diff options
Diffstat (limited to 'source/blender/freestyle/intern/geometry/Noise.cpp')
-rwxr-xr-x | source/blender/freestyle/intern/geometry/Noise.cpp | 264 |
1 files changed, 264 insertions, 0 deletions
diff --git a/source/blender/freestyle/intern/geometry/Noise.cpp b/source/blender/freestyle/intern/geometry/Noise.cpp new file mode 100755 index 00000000000..396fc3bbb47 --- /dev/null +++ b/source/blender/freestyle/intern/geometry/Noise.cpp @@ -0,0 +1,264 @@ + +// +// Copyright (C) : Please refer to the COPYRIGHT file distributed +// with this source distribution. +// +// 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +// +/////////////////////////////////////////////////////////////////////////////// + +#include "Noise.h" +# include <stdlib.h> +# include <stdio.h> +# include <math.h> +#include <time.h> + +#define MINX -1000000 +#define MINY MINX +#define MINZ MINX +#define SCURVE(a) ((a)*(a)*(3.0-2.0*(a))) +#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 MAXSIZE 500 +#define nrand() ((float)rand()/(float)RAND_MAX) +#define seednrand(x) srand(x*RAND_MAX) + +#define BM 0xff + +#define N 0x1000 +#define NP 12 /* 2^N */ +#define NM 0xfff + +#define s_curve(t) ( t * t * (3. - 2. * t) ) + +#define lerp(t, a, b) ( a + t * (b - a) ) + +#define setup(i,b0,b1,r0,r1)\ + t = i + N;\ + b0 = ((int)t) & BM;\ + b1 = (b0+1) & BM;\ + r0 = t - (int)t;\ + r1 = r0 - 1.; + +void normalize2(float v[2]) +{ + float s; + + s = sqrt(v[0] * v[0] + v[1] * v[1]); + v[0] = v[0] / s; + v[1] = v[1] / s; +} + +void normalize3(float v[3]) +{ + 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; +} + +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 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 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; +} + +// Noise functions over 1, 2, and 3 dimensions + +float Noise::smoothNoise1(float arg) +{ + int bx0, bx1; + float rx0, rx1, sx, t, u, v, vec; + + vec = arg; + setup(vec, bx0,bx1, rx0,rx1); + + sx = s_curve(rx0); + + u = rx0 * g1[ p[ bx0 ] ]; + v = rx1 * g1[ p[ bx1 ] ]; + + return lerp(sx, u, v); +} + +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; + register int i, j; + + setup(vec.x(), bx0,bx1, rx0,rx1); + setup(vec.y(), by0,by1, ry0,ry1); + + i = p[ bx0 ]; + j = p[ bx1 ]; + + b00 = p[ i + by0 ]; + b10 = p[ j + by0 ]; + b01 = p[ i + by1 ]; + b11 = p[ j + by1 ]; + + sx = s_curve(rx0); + sy = s_curve(ry0); + +#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[ b01 ] ; u = at2(rx0,ry1); + q = g2[ b11 ] ; v = at2(rx1,ry1); + b = lerp(sx, u, v); + + return lerp(sy, a, b); +} + +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; + register int i, j; + + 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 ]; + + b00 = p[ i + by0 ]; + b10 = p[ j + by0 ]; + b01 = p[ i + by1 ]; + b11 = p[ j + by1 ]; + + t = s_curve(rx0); + sy = s_curve(ry0); + sz = s_curve(rz0); + +#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[ 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); + + 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); + + d = lerp(sy, a, b); + + return lerp(sz, c, d); +} + +Noise::Noise() +{ + int i, j, k; + + seednrand(time(NULL)); + 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]; + } +} |