diff options
-rw-r--r-- | source/blender/blenlib/BLI_float4.hh | 86 | ||||
-rw-r--r-- | source/blender/blenlib/BLI_noise.hh | 72 | ||||
-rw-r--r-- | source/blender/blenlib/CMakeLists.txt | 3 | ||||
-rw-r--r-- | source/blender/blenlib/intern/noise.cc | 693 |
4 files changed, 854 insertions, 0 deletions
diff --git a/source/blender/blenlib/BLI_float4.hh b/source/blender/blenlib/BLI_float4.hh new file mode 100644 index 00000000000..b1feee3121b --- /dev/null +++ b/source/blender/blenlib/BLI_float4.hh @@ -0,0 +1,86 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#pragma once + +namespace blender { + +struct float4 { + float x, y, z, w; + + float4() = default; + + float4(const float *ptr) : x{ptr[0]}, y{ptr[1]}, z{ptr[2]}, w{ptr[3]} + { + } + + explicit float4(float value) : x(value), y(value), z(value), w(value) + { + } + + explicit float4(int value) : x(value), y(value), z(value), w(value) + { + } + + float4(float x, float y, float z, float w) : x(x), y(y), z(z), w(w) + { + } + + operator float *() + { + return &x; + } + + operator const float *() const + { + return &x; + } + + float4 &operator+=(const float4 &other) + { + x += other.x; + y += other.y; + z += other.z; + w += other.w; + return *this; + } + + friend float4 operator+(const float4 &a, const float4 &b) + { + return {a.x + b.x, a.y + b.y, a.z + b.z, a.w + b.w}; + } + + float4 &operator*=(float factor) + { + x *= factor; + y *= factor; + z *= factor; + w *= factor; + return *this; + } + + friend float4 operator*(const float4 &a, float b) + { + return {a.x * b, a.y * b, a.z * b, a.w * b}; + } + + friend float4 operator*(float a, const float4 &b) + { + return b * a; + } +}; + +} // namespace blender diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh new file mode 100644 index 00000000000..760ff082d06 --- /dev/null +++ b/source/blender/blenlib/BLI_noise.hh @@ -0,0 +1,72 @@ +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#pragma once + +#include "BLI_float2.hh" +#include "BLI_float3.hh" +#include "BLI_float4.hh" + +namespace blender::noise { + +/* Perlin noise in the range [-1, 1]. */ + +float perlin_signed(float position); +float perlin_signed(float2 position); +float perlin_signed(float3 position); +float perlin_signed(float4 position); + +/* Perlin noise in the range [0, 1]. */ + +float perlin(float position); +float perlin(float2 position); +float perlin(float3 position); +float perlin(float4 position); + +/* Fractal perlin noise in the range [0, 1]. */ + +float perlin_fractal(float position, float octaves, float roughness); +float perlin_fractal(float2 position, float octaves, float roughness); +float perlin_fractal(float3 position, float octaves, float roughness); +float perlin_fractal(float4 position, float octaves, float roughness); + +/* Positive distorted fractal perlin noise. */ + +float perlin_fractal_distorted(float position, float octaves, float roughness, float distortion); +float perlin_fractal_distorted(float2 position, float octaves, float roughness, float distortion); +float perlin_fractal_distorted(float3 position, float octaves, float roughness, float distortion); +float perlin_fractal_distorted(float4 position, float octaves, float roughness, float distortion); + +/* Positive distorted fractal perlin noise that outputs a float3. */ + +float3 perlin_float3_fractal_distorted(float position, + float octaves, + float roughness, + float distortion); +float3 perlin_float3_fractal_distorted(float2 position, + float octaves, + float roughness, + float distortion); +float3 perlin_float3_fractal_distorted(float3 position, + float octaves, + float roughness, + float distortion); +float3 perlin_float3_fractal_distorted(float4 position, + float octaves, + float roughness, + float distortion); + +} // namespace blender::noise diff --git a/source/blender/blenlib/CMakeLists.txt