diff options
Diffstat (limited to 'source/blender/blenlib/BLI_noise.hh')
-rw-r--r-- | source/blender/blenlib/BLI_noise.hh | 209 |
1 files changed, 73 insertions, 136 deletions
diff --git a/source/blender/blenlib/BLI_noise.hh b/source/blender/blenlib/BLI_noise.hh index 44af2c44f00..4f68ef17ca2 100644 --- a/source/blender/blenlib/BLI_noise.hh +++ b/source/blender/blenlib/BLI_noise.hh @@ -133,12 +133,8 @@ float3 perlin_float3_fractal_distorted(float4 position, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_ridged_multi_fractal(const float co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_ridged_multi_fractal( + float co, float H, float lacunarity, float octaves, float offset, float gain); /** * 2D Ridged Multi-fractal Terrain * @@ -147,12 +143,8 @@ float musgrave_ridged_multi_fractal(const float co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_ridged_multi_fractal(const float2 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_ridged_multi_fractal( + const float2 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 3D Ridged Multi-fractal Terrain * @@ -161,12 +153,8 @@ float musgrave_ridged_multi_fractal(const float2 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_ridged_multi_fractal(const float3 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_ridged_multi_fractal( + const float3 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 4D Ridged Multi-fractal Terrain * @@ -175,12 +163,8 @@ float musgrave_ridged_multi_fractal(const float3 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_ridged_multi_fractal(const float4 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_ridged_multi_fractal( + const float4 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 1D Hybrid Additive/Multiplicative Multi-fractal Terrain @@ -190,12 +174,8 @@ float musgrave_ridged_multi_fractal(const float4 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hybrid_multi_fractal(const float co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_hybrid_multi_fractal( + float co, float H, float lacunarity, float octaves, float offset, float gain); /** * 2D Hybrid Additive/Multiplicative Multi-fractal Terrain * @@ -204,12 +184,8 @@ float musgrave_hybrid_multi_fractal(const float co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hybrid_multi_fractal(const float2 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_hybrid_multi_fractal( + const float2 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 3D Hybrid Additive/Multiplicative Multi-fractal Terrain * @@ -218,12 +194,8 @@ float musgrave_hybrid_multi_fractal(const float2 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hybrid_multi_fractal(const float3 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_hybrid_multi_fractal( + const float3 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 4D Hybrid Additive/Multiplicative Multi-fractal Terrain * @@ -232,12 +204,8 @@ float musgrave_hybrid_multi_fractal(const float3 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hybrid_multi_fractal(const float4 co, - const float H, - const float lacunarity, - const float octaves, - const float offset, - const float gain); +float musgrave_hybrid_multi_fractal( + const float4 co, float H, float lacunarity, float octaves, float offset, float gain); /** * 1D Musgrave fBm @@ -246,7 +214,7 @@ float musgrave_hybrid_multi_fractal(const float4 co, * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_fBm(const float co, const float H, const float lacunarity, const float octaves); +float musgrave_fBm(float co, float H, float lacunarity, float octaves); /** * 2D Musgrave fBm @@ -255,7 +223,7 @@ float musgrave_fBm(const float co, const float H, const float lacunarity, const * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_fBm(const float2 co, const float H, const float lacunarity, const float octaves); +float musgrave_fBm(const float2 co, float H, float lacunarity, float octaves); /** * 3D Musgrave fBm * @@ -263,7 +231,7 @@ float musgrave_fBm(const float2 co, const float H, const float lacunarity, const * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_fBm(const float3 co, const float H, const float lacunarity, const float octaves); +float musgrave_fBm(const float3 co, float H, float lacunarity, float octaves); /** * 4D Musgrave fBm * @@ -271,7 +239,7 @@ float musgrave_fBm(const float3 co, const float H, const float lacunarity, const * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_fBm(const float4 co, const float H, const float lacunarity, const float octaves); +float musgrave_fBm(const float4 co, float H, float lacunarity, float octaves); /** * 1D Musgrave Multi-fractal @@ -280,10 +248,7 @@ float musgrave_fBm(const float4 co, const float H, const float lacunarity, const * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_multi_fractal(const float co, - const float H, - const float lacunarity, - const float octaves); +float musgrave_multi_fractal(float co, float H, float lacunarity, float octaves); /** * 2D Musgrave Multi-fractal * @@ -291,10 +256,7 @@ float musgrave_multi_fractal(const float co, * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_multi_fractal(const float2 co, - const float H, - const float lacunarity, - const float octaves); +float musgrave_multi_fractal(const float2 co, float H, float lacunarity, float octaves); /** * 3D Musgrave Multi-fractal * @@ -302,10 +264,7 @@ float musgrave_multi_fractal(const float2 co, * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_multi_fractal(const float3 co, - const float H, - const float lacunarity, - const