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Diffstat (limited to 'source/blender/blenlib/intern/noise.cc')
-rw-r--r--source/blender/blenlib/intern/noise.cc79
1 files changed, 38 insertions, 41 deletions
diff --git a/source/blender/blenlib/intern/noise.cc b/source/blender/blenlib/intern/noise.cc
index a6ad18801fd..3460c1284fc 100644
--- a/source/blender/blenlib/intern/noise.cc
+++ b/source/blender/blenlib/intern/noise.cc
@@ -50,9 +50,7 @@
#include <cmath>
#include <cstdint>
-#include "BLI_float2.hh"
-#include "BLI_float3.hh"
-#include "BLI_float4.hh"
+#include "BLI_math_vec_types.hh"
#include "BLI_math_base_safe.h"
#include "BLI_noise.hh"
#include "BLI_utildefines.h"
@@ -1469,7 +1467,7 @@ void voronoi_smooth_f1(const float w,
correctionFactor /= 1.0f + 3.0f * smoothness;
if (r_color != nullptr) {
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
- smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
+ smoothColor = math::interpolate(smoothColor, cellColor, h) - correctionFactor;
}
if (r_w != nullptr) {
smoothPosition = mix(smoothPosition, pointPosition, h) - correctionFactor;
@@ -1592,7 +1590,7 @@ static float voronoi_distance(const float2 a,
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
- return float2::distance(a, b);
+ return math::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y);
case NOISE_SHD_VORONOI_CHEBYCHEV:
@@ -1615,7 +1613,7 @@ void voronoi_f1(const float2 coord,
float3 *r_color,
float2 *r_position)
{
- const float2 cellPosition = float2::floor(coord);
+ const float2 cellPosition = math::floor(coord);
const float2 localPosition = coord - cellPosition;
float minDistance = 8.0f;
@@ -1654,7 +1652,7 @@ void voronoi_smooth_f1(const float2 coord,
float3 *r_color,
float2 *r_position)
{
- const float2 cellPosition = float2::floor(coord);
+ const float2 cellPosition = math::floor(coord);
const float2 localPosition = coord - cellPosition;
const float smoothness_clamped = max_ff(smoothness, FLT_MIN);
@@ -1676,11 +1674,10 @@ void voronoi_smooth_f1(const float2 coord,
correctionFactor /= 1.0f + 3.0f * smoothness;
if (r_color != nullptr) {
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
- smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
+ smoothColor = math::interpolate(smoothColor, cellColor, h) - correctionFactor;
}
if (r_position != nullptr) {
- smoothPosition = float2::interpolate(smoothPosition, pointPosition, h) -
- correctionFactor;
+ smoothPosition = math::interpolate(smoothPosition, pointPosition, h) - correctionFactor;
}
}
}
@@ -1704,7 +1701,7 @@ void voronoi_f2(const float2 coord,
float3 *r_color,
float2 *r_position)
{
- const float2 cellPosition = float2::floor(coord);
+ const float2 cellPosition = math::floor(coord);
const float2 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
@@ -1748,7 +1745,7 @@ void voronoi_f2(const float2 coord,
void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance)
{
- const float2 cellPosition = float2::floor(coord);
+ const float2 cellPosition = math::floor(coord);
const float2 localPosition = coord - cellPosition;
float2 vectorToClosest = float2(0.0f, 0.0f);
@@ -1777,7 +1774,7 @@ void voronoi_distance_to_edge(const float2 coord, const float randomness, float
const float2 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v2v2(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v2v2((vectorToClosest + vectorToPoint) / 2.0f,
- perpendicularToEdge.normalized());
+ math::normalize(perpendicularToEdge));
minDistance = std::min(minDistance, distanceToEdge);
}
}
@@ -1787,7 +1784,7 @@ void voronoi_distance_to_edge(const float2 coord, const float randomness, float
void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius)
{
- const float2 cellPosition = float2::floor(coord);
+ const float2 cellPosition = math::floor(coord);
const float2 localPosition = coord - cellPosition;
float2 closestPoint = float2(0.0f, 0.0f);
@@ -1798,7 +1795,7 @@ void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *
const float2 cellOffset = float2(i, j);
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
- const float distanceToPoint = float2::distance(pointPosition, localPosition);
+ const float distanceToPoint = math::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
