Welcome to mirror list, hosted at ThFree Co, Russian Federation.

BLI_noise.hh « blenlib « blender « source - git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 93980e3569eb87976597a1f6a603d7cf310cb7e2 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
/*
 * 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 {

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

void voronoi_f1(
    const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
void voronoi_smooth_f1(const float w,
                       const float smoothness,
                       const float randomness,
                       float *r_distance,
                       float3 *r_color,
                       float *r_w);
void voronoi_f2(
    const float w, const float randomness, float *r_distance, float3 *r_color, float *r_w);
void voronoi_distance_to_edge(const float w, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float w, const float randomness, float *r_radius);

void voronoi_f1(const float2 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float2 *r_position);
void voronoi_smooth_f1(const float2 coord,
                       const float smoothness,
                       const float exponent,
                       const float randomness,
                       const int metric,
                       float *r_distance,
                       float3 *r_color,
                       float2 *r_position);
void voronoi_f2(const float2 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float2 *r_position);
void voronoi_distance_to_edge(const float2 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float2 coord, const float randomness, float *r_radius);

void voronoi_f1(const float3 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float3 *r_position);
void voronoi_smooth_f1(const float3 coord,
                       const float smoothness,
                       const float exponent,
                       const float randomness,
                       const int metric,
                       float *r_distance,
                       float3 *r_color,
                       float3 *r_position);
void voronoi_f2(const float3 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float3 *r_position);
void voronoi_distance_to_edge(const float3 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float3 coord, const float randomness, float *r_radius);

void voronoi_f1(const float4 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float4 *r_position);
void voronoi_smooth_f1(const float4 coord,
                       const float smoothness,
                       const float exponent,
                       const float randomness,
                       const int metric,
                       float *r_distance,
                       float3 *r_color,
                       float4 *r_position);
void voronoi_f2(const float4 coord,
                const float exponent,
                const float randomness,
                const int metric,
                float *r_distance,
                float3 *r_color,
                float4 *r_position);
void voronoi_distance_to_edge(const float4 coord, const float randomness, float *r_distance);
void voronoi_n_sphere_radius(const float4 coord, const float randomness, float *r_radius);

/** \} */

}  // namespace blender::noise