b/source/blender/blenlib/CMakeLists.txt index 24178535068..fc058793d11 100644 --- a/source/blender/blenlib/CMakeLists.txt +++ b/source/blender/blenlib/CMakeLists.txt @@ -116,6 +116,7 @@ set(SRC intern/mesh_boolean.cc intern/mesh_intersect.cc intern/noise.c + intern/noise.cc intern/path_util.c intern/polyfill_2d.c intern/polyfill_2d_beautify.c @@ -203,6 +204,7 @@ set(SRC BLI_filereader.h BLI_float2.hh BLI_float3.hh + BLI_float4.hh BLI_float4x4.hh BLI_fnmatch.h BLI_function_ref.hh @@ -264,6 +266,7 @@ set(SRC BLI_mpq3.hh BLI_multi_value_map.hh BLI_noise.h + BLI_noise.hh BLI_path_util.h BLI_polyfill_2d.h BLI_polyfill_2d_beautify.h diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc new file mode 100644 index 00000000000..c057c12e543 --- /dev/null +++ b/source/blender/blenlib/intern/noise.cc @@ -0,0 +1,693 @@ +/* + * Adapted from Open Shading Language with this license: + * + * Copyright (c) 2009-2010 Sony Pictures Imageworks Inc., et al. + * All Rights Reserved. + * + * Modifications Copyright 2011, Blender Foundation. + * + * Redistribution and use in source and binary forms, with or without + * modification, are permitted provided that the following conditions are + * met: + * * Redistributions of source code must retain the above copyright + * notice, this list of conditions and the following disclaimer. + * * Redistributions in binary form must reproduce the above copyright + * notice, this list of conditions and the following disclaimer in the + * documentation and/or other materials provided with the distribution. + * * Neither the name of Sony Pictures Imageworks nor the names of its + * contributors may be used to endorse or promote products derived from + * this software without specific prior written permission. + * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS + * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT + * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR + * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT + * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, + * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT + * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, + * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY + * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT + * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE + * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. + */ + +/* + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; if not, write to the Free Software Foundation, + * Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + */ + +#include <cmath> +#include <cstdint> + +#include "BLI_float2.hh" +#include "BLI_float3.hh" +#include "BLI_float4.hh" +#include "BLI_noise.hh" +#include "BLI_utildefines.h" + +namespace blender::noise { +/* ------------------------------ + * Jenkins Lookup3 Hash Functions + * ------------------------------ + * + * https://burtleburtle.net/bob/c/lookup3.c + * + */ + +BLI_INLINE uint32_t hash_bit_rotate(uint32_t x, uint32_t k) +{ + return (x << k) | (x >> (32 - k)); +} + +BLI_INLINE void hash_bit_mix(uint32_t &a, uint32_t &b, uint32_t &c) +{ + a -= c; + a ^= hash_bit_rotate(c, 4); + c += b; + b -= a; + b ^= hash_bit_rotate(a, 6); + a += c; + c -= b; + c ^= hash_bit_rotate(b, 8); + b += a; + a -= c; + a ^= hash_bit_rotate(c, 16); + c += b; + b -= a; + b ^= hash_bit_rotate(a, 19); + a += c; + c -= b; + c ^= hash_bit_rotate(b, 4); + b += a; +} + +BLI_INLINE void hash_bit_final(uint32_t &a, uint32_t &b, uint32_t &c) +{ + c ^= b; + c -= hash_bit_rotate(b, 14); + a ^= c; + a -= hash_bit_rotate(c, 11); + b ^= a; + b -= hash_bit_rotate(a, 25); + c ^= b; + c -= hash_bit_rotate(b, 16); + a ^= c; + a -= hash_bit_rotate(c, 4); + b ^= a; + b -= hash_bit_rotate(a, 14); + c ^= b; + c -= hash_bit_rotate(b, 24); +} + +BLI_INLINE uint32_t hash(uint32_t kx) +{ + uint32_t a, b, c; + a = b = c = 0xdeadbeef + (1 << 2) + 13; + + a += kx; + hash_bit_final(a, b, c); + + return c; +} + +BLI_INLINE uint32_t hash(uint32_t kx, uint32_t ky) +{ + uint32_t a, b, c; + a = b = c = 0xdeadbeef + (2 << 2) + 13; + + b += ky; + a += kx; + hash_bit_final(a, b, c); + + return c; +} + +BLI_INLINE uint32_t hash(uint32_t kx, uint32_t ky, uint32_t kz) +{ + uint32_t a, b, c; + a = b = c = 0xdeadbeef + (3 << 2) + 13; + + c += kz; + b += ky; + a += kx; + hash_bit_final(a, b, c); + + return c; +} + +BLI_INLINE uint32_t hash(uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw) +{ + uint32_t a, b, c; + a = b = c = 0xdeadbeef + (4 << 2) + 13; + + a += kx; + b += ky; + c += kz; + hash_bit_mix(a, b, c); + + a += kw; + hash_bit_final(a, b, c); + + return c; +} + +/* Hashing a number of uint32_t into a float in the range [0, 1]. */ + +BLI_INLINE float hash_to_float(uint32_t kx) +{ + return static_cast<float>(hash(kx)) / static_cast<float>(0xFFFFFFFFu); +} + +BLI_INLINE float hash_to_float(uint32_t kx, uint32_t ky) +{ + return static_cast<float>(hash(kx, ky)) / static_cast<float>(0xFFFFFFFFu); +} + +BLI_INLINE float hash_to_float(uint32_t kx, uint32_t ky, uint32_t kz) +{ + return static_cast<float>(hash(kx, ky, kz)) / static_cast<float>(0xFFFFFFFFu); +} + +BLI_INLINE float hash_to_float(uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw) +{ + return static_cast<float>(hash(kx, ky, kz, kw)) / static_cast<float>(0xFFFFFFFFu); +} + +/* Hashing a number of floats into a float in the range [0, 1]. */ + +BLI_INLINE uint32_t float_as_uint(float f) +{ + union { + uint32_t i; + float f; + } u; + u.f = f; + return u.i; +} + +BLI_INLINE float hash_to_float(float k) +{ + return hash_to_float(float_as_uint(k)); +} + +BLI_INLINE float hash_to_float(float2 k) +{ + return hash_to_float(float_as_uint(k.x), float_as_uint(k.y)); +} + +BLI_INLINE float hash_to_float(float3 k) +{ + return hash_to_float(float_as_uint(k.x), float_as_uint(k.y), float_as_uint(k.z)); +} + +BLI_INLINE float hash_to_float(float4 k) +{ + return hash_to_float( + float_as_uint(k.x), float_as_uint(k.y), float_as_uint(k.z), float_as_uint(k.w)); +} + +/* ------------ + * Perlin Noise + * ------------ + * + * Perlin, Ken. "Improving noise." Proceedings of the 29th annual conference on Computer graphics + * and interactive techniques. 2002. + * + * This implementation is functionally identical to the implementations in EEVEE, OSL, and SVM. So + * any changes should be applied in all relevant implementations. + */ + +/* Linear Interpolation. */ +BLI_INLINE float mix(float v0, float v1, float x) +{ + return (1 - x) * v0 + x * v1; +} + +/* Bilinear Interpolation: + * + * v2 v3 + * @ + + + + @ y + * + + ^ + * + + | + * + + | + * @ + + + + @ @------> x + * v0 v1 + * + */ +BLI_INLINE float mix(float v0, float v1, float v2, float v3, float x, float y) +{ + float x1 = 1.0 - x; + return (1.0 - y) * (v0 * x1 + v1 * x) + y * (v2 * x1 + v3 * x); +} + +/* Trilinear Interpolation: + * + * v6 v7 + * @ + + + + + + @ + * +\ +\ + * + \ + \ + * + \ + \ + * + \ v4 + \ v5 + * + @ + + + +++ + @ z + * + + + + y ^ + * v2 @ + +++ + + + @ v3 + \ | + * \ + \ + \ | + * \ + \ + \| + * \ + \ + +---------> x + * \+ \+ + * @ + + + + + + @ + * v0 v1 + */ +BLI_INLINE float mix(float v0, + float v1, + float v2, + float v3, + float v4, + float v5, + float v6, + float v7, + float x, + float y, + float z) +{ + float x1 = 1.0 - x; + float y1 = 1.0 - y; + float z1 = 1.0 - z; + return z1 * (y1 * (v0 * x1 + v1 * x) + y * (v2 * x1 + v3 * x)) + + z * (y1 * (v4 * x1 + v5 * x) + y * (v6 * x1 + v7 * x)); +} + +/* Quadrilinear Interpolation. */ +BLI_INLINE float mix(float v0, + float v1, + float v2, + float v3, + float v4, + float v5, + float v6, + float v7, + float v8, + float v9, + float v10, + float v11, + float v12, + float v13, + float v14, + float v15, + float