/* * 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 { /* -------------------------------------------------------------------- * Hash functions. * Create a randomized hash from the given inputs. Contrary to hash functions in `BLI_hash.hh` * these functions produce better randomness but are more expensive to compute. */ /* Hash integers to `uint32_t`. */ uint32_t hash(uint32_t kx); uint32_t hash(uint32_t kx, uint32_t ky); uint32_t hash(uint32_t kx, uint32_t ky, uint32_t kz); uint32_t hash(uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw); /* Hash floats to `uint32_t`. */ uint32_t hash_float(float kx); uint32_t hash_float(float2 k); uint32_t hash_float(float3 k); uint32_t hash_float(float4 k); /* Hash integers to `float` between 0 and 1. */ float hash_to_float(uint32_t kx); float hash_to_float(uint32_t kx, uint32_t ky); float hash_to_float(uint32_t kx, uint32_t ky, uint32_t kz); float hash_to_float(uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw); /* Hash floats to `float` between 0 and 1. */ float hash_float_to_float(float k); float hash_float_to_float(float2 k); float hash_float_to_float(float3 k); float hash_float_to_float(float4 k); /* -------------------------------------------------------------------- * Perlin 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