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authorCampbell Barton <ideasman42@gmail.com>2019-04-17 07:17:24 +0300
committerCampbell Barton <ideasman42@gmail.com>2019-04-17 07:21:24 +0300
commite12c08e8d170b7ca40f204a5b0423c23a9fbc2c1 (patch)
tree8cf3453d12edb177a218ef8009357518ec6cab6a /source/blender/freestyle/intern/geometry/Noise.cpp
parentb3dabc200a4b0399ec6b81f2ff2730d07b44fcaa (diff)
ClangFormat: apply to source, most of intern
Apply clang format as proposed in T53211. For details on usage and instructions for migrating branches without conflicts, see: https://wiki.blender.org/wiki/Tools/ClangFormat
Diffstat (limited to 'source/blender/freestyle/intern/geometry/Noise.cpp')
-rw-r--r--source/blender/freestyle/intern/geometry/Noise.cpp327
1 files changed, 164 insertions, 163 deletions
diff --git a/source/blender/freestyle/intern/geometry/Noise.cpp b/source/blender/freestyle/intern/geometry/Noise.cpp
index 0764c89c8a3..09c29025d15 100644
--- a/source/blender/freestyle/intern/geometry/Noise.cpp
+++ b/source/blender/freestyle/intern/geometry/Noise.cpp
@@ -31,242 +31,243 @@ namespace Freestyle {
#define SCURVE(a) ((a) * (a) * (3.0 - 2.0 * (a)))
#if 0 // XXX Unused
-#define REALSCALE (2.0 / 65536.0)
-#define NREALSCALE (2.0 / 4096.0)
+# define REALSCALE (2.0 / 65536.0)
+# define NREALSCALE (2.0 / 4096.0)
-#define HASH3D(a, b, c) hashTable[hashTable[hashTable[(a) & 0xfff] ^ ((b) & 0xfff)] ^ ((c) & 0xfff)]
-#define HASH(a, b, c) (xtab[(xtab[(xtab[(a) & 0xff] ^ (b)) & 0xff] ^ (c)) & 0xff] & 0xff)
-#define INCRSUM(m, s, x, y, z) \
- ((s) * (RTable[m] * 0.5 + RTable[m + 1] * (x) + RTable[m + 2] * (y) + RTable[m + 3] * (z)))
+# define HASH3D(a, b, c) hashTable[hashTable[hashTable[(a)&0xfff] ^ ((b)&0xfff)] ^ ((c)&0xfff)]
+# define HASH(a, b, c) (xtab[(xtab[(xtab[(a)&0xff] ^ (b)) & 0xff] ^ (c)) & 0xff] & 0xff)
+# define INCRSUM(m, s, x, y, z) \
+ ((s) * (RTable[m] * 0.5 + RTable[m + 1] * (x) + RTable[m + 2] * (y) + RTable[m + 3] * (z)))
-#define MAXSIZE 500
-#define NRAND() ((float)rand() / (float)RAND_MAX)
+# define MAXSIZE 500
+# define NRAND() ((float)rand() / (float)RAND_MAX)
#endif
#define SEEDNRAND(x) (srand(x * RAND_MAX))
#define BM 0xff
-#define N 0x1000
-#if 0 // XXX Unused
-#define NP 12 /* 2^N */
-#define NM 0xfff
+#define N 0x1000
+#if 0 // XXX Unused
+# define NP 12 /* 2^N */
+# define NM 0xfff
#endif
#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
#define SETUP(i, b0, b1, r0, r1) \
- { \
- (t) = (i) + (N); \
- (r0) = modff((t), &(u)); \
- (r1) = (r0) - 1.0; \
- (b0) = ((int)(u)) & BM; \
- (b1) = ((b0) + 1) & BM; \
- } (void)0
+ { \
+ (t) = (i) + (N); \
+ (r0) = modff((t), &(u)); \
+ (r1) = (r0)-1.0; \
+ (b0) = ((int)(u)) & BM; \
+ (b1) = ((b0) + 1) & BM; \
+ } \
+ (void)0
static void normalize2(float v[2])
{
- float s;
+ float s;
- s = sqrt(v[0] * v[0] + v[1] * v[1]);
- v[0] = v[0] / s;
- v[1] = v[1] / s;
+ s = sqrt(v[0] * v[0] + v[1] * v[1]);
+ v[0] = v[0] / s;
+ v[1] = v[1] / s;
}
static void normalize3(float v[3])
{
- float s;
+ float s;
- s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
- v[0] = v[0] / s;
- v[1] = v[1] / s;
- v[2] = v[2] / s;
+ s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
+ v[0] = v[0] / s;
+ v[1] = v[1] / s;
+ v[2] = v[2] / s;
}
float Noise::turbulence1(float arg, float freq, float amp, unsigned oct)
{
- float t;
- float vec;
-