@@ -1817,14 +1814,14 @@ void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *
const float2 cellOffset = float2(i, j) + closestPointOffset;
const float2 pointPosition = cellOffset +
hash_float_to_float2(cellPosition + cellOffset) * randomness;
- const float distanceToPoint = float2::distance(closestPoint, pointPosition);
+ const float distanceToPoint = math::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
}
}
}
- *r_radius = float2::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+ *r_radius = math::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 3D Voronoi **** */
@@ -1836,7 +1833,7 @@ static float voronoi_distance(const float3 a,
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
- return float3::distance(a, b);
+ return math::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z);
case NOISE_SHD_VORONOI_CHEBYCHEV:
@@ -1860,7 +1857,7 @@ void voronoi_f1(const float3 coord,
float3 *r_color,
float3 *r_position)
{
- const float3 cellPosition = float3::floor(coord);
+ const float3 cellPosition = math::floor(coord);
const float3 localPosition = coord - cellPosition;
float minDistance = 8.0f;
@@ -1902,7 +1899,7 @@ void voronoi_smooth_f1(const float3 coord,
float3 *r_color,
float3 *r_position)
{
- const float3 cellPosition = float3::floor(coord);
+ const float3 cellPosition = math::floor(coord);
const float3 localPosition = coord - cellPosition;
const float smoothness_clamped = max_ff(smoothness, FLT_MIN);
@@ -1925,10 +1922,10 @@ void voronoi_smooth_f1(const float3 coord,
correctionFactor /= 1.0f + 3.0f * smoothness;
if (r_color != nullptr) {
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
- smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
+ smoothColor = math::interpolate(smoothColor, cellColor, h) - correctionFactor;
}
if (r_position != nullptr) {
- smoothPosition = float3::interpolate(smoothPosition, pointPosition, h) -
+ smoothPosition = math::interpolate(smoothPosition, pointPosition, h) -
correctionFactor;
}
}
@@ -1954,7 +1951,7 @@ void voronoi_f2(const float3 coord,
float3 *r_color,
float3 *r_position)
{
- const float3 cellPosition = float3::floor(coord);
+ const float3 cellPosition = math::floor(coord);
const float3 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
@@ -2000,7 +1997,7 @@ void voronoi_f2(const float3 coord,
void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance)
{
- const float3 cellPosition = float3::floor(coord);
+ const float3 cellPosition = math::floor(coord);
const float3 localPosition = coord - cellPosition;
float3 vectorToClosest = float3(0.0f, 0.0f, 0.0f);
@@ -2032,7 +2029,7 @@ void voronoi_distance_to_edge(const float3 coord, const float randomness, float
const float3 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v3v3(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v3v3((vectorToClosest + vectorToPoint) / 2.0f,
- perpendicularToEdge.normalized());
+ math::normalize(perpendicularToEdge));
minDistance = std::min(minDistance, distanceToEdge);
}
}
@@ -2043,7 +2040,7 @@ void voronoi_distance_to_edge(const float3 coord, const float randomness, float
void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius)
{
- const float3 cellPosition = float3::floor(coord);
+ const float3 cellPosition = math::floor(coord);
const float3 localPosition = coord - cellPosition;
float3 closestPoint = float3(0.0f, 0.0f, 0.0f);
@@ -2055,7 +2052,7 @@ void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *
const float3 cellOffset = float3(i, j, k);
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
- const float distanceToPoint = float3::distance(pointPosition, localPosition);
+ const float distanceToPoint = math::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
@@ -2076,7 +2073,7 @@ void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *
const float3 cellOffset = float3(i, j, k) + closestPointOffset;
const float3 pointPosition = cellOffset +
hash_float_to_float3(cellPosition + cellOffset) * randomness;
- const float distanceToPoint = float3::distance(closestPoint, pointPosition);
+ const float distanceToPoint = math::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
