
fx1 = fx0 - 1.0f;
|
||||
fy1 = fy0 - 1.0f;
|
||||
fz1 = fz0 - 1.0f;
|
||||
fw1 = fw0 - 1.0f;
|
||||
ix1 = (( ix0 + 1 ) % px ) & 0xff; // Wrap to 0..px-1 and wrap to 0..255
|
||||
iy1 = (( iy0 + 1 ) % py ) & 0xff; // Wrap to 0..py-1 and wrap to 0..255
|
||||
iz1 = (( iz0 + 1 ) % pz ) & 0xff; // Wrap to 0..pz-1 and wrap to 0..255
|
||||
iw1 = (( iw0 + 1 ) % pw ) & 0xff; // Wrap to 0..pw-1 and wrap to 0..255
|
||||
ix0 = ( ix0 % px ) & 0xff;
|
||||
iy0 = ( iy0 % py ) & 0xff;
|
||||
iz0 = ( iz0 % pz ) & 0xff;
|
||||
iw0 = ( iw0 % pw ) & 0xff;
|
||||
|
||||
q = FADE( fw0 );
|
||||
r = FADE( fz0 );
|
||||
t = FADE( fy0 );
|
||||
s = FADE( fx0 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx0, fy0, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx0, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx0, fy0, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx0, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx0 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx0, fy1, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx0, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx0, fy1, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix0 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx0, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx1 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
n0 = LERP( t, nx0, nx1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw0]]]], fx1, fy0, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz0 + perm[iw1]]]], fx1, fy0, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw0]]]], fx1, fy0, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy0 + perm[iz1 + perm[iw1]]]], fx1, fy0, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx0 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw0]]]], fx1, fy1, fz0, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz0 + perm[iw1]]]], fx1, fy1, fz0, fw1);
|
||||
nxy0 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nxyz0 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw0]]]], fx1, fy1, fz1, fw0);
|
||||
nxyz1 = grad4(perm[ix1 + perm[iy1 + perm[iz1 + perm[iw1]]]], fx1, fy1, fz1, fw1);
|
||||
nxy1 = LERP( q, nxyz0, nxyz1 );
|
||||
|
||||
nx1 = LERP ( r, nxy0, nxy1 );
|
||||
|
||||
n1 = LERP( t, nx0, nx1 );
|
||||
|
||||
return 0.87f * ( LERP( s, n0, n1 ) );
|
||||
}
|
||||
|
||||
//---------------------------------------------------------------------
|
41
src/noise1234.h
Normal file
41
src/noise1234.h
Normal file
@ -0,0 +1,41 @@
|
||||
// noise1234
|
||||
//
|
||||
// Author: Stefan Gustavson, 2003-2005
|
||||
// Contact: stefan.gustavson@liu.se
|
||||
//
|
||||
// This code was GPL licensed until February 2011.
|
||||
// As the original author of this code, I hereby
|
||||
// release it into the public domain.
|
||||
// Please feel free to use it for whatever you want.
|
||||
// Credit is appreciated where appropriate, and I also
|
||||
// appreciate being told where this code finds any use,
|
||||
// but you may do as you like.
|
||||
|
||||
/*
|
||||
* This implementation is "Improved Noise" as presented by
|
||||
* Ken Perlin at Siggraph 2002. The 3D function is a direct port
|
||||
* of his Java reference code which was once publicly available
|
||||
* on www.noisemachine.com (although I cleaned it up, made it
|
||||
* faster and made the code more readable), but the 1D, 2D and
|
||||
* 4D functions were implemented from scratch by me.
|
||||
*
|
||||
* This is a backport to C of my improved noise class in C++
|
||||
* which was included in the Aqsis renderer project.
|
||||
* It is highly reusable without source code modifications.
|
||||
*
|
||||
*/
|
||||
|
||||
/** 1D, 2D, 3D and 4D float Perlin noise
|
||||
*/
|
||||
extern float noise1( float x );
|
||||
extern float noise2( float x, float y );
|
||||
extern float noise3( float x, float y, float z );
|
||||
extern float noise4( float x, float y, float z, float w );
|
||||
|
||||
/** 1D, 2D, 3D and 4D float Perlin periodic noise
|
||||
*/
|
||||
extern float pnoise1( float x, int px );
|
||||
extern float pnoise2( float x, float y, int px, int py );
|
||||
extern float pnoise3( float x, float y, float z, int px, int py, int pz );
|
||||
extern float pnoise4( float x, float y, float z, float w,
|
||||
int px, int py, int pz, int pw );
|
Loading…
Reference in New Issue
Block a user