x, + float y, + float z, + float w) +{ + return mix(mix(v0, v1, v2, v3, v4, v5, v6, v7, x, y, z), + mix(v8, v9, v10, v11, v12, v13, v14, v15, x, y, z), + w); +} + +BLI_INLINE float fade(float t) +{ + return t * t * t * (t * (t * 6.0 - 15.0) + 10.0); +} + +BLI_INLINE float negate_if(float value, uint32_t condition) +{ + return (condition != 0u) ? -value : value; +} + +BLI_INLINE float noise_grad(uint32_t hash, float x) +{ + uint32_t h = hash & 15u; + float g = 1u + (h & 7u); + return negate_if(g, h & 8u) * x; +} + +BLI_INLINE float noise_grad(uint32_t hash, float x, float y) +{ + uint32_t h = hash & 7u; + float u = h < 4u ? x : y; + float v = 2.0 * (h < 4u ? y : x); + return negate_if(u, h & 1u) + negate_if(v, h & 2u); +} + +BLI_INLINE float noise_grad(uint32_t hash, float x, float y, float z) +{ + uint32_t h = hash & 15u; + float u = h < 8u ? x : y; + float vt = ((h == 12u) || (h == 14u)) ? x : z; + float v = h < 4u ? y : vt; + return negate_if(u, h & 1u) + negate_if(v, h & 2u); +} + +BLI_INLINE float noise_grad(uint32_t hash, float x, float y, float z, float w) +{ + uint32_t h = hash & 31u; + float u = h < 24u ? x : y; + float v = h < 16u ? y : z; + float s = h < 8u ? z : w; + return negate_if(u, h & 1u) + negate_if(v, h & 2u) + negate_if(s, h & 4u); +} + +BLI_INLINE float floor_fraction(float x, int &i) +{ + i = (int)x - ((x < 0) ? 1 : 0); + return x - i; +} + +BLI_INLINE float perlin_noise(float position) +{ + int X; + + float fx = floor_fraction(position, X); + + float u = fade(fx); + + float r = mix(noise_grad(hash(X), fx), noise_grad(hash(X + 1), fx - 1.0), u); + + return r; +} + +BLI_INLINE float perlin_noise(float2 position) +{ + int X, Y; + + float fx = floor_fraction(position.x, X); + float fy = floor_fraction(position.y, Y); + + float u = fade(fx); + float v = fade(fy); + + float r = mix(noise_grad(hash(X, Y), fx, fy), + noise_grad(hash(X + 1, Y), fx - 1.0, fy), + noise_grad(hash(X, Y + 1), fx, fy - 1.0), + noise_grad(hash(X + 1, Y + 1), fx - 1.0, fy - 1.0), + u, + v); + + return r; +} + +BLI_INLINE float perlin_noise(float3 position) +{ + int X, Y, Z; + + float fx = floor_fraction(position.x, X); + float fy = floor_fraction(position.y, Y); + float fz = floor_fraction(position.z, Z); + + float u = fade(fx); + float v = fade(fy); + float w = fade(fz); + + float r = mix(noise_grad(hash(X, Y, Z), fx, fy, fz), + noise_grad(hash(X + 1, Y, Z), fx - 1, fy, fz), + noise_grad(hash(X, Y + 1, Z), fx, fy - 1, fz), + noise_grad(hash(X + 1, Y + 1, Z), fx - 1, fy - 1, fz), + noise_grad(hash(X, Y, Z + 1), fx, fy, fz - 1), + noise_grad(hash(X + 1, Y, Z + 1), fx - 1, fy, fz - 1), + noise_grad(hash(X, Y + 1, Z + 1), fx, fy - 1, fz - 1), + noise_grad(hash(X + 1, Y + 1, Z + 1), fx - 1, fy - 1, fz - 1), + u, + v, + w); + + return r; +} + +BLI_INLINE float perlin_noise(float4 position) +{ + int X, Y, Z, W; + + float fx = floor_fraction(position.x, X); + float fy = floor_fraction(position.y, Y); + float fz = floor_fraction(position.z, Z); + float fw = floor_fraction(position.w, W); + + float u = fade(fx); + float v = fade(fy); + float t = fade(fz); + float s = fade(fw); + + float r = mix( + noise_grad(hash(X, Y, Z, W), fx, fy, fz, fw), + noise_grad(hash(X + 1, Y, Z, W), fx - 1.0, fy, fz, fw), + noise_grad(hash(X, Y + 1, Z, W), fx, fy - 1.0, fz, fw), + noise_grad(hash(X + 1, Y + 1, Z, W), fx - 1.0, fy - 1.0, fz, fw), + noise_grad(hash(X, Y, Z + 1, W), fx, fy, fz - 1.0, fw), + noise_grad(hash(X + 1, Y, Z + 1, W), fx - 1.0, fy, fz - 1.0, fw), + noise_grad(hash(X, Y + 1, Z + 1, W), fx, fy - 1.0, fz - 1.0, fw), + noise_grad(hash(X + 1, Y + 1, Z + 1, W), fx - 1.0, fy - 1.0, fz - 1.0, fw), + noise_grad(hash(X, Y, Z, W + 1), fx, fy, fz, fw - 1.0), + noise_grad(hash(X + 1, Y, Z, W + 1), fx - 1.0, fy, fz, fw - 1.0), + noise_grad(hash(X, Y + 1, Z, W + 1), fx, fy - 1.0, fz, fw - 