@@ -2084,7 +2081,7 @@ void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *
}
}
}
- *r_radius = float3::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+ *r_radius = math::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/* **** 4D Voronoi **** */
@@ -2096,7 +2093,7 @@ static float voronoi_distance(const float4 a,
{
switch (metric) {
case NOISE_SHD_VORONOI_EUCLIDEAN:
- return float4::distance(a, b);
+ return math::distance(a, b);
case NOISE_SHD_VORONOI_MANHATTAN:
return fabsf(a.x - b.x) + fabsf(a.y - b.y) + fabsf(a.z - b.z) + fabsf(a.w - b.w);
case NOISE_SHD_VORONOI_CHEBYCHEV:
@@ -2121,7 +2118,7 @@ void voronoi_f1(const float4 coord,
float3 *r_color,
float4 *r_position)
{
- const float4 cellPosition = float4::floor(coord);
+ const float4 cellPosition = math::floor(coord);
const float4 localPosition = coord - cellPosition;
float minDistance = 8.0f;
@@ -2166,7 +2163,7 @@ void voronoi_smooth_f1(const float4 coord,
float3 *r_color,
float4 *r_position)
{
- const float4 cellPosition = float4::floor(coord);
+ const float4 cellPosition = math::floor(coord);
const float4 localPosition = coord - cellPosition;
const float smoothness_clamped = max_ff(smoothness, FLT_MIN);
@@ -2191,10 +2188,10 @@ void voronoi_smooth_f1(const float4 coord,
correctionFactor /= 1.0f + 3.0f * smoothness;
if (r_color != nullptr) {
const float3 cellColor = hash_float_to_float3(cellPosition + cellOffset);
- smoothColor = float3::interpolate(smoothColor, cellColor, h) - correctionFactor;
+ smoothColor = math::interpolate(smoothColor, cellColor, h) - correctionFactor;
}
if (r_position != nullptr) {
- smoothPosition = float4::interpolate(smoothPosition, pointPosition, h) -
+ smoothPosition = math::interpolate(smoothPosition, pointPosition, h) -
correctionFactor;
}
}
@@ -2221,7 +2218,7 @@ void voronoi_f2(const float4 coord,
float3 *r_color,
float4 *r_position)
{
- const float4 cellPosition = float4::floor(coord);
+ const float4 cellPosition = math::floor(coord);
const float4 localPosition = coord - cellPosition;
float distanceF1 = 8.0f;
@@ -2270,7 +2267,7 @@ void voronoi_f2(const float4 coord,
void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance)
{
- const float4 cellPosition = float4::floor(coord);
+ const float4 cellPosition = math::floor(coord);
const float4 localPosition = coord - cellPosition;
float4 vectorToClosest = float4(0.0f, 0.0f, 0.0f, 0.0f);
@@ -2307,7 +2304,7 @@ void voronoi_distance_to_edge(const float4 coord, const float randomness, float
const float4 perpendicularToEdge = vectorToPoint - vectorToClosest;
if (dot_v4v4(perpendicularToEdge, perpendicularToEdge) > 0.0001f) {
const float distanceToEdge = dot_v4v4((vectorToClosest + vectorToPoint) / 2.0f,
- float4::normalize(perpendicularToEdge));
+ math::normalize(perpendicularToEdge));
minDistance = std::min(minDistance, distanceToEdge);
}
}
@@ -2319,7 +2316,7 @@ void voronoi_distance_to_edge(const float4 coord, const float randomness, float
void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius)
{
- const float4 cellPosition = float4::floor(coord);
+ const float4 cellPosition = math::floor(coord);
const float4 localPosition = coord - cellPosition;
float4 closestPoint = float4(0.0f, 0.0f, 0.0f, 0.0f);
@@ -2333,7 +2330,7 @@ void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
- const float distanceToPoint = float4::distance(pointPosition, localPosition);
+ const float distanceToPoint = math::distance(pointPosition, localPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPoint = pointPosition;
@@ -2357,7 +2354,7 @@ void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *
const float4 pointPosition = cellOffset +
hash_float_to_float4(cellPosition + cellOffset) *
randomness;
- const float distanceToPoint = float4::distance(closestPoint, pointPosition);
+ const float distanceToPoint = math::distance(closestPoint, pointPosition);
if (distanceToPoint < minDistance) {
minDistance = distanceToPoint;
closestPointToClosestPoint = pointPosition;
@@ -2366,7 +2363,7 @@ void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *
}
}
}
- *r_radius = float4::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
+ *r_radius = math::distance(closestPointToClosestPoint, closestPoint) / 2.0f;
}
/** \} */