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/* SPDX-License-Identifier: GPL-2.0-or-later */

#pragma once

#include "BLI_math_vec_types.hh"

namespace blender::noise {

/* -------------------------------------------------------------------- */
/** \name 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);

float2 hash_float_to_float2(float2 k);

float3 hash_float_to_float3(float k);
float3 hash_float_to_float3(float2 k);
float3 hash_float_to_float3(float3 k);
float3 hash_float_to_float3(float4 k);

float4 hash_float_to_float4(float4 k);

/** \} */

/* -------------------------------------------------------------------- */
/** \name 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);

/** \} */

/* -------------------------------------------------------------------- */
/** \name Musgrave Multi Fractal
 * \{ */

/**
 * 1D Ridged Multi-fractal Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_ridged_multi_fractal(
    float co, float H, float lacunarity, float octaves, float offset, float gain);
/**
 * 2D Ridged Multi-fractal Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_ridged_multi_fractal(
    const float2 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
 * 3D Ridged Multi-fractal Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_ridged_multi_fractal(
    const float3 co, float H, float lacunarity, float octaves, float offset, float gain);
/**
 * 4D Ridged Multi-fractal Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
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
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hybrid_multi_fractal(
    float co, float H, float lacunarity, float octaves, float offset, float gain);
/**
 * 2D Hybrid Additive/Multiplicative Multi-fractal Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
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
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
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
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hybrid_multi_fractal(
    const float4 co, float H, float lacunarity, float octaves, float offset, float gain);

/**
 * 1D Musgrave fBm
 *
 * \param H: fractal increment parameter.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_fBm(float co, float H, float lacunarity, float octaves);

/**
 * 2D Musgrave fBm
 *
 * \param H: fractal increment parameter.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_fBm(const float2 co, float H, float lacunarity, float octaves);
/**
 * 3D Musgrave fBm
 *
 * \param H: fractal increment parameter.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_fBm(const float3 co, float H, float lacunarity, float octaves);
/**
 * 4D Musgrave fBm
 *
 * \param H: fractal increment parameter.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_fBm(const float4 co, float H, float lacunarity, float octaves);

/**
 * 1D Musgrave Multi-fractal
 *
 * \param H: highest fractal dimension.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_multi_fractal(float co, float H, float lacunarity, float octaves);
/**
 * 2D Musgrave Multi-fractal
 *
 * \param H: highest fractal dimension.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_multi_fractal(const float2 co, float H, float lacunarity, float octaves);
/**
 * 3D Musgrave Multi-fractal
 *
 * \param H: highest fractal dimension.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_multi_fractal(const float3 co, float H, float lacunarity, float octaves);
/**
 * 4D Musgrave Multi-fractal
 *
 * \param H: highest fractal dimension.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 */
float musgrave_multi_fractal(const float4 co, float H, float lacunarity, float octaves);

/**
 * 1D Musgrave Heterogeneous Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hetero_terrain(float co, float H, float lacunarity, float octaves, float offset);
/**
 * 2D Musgrave Heterogeneous Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hetero_terrain(
    const float2 co, float H, float lacunarity, float octaves, float offset);
/**
 * 3D Musgrave Heterogeneous Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hetero_terrain(
    const float3 co, float H, float lacunarity, float octaves, float offset);
/**
 * 4D Musgrave Heterogeneous Terrain
 *
 * \param H: fractal dimension of the roughest area.
 * \param lacunarity: gap between successive frequencies.
 * \param octaves: number of frequencies in the fBm.
 * \param offset: raises the terrain from `sea level'.
 */
float musgrave_hetero_terrain(
    const float4 co, float H, float lacunarity, float octaves, float offset);

/** \} */

/* -------------------------------------------------------------------- */
/** \name Voronoi Noise
 * \{ */

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,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float2 *r_position);
void voronoi_smooth_f1(const float2 coord,
                       float smoothness,
                       float exponent,
                       float randomness,
                       int metric,
                       float *r_distance,
                       float3 *r_color,
                       float2 *r_position);
void voronoi_f2(const float2 coord,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float2 *r_position);
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,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float3 *r_position);
void voronoi_smooth_f1(const float3 coord,
                       float smoothness,
                       float exponent,
                       float randomness,
                       int metric,
                       float *r_distance,
                       float3 *r_color,
                       float3 *r_position);
void voronoi_f2(const float3 coord,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float3 *r_position);
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,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float4 *r_position);
void voronoi_smooth_f1(const float4 coord,
                       float smoothness,
                       float exponent,
                       float randomness,
                       int metric,
                       float *r_distance,
                       float3 *r_color,
                       float4 *r_position);
void voronoi_f2(const float4 coord,
                float exponent,
                float randomness,
                int metric,
                float *r_distance,
                float3 *r_color,
                float4 *r_position);
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);

/** \} */

}  // namespace blender::noise