1.0), + noise_grad(hash(X + 1, Y + 1, Z, W + 1), fx - 1.0, fy - 1.0, fz, fw - 1.0), + noise_grad(hash(X, Y, Z + 1, W + 1), fx, fy, fz - 1.0, fw - 1.0), + noise_grad(hash(X + 1, Y, Z + 1, W + 1), fx - 1.0, fy, fz - 1.0, fw - 1.0), + noise_grad(hash(X, Y + 1, Z + 1, W + 1), fx, fy - 1.0, fz - 1.0, fw - 1.0), + noise_grad(hash(X + 1, Y + 1, Z + 1, W + 1), fx - 1.0, fy - 1.0, fz - 1.0, fw - 1.0), + u, + v, + t, + s); + + return r; +} + +/* Signed versions of perlin noise in the range [-1, 1]. The scale values were computed + * experimentally by the OSL developers to remap the noise output to the correct range. */ + +float perlin_signed(float position) +{ + return perlin_noise(position) * 0.2500f; +} + +float perlin_signed(float2 position) +{ + return perlin_noise(position) * 0.6616f; +} + +float perlin_signed(float3 position) +{ + return perlin_noise(position) * 0.9820f; +} + +float perlin_signed(float4 position) +{ + return perlin_noise(position) * 0.8344f; +} + +/* Positive versions of perlin noise in the range [0, 1]. */ + +float perlin(float position) +{ + return perlin_signed(position) / 2.0f + 0.5f; +} + +float perlin(float2 position) +{ + return perlin_signed(position) / 2.0f + 0.5f; +} + +float perlin(float3 position) +{ + return perlin_signed(position) / 2.0f + 0.5f; +} + +float perlin(float4 position) +{ + return perlin_signed(position) / 2.0f + 0.5f; +} + +/* Positive fractal perlin noise. */ + +template<typename T> float perlin_fractal_template(T position, float octaves, float roughness) +{ + float fscale = 1.0f; + float amp = 1.0f; + float maxamp = 0.0f; + float sum = 0.0f; + octaves = CLAMPIS(octaves, 0.0f, 16.0f); + int n = static_cast<int>(octaves); + for (int i = 0; i <= n; i++) { + float t = perlin(fscale * position); + sum += t * amp; + maxamp += amp; + amp *= CLAMPIS(roughness, 0.0f, 1.0f); + fscale *= 2.0f; + } + float rmd = octaves - std::floor(octaves); + if (rmd == 0.0f) { + return sum / maxamp; + } + + float t = perlin(fscale * position); + float sum2 = sum + t * amp; + sum /= maxamp; + sum2 /= maxamp + amp; + return (1.0f - rmd) * sum + rmd * sum2; +} + +float perlin_fractal(float position, float octaves, float roughness) +{ + return perlin_fractal_template(position, octaves, roughness); +} + +float perlin_fractal(float2 position, float octaves, float roughness) +{ + return perlin_fractal_template(position, octaves, roughness); +} + +float perlin_fractal(float3 position, float octaves, float roughness) +{ + return perlin_fractal_template(position, octaves, roughness); +} + +float perlin_fractal(float4 position, float octaves, float roughness) +{ + return perlin_fractal_template(position, octaves, roughness); +} + +/* The following offset functions generate random offsets to be added to + * positions to act as a seed since the noise functions don't have seed values. + * The offset's components are in the range [100, 200], not too high to cause + * bad precision and not too small to be noticeable. We use float seed because + * OSL only support float hashes and we need to maintain compatibility with it. + */ + +BLI_INLINE float random_float_offset(float seed) +{ + return 100.0f + hash_to_float(seed) * 100.0f; +} + +BLI_INLINE float2 random_float2_offset(float seed) +{ + return float2(100.0f + hash_to_float(float2(seed, 0.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 1.0f)) * 100.0f); +} + +BLI_INLINE float3 random_float3_offset(float seed) +{ + return float3(100.0f + hash_to_float(float2(seed, 0.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 1.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 2.0f)) * 100.0f); +} + +BLI_INLINE float4 random_float4_offset(float seed) +{ + return float4(100.0f + hash_to_float(float2(seed, 0.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 1.