- for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
- vec = freq * arg;
- t += smoothNoise1(vec) * amp;
- }
- return t;
+ float t;
+ float vec;
+
+ for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
+ vec = freq * arg;
+ t += smoothNoise1(vec) * amp;
+ }
+ return t;
}
-float Noise::turbulence2(Vec2f& v, float freq, float amp, unsigned oct)
+float Noise::turbulence2(Vec2f &v, float freq, float amp, unsigned oct)
{
- float t;
- Vec2f vec;
-
- for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
- vec.x() = freq * v.x();
- vec.y() = freq * v.y();
- t += smoothNoise2(vec) * amp;
- }
- return t;
+ float t;
+ Vec2f vec;
+
+ for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
+ vec.x() = freq * v.x();
+ vec.y() = freq * v.y();
+ t += smoothNoise2(vec) * amp;
+ }
+ return t;
}
-float Noise::turbulence3(Vec3f& v, float freq, float amp, unsigned oct)
+float Noise::turbulence3(Vec3f &v, float freq, float amp, unsigned oct)
{
- float t;
- Vec3f vec;
-
- for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
- vec.x() = freq * v.x();
- vec.y() = freq * v.y();
- vec.z() = freq * v.z();
- t += smoothNoise3(vec) * amp;
- }
- return t;
+ float t;
+ Vec3f vec;
+
+ for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
+ vec.x() = freq * v.x();
+ vec.y() = freq * v.y();
+ vec.z() = freq * v.z();
+ t += smoothNoise3(vec) * amp;
+ }
+ return t;
}
// Noise functions over 1, 2, and 3 dimensions
float Noise::smoothNoise1(float arg)
{
- int bx0, bx1;
- float rx0, rx1, sx, t, u, v, vec;
+ int bx0, bx1;
+ float rx0, rx1, sx, t, u, v, vec;
- vec = arg;
- SETUP(vec, bx0, bx1, rx0, rx1);
+ vec = arg;
+ SETUP(vec, bx0, bx1, rx0, rx1);
- sx = SCURVE(rx0);
+ sx = SCURVE(rx0);
- u = rx0 * g1[p[bx0]];
- v = rx1 * g1[p[bx1]];
+ u = rx0 * g1[p[bx0]];
+ v = rx1 * g1[p[bx1]];
- return LERP(sx, u, v);
+ return LERP(sx, u, v);
}
-float Noise::smoothNoise2(Vec2f& vec)
+float Noise::smoothNoise2(Vec2f &vec)
{
- int bx0, bx1, by0, by1, b00, b10, b01, b11;
- float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
- int i, j;
+ int bx0, bx1, by0, by1, b00, b10, b01, b11;
+ float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
+ int i, j;
- SETUP(vec.x(), bx0, bx1, rx0, rx1);
- SETUP(vec.y(), by0, by1, ry0, ry1);
+ SETUP(vec.x(), bx0, bx1, rx0, rx1);
+ SETUP(vec.y(), by0, by1, ry0, ry1);
- i = p[bx0];
- j = p[bx1];
+ i = p[bx0];
+ j = p[bx1];
- b00 = p[i + by0];
- b10 = p[j + by0];
- b01 = p[i + by1];
- b11 = p[j + by1];
+ b00 = p[i + by0];
+ b10 = p[j + by0];
+ b01 = p[i + by1];
+ b11 = p[j + by1];
- sx = SCURVE(rx0);
- sy = SCURVE(ry0);
+ sx = SCURVE(rx0);
+ sy = SCURVE(ry0);
-#define AT2(rx, ry) ((rx) * q[0] + (ry) * q[1])
+#define AT2(rx, ry) ((rx)*q[0] + (ry)*q[1])
- q = g2[b00];
- u = AT2(rx0, ry0);
- q = g2[b10];
- v = AT2(rx1, ry0);
- a = LERP(sx, u, v);
+ q = g2[b00];
+ u = AT2(rx0, ry0);
+ q = g2[b10];
+ v = AT2(rx1, ry0);
+ a = LERP(sx, u, v);
- q = g2[b01];
- u = AT2(rx0, ry1);
- q = g2[b11];
- v = AT2(rx1, ry1);
- b = LERP(sx, u, v);
+ q = g2[b01];
+ u = AT2(rx0, ry1);
+ q = g2[b11];
+ v = AT2(rx1, ry1);
+ b = LERP(sx, u, v);
#undef AT2
- return LERP(sy, a, b);
+ return LERP(sy, a, b);
}
-float Noise::smoothNoise3(Vec3f& vec)
+float Noise::smoothNoise3(Vec3f &vec)
{
- int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
- float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
- int i, j;