float octaves); +float musgrave_multi_fractal(const float3 co, float H, float lacunarity, float octaves); /** * 4D Musgrave Multi-fractal * @@ -313,10 +272,7 @@ float musgrave_multi_fractal(const float3 co, * \param lacunarity: gap between successive frequencies. * \param octaves: number of frequencies in the fBm. */ -float musgrave_multi_fractal(const float4 co, - const float H, - const float lacunarity, - const float octaves); +float musgrave_multi_fractal(const float4 co, float H, float lacunarity, float octaves); /** * 1D Musgrave Heterogeneous Terrain @@ -326,11 +282,7 @@ float musgrave_multi_fractal(const float4 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hetero_terrain(const float co, - const float H, - const float lacunarity, - const float octaves, - const float offset); +float musgrave_hetero_terrain(float co, float H, float lacunarity, float octaves, float offset); /** * 2D Musgrave Heterogeneous Terrain * @@ -339,11 +291,8 @@ float musgrave_hetero_terrain(const float co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hetero_terrain(const float2 co, - const float H, - const float lacunarity, - const float octaves, - const float offset); +float musgrave_hetero_terrain( + const float2 co, float H, float lacunarity, float octaves, float offset); /** * 3D Musgrave Heterogeneous Terrain * @@ -352,11 +301,8 @@ float musgrave_hetero_terrain(const float2 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hetero_terrain(const float3 co, - const float H, - const float lacunarity, - const float octaves, - const float offset); +float musgrave_hetero_terrain( + const float3 co, float H, float lacunarity, float octaves, float offset); /** * 4D Musgrave Heterogeneous Terrain * @@ -365,11 +311,8 @@ float musgrave_hetero_terrain(const float3 co, * \param octaves: number of frequencies in the fBm. * \param offset: raises the terrain from `sea level'. */ -float musgrave_hetero_terrain(const float4 co, - const float H, - const float lacunarity, - const float octaves, - const float offset); +float musgrave_hetero_terrain( + const float4 co, float H, float lacunarity, float octaves, float offset); /** \} */ @@ -377,93 +320,87 @@ float musgrave_hetero_terrain(const float4 co, /** \name Voronoi Noise * \{ */ -void voronoi_f1( - const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w); -void voronoi_smooth_f1(const float w, - const float smoothness, - const float randomness, - float *r_distance, - float3 *r_color, - float *r_w); -void voronoi_f2( - const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w); -void voronoi_distance_to_edge(const float w, const float randomness, float *r_distance); -void voronoi_n_sphere_radius(const float w, const float randomness, float *r_radius); +void voronoi_f1(float w, float randomness, float *r_distance, float3 *r_color, float *r_w); +void voronoi_smooth_f1( + float w, float smoothness, float randomness, float *r_distance, float3 *r_color, float *r_w); +void voronoi_f2(float w, float randomness, float *r_distance, float3 *r_color, float *r_w); +void voronoi_distance_to_edge(float w, float randomness, float *r_distance); +void voronoi_n_sphere_radius(float w, float randomness, float *r_radius); void voronoi_f1(const float2 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float2 *r_position); void voronoi_smooth_f1(const float2 coord, - const float smoothness, - const float exponent, - const float randomness, - const int metric, + float smoothness, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float2 *r_position); void voronoi_f2(const float2 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float2 *r_position); -void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance); -void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius); +void voronoi_distance_to_edge(const float2 coord, float randomness, float *r_distance); +void voronoi_n_sphere_radius(const float2 coord, float randomness, float *r_radius); void voronoi_f1(const float3 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float3 *r_position); void voronoi_smooth_f1(const float3 coord, - const float smoothness, - const float exponent, - const float randomness, - const int metric, + float smoothness, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float3 *r_position); void voronoi_f2(const float3 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float3 *r_position); -void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance); -void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius); +void voronoi_distance_to_edge(const float3 coord, float randomness, float *r_distance); +void voronoi_n_sphere_radius(const float3 coord, float randomness, float *r_radius); void voronoi_f1(const float4 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float4 *r_position); void voronoi_smooth_f1(const float4 coord, - const float smoothness, - const float exponent, - const float randomness, - const int metric, + float smoothness, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float4 *r_position); void voronoi_f2(const float4 coord, - const float exponent, - const float randomness, - const int metric, + float exponent, + float randomness, + int metric, float *r_distance, float3 *r_color, float4 *r_position); -void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance); -void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius); +void voronoi_distance_to_edge(const float4 coord, float randomness, float *r_distance); +void voronoi_n_sphere_radius(const float4 coord, float randomness, float *r_radius); /** \} */ |