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 2.0f)) * 100.0f, + 100.0f + hash_to_float(float2(seed, 3.0f)) * 100.0f); +} + +/* Perlin noises to be added to the position to distort other noises. */ + +BLI_INLINE float perlin_distortion(float position, float strength) +{ + return perlin_signed(position + random_float_offset(0.0)) * strength; +} + +BLI_INLINE float2 perlin_distortion(float2 position, float strength) +{ + return float2(perlin_signed(position + random_float2_offset(0.0f)) * strength, + perlin_signed(position + random_float2_offset(1.0f)) * strength); +} + +BLI_INLINE float3 perlin_distortion(float3 position, float strength) +{ + return float3(perlin_signed(position + random_float3_offset(0.0f)) * strength, + perlin_signed(position + random_float3_offset(1.0f)) * strength, + perlin_signed(position + random_float3_offset(2.0f)) * strength); +} + +BLI_INLINE float4 perlin_distortion(float4 position, float strength) +{ + return float4(perlin_signed(position + random_float4_offset(0.0f)) * strength, + perlin_signed(position + random_float4_offset(1.0f)) * strength, + perlin_signed(position + random_float4_offset(2.0f)) * strength, + perlin_signed(position + random_float4_offset(3.0f)) * strength); +} + +/* Positive distorted fractal perlin noise. */ + +float perlin_fractal_distorted(float position, float octaves, float roughness, float distortion) +{ + position += perlin_distortion(position, distortion); + return perlin_fractal(position, octaves, roughness); +} + +float perlin_fractal_distorted(float2 position, float octaves, float roughness, float distortion) +{ + position += perlin_distortion(position, distortion); + return perlin_fractal(position, octaves, roughness); +} + +float perlin_fractal_distorted(float3 position, float octaves, float roughness, float distortion) +{ + position += perlin_distortion(position, distortion); + return perlin_fractal(position, octaves, roughness); +} + +float perlin_fractal_distorted(float4 position, float octaves, float roughness, float distortion) +{ + position += perlin_distortion(position, distortion); + return perlin_fractal(position, octaves, roughness); +} + +/* Positive distorted fractal perlin noise that outputs a float3. The arbitrary seeds are for + * compatibility with shading functions. */ + +float3 perlin_float3_fractal_distorted(float position, + float octaves, + float roughness, + float distortion) +{ + position += perlin_distortion(position, distortion); + return float3(perlin_fractal(position, octaves, roughness), + perlin_fractal(position + random_float_offset(1.0f), octaves, roughness), + perlin_fractal(position + random_float_offset(2.0f), octaves, roughness)); +} + +float3 perlin_float3_fractal_distorted(float2 position, + float octaves, + float roughness, + float distortion) +{ + position += perlin_distortion(position, distortion); + return float3(perlin_fractal(position, octaves, roughness), + perlin_fractal(position + random_float2_offset(2.0f), octaves, roughness), + perlin_fractal(position + random_float2_offset(3.0f), octaves, roughness)); +} + +float3 perlin_float3_fractal_distorted(float3 position, + float octaves, + float roughness, + float distortion) +{ + position += perlin_distortion(position, distortion); + return float3(perlin_fractal(position, octaves, roughness), + perlin_fractal(position + random_float3_offset(3.0f), octaves, roughness), + perlin_fractal(position + random_float3_offset(4.0f), octaves, roughness)); +} + +float3 perlin_float3_fractal_distorted(float4 position, + float octaves, + float roughness, + float distortion) +{ + position += perlin_distortion(position, distortion); + return float3(perlin_fractal(position, octaves, roughness), + perlin_fractal(position + random_float4_offset(4.0f), octaves, roughness), + perlin_fractal(position + random_float4_offset(5.0f), octaves, roughness)); +} + +} // namespace blender::noise |