+ int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
+ float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
+ int i, j;
- SETUP(vec.x(), bx0, bx1, rx0, rx1);
- SETUP(vec.y(), by0, by1, ry0, ry1);
- SETUP(vec.z(), bz0, bz1, rz0, rz1);
+ SETUP(vec.x(), bx0, bx1, rx0, rx1);
+ SETUP(vec.y(), by0, by1, ry0, ry1);
+ SETUP(vec.z(), bz0, bz1, rz0, rz1);
- i = p[bx0];
- j = p[bx1];
+ i = p[bx0];
+ j = p[bx1];
- b00 = p[i + by0];
- b10 = p[j + by0];
- b01 = p[i + by1];
- b11 = p[j + by1];
+ b00 = p[i + by0];
+ b10 = p[j + by0];
+ b01 = p[i + by1];
+ b11 = p[j + by1];
- t = SCURVE(rx0);
- sy = SCURVE(ry0);
- sz = SCURVE(rz0);
+ t = SCURVE(rx0);
+ sy = SCURVE(ry0);
+ sz = SCURVE(rz0);
-#define AT3(rx, ry, rz) ((rx) * q[0] + (ry) * q[1] + (rz) * q[2])
+#define AT3(rx, ry, rz) ((rx)*q[0] + (ry)*q[1] + (rz)*q[2])
- q = g3[b00 + bz0];
- u = AT3(rx0, ry0, rz0);
- q = g3[b10 + bz0];
- v = AT3(rx1, ry0, rz0);
- a = LERP(t, u, v);
+ q = g3[b00 + bz0];
+ u = AT3(rx0, ry0, rz0);
+ q = g3[b10 + bz0];
+ v = AT3(rx1, ry0, rz0);
+ a = LERP(t, u, v);
- q = g3[b01 + bz0];
- u = AT3(rx0, ry1, rz0);
- q = g3[b11 + bz0];
- v = AT3(rx1, ry1, rz0);
- b = LERP(t, u, v);
+ q = g3[b01 + bz0];
+ u = AT3(rx0, ry1, rz0);
+ q = g3[b11 + bz0];
+ v = AT3(rx1, ry1, rz0);
+ b = LERP(t, u, v);
- c = LERP(sy, a, b);
+ c = LERP(sy, a, b);
- q = g3[b00 + bz1];
- u = AT3(rx0, ry0, rz1);
- q = g3[b10 + bz1];
- v = AT3(rx1, ry0, rz1);
- a = LERP(t, u, v);
+ q = g3[b00 + bz1];
+ u = AT3(rx0, ry0, rz1);
+ q = g3[b10 + bz1];
+ v = AT3(rx1, ry0, rz1);
+ a = LERP(t, u, v);
- q = g3[b01 + bz1];
- u = AT3(rx0, ry1, rz1);
- q = g3[b11 + bz1];
- v = AT3(rx1, ry1, rz1);
- b = LERP(t, u, v);
+ q = g3[b01 + bz1];
+ u = AT3(rx0, ry1, rz1);
+ q = g3[b11 + bz1];
+ v = AT3(rx1, ry1, rz1);
+ b = LERP(t, u, v);
- d = LERP(sy, a, b);
+ d = LERP(sy, a, b);
#undef AT3
- return LERP(sz, c, d);
+ return LERP(sz, c, d);
}
Noise::Noise(long seed)
{
- int i, j, k;
-
- SEEDNRAND((seed < 0) ? time(NULL) : seed);
- for (i = 0 ; i < _NOISE_B ; i++) {
- p[i] = i;
- g1[i] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
-
- for (j = 0 ; j < 2 ; j++)
- g2[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
- normalize2(g2[i]);
-
- for (j = 0 ; j < 3 ; j++)
- g3[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
- normalize3(g3[i]);
- }
-
- while (--i) {
- k = p[i];
- p[i] = p[j = rand() % _NOISE_B];
- p[j] = k;
- }
-
- for (i = 0 ; i < _NOISE_B + 2 ; i++) {
- p[_NOISE_B + i] = p[i];
- g1[_NOISE_B + i] = g1[i];
-
- for (j = 0 ; j < 2 ; j++)
- g2[_NOISE_B + i][j] = g2[i][j];
-
- for (j = 0 ; j < 3 ; j++)
- g3[_NOISE_B + i][j] = g3[i][j];
- }
+ int i, j, k;
+
+ SEEDNRAND((seed < 0) ? time(NULL) : seed);
+ for (i = 0; i < _NOISE_B; i++) {
+ p[i] = i;
+ g1[i] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
+
+ for (j = 0; j < 2; j++)
+ g2[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
+ normalize2(g2[i]);
+
+ for (j = 0; j < 3; j++)
+ g3[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
+ normalize3(g3[i]);
+ }
+
+ while (--i) {
+ k = p[i];
+ p[i] = p[j = rand() % _NOISE_B];
+ p[j] = k;
+ }
+
+ for (i = 0; i < _NOISE_B + 2; i++) {
+ p[_NOISE_B + i] = p[i];
+ g1[_NOISE_B + i] = g1[i];
+
+ for (j = 0; j < 2; j++)
+ g2[_NOISE_B + i][j] = g2[i][j];
+
+ for (j = 0; j < 3; j++)
+ g3[_NOISE_B + i][j] = g3[i][j];
+ }
}
} /* namespace Freestyle */