/* SPDX-License-Identifier: GPL-2.0-or-later */ /** \file * \ingroup freestyle * \brief Class to define Perlin noise */ #include #include #include #include #include "BLI_compiler_attrs.h" #include "BLI_rand.h" #include "BLI_sys_types.h" #include "Noise.h" namespace Freestyle { #define SCURVE(a) ((a) * (a) * (3.0 - 2.0 * (a))) #if 0 // XXX Unused # 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 #endif #define BM 0xff #define N 0x1000 #if 0 // XXX Unused # define NP 12 /* 2^N */ # define NM 0xfff #endif #define LERP(t, a, b) ((a) + (t) * ((b) - (a))) #define SETUP(i, b0, b1, r0, r1) \ { \ (t) = (i) + (N); \ (r0) = modff((t), &(u)); \ (r1) = (r0)-1.0; \ (b0) = int(u) & BM; \ (b1) = ((b0) + 1) & BM; \ } \ (void)0 static 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; } static 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, uint 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, uint 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, uint 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 = SCURVE(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; 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 = SCURVE(rx0); sy = SCURVE(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); #undef AT2 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; 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 = SCURVE(rx0); sy = SCURVE(ry0); sz = SCURVE(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); #undef AT3 return LERP(sz, c, d); } Noise::Noise(long seed) { /* Use Blender RNG for repeatable results across platforms. */ RNG *rng = BLI_rng_new(seed); int i, j, k; for (i = 0; i < _NOISE_B; i++) { p[i] = i; g1[i] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B; for (j = 0; j < 2; j++) { g2[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B; } normalize2(g2[i]); for (j = 0; j < 3; j++) { g3[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B; } normalize3(g3[i]); } while (--i) { k = p[i]; p[i] = p[j = BLI_rng_get_int(rng) % _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]; } } BLI_rng_free(rng); } } /* namespace Freestyle */