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/*
* ***** BEGIN GPL LICENSE BLOCK *****
*
* 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.
*
* ***** END GPL LICENSE BLOCK *****
*/
#ifndef __NOISE_H__
#define __NOISE_H__
/** \file blender/freestyle/intern/geometry/Noise.h
* \ingroup freestyle
* \brief Class to define Perlin noise
* \author Emmanuel Turquin
* \date 12/01/2004
*/
#include "Geom.h"
#include "../system/FreestyleConfig.h"
#ifdef WITH_CXX_GUARDEDALLOC
#include "MEM_guardedalloc.h"
#endif
using namespace std;
namespace Freestyle {
#define _NOISE_B 0x100
using namespace Geometry;
/*! Class to provide Perlin Noise functionalities */
class Noise
{
public:
/*! Builds a Noise object */
Noise(long seed = -1);
/*! Destructor */
~Noise() {}
/*! Returns a noise value for a 1D element */
float turbulence1(float arg, float freq, float amp, unsigned oct = 4);
/*! Returns a noise value for a 2D element */
float turbulence2(Vec2f& v, float freq, float amp, unsigned oct = 4);
/*! Returns a noise value for a 3D element */
float turbulence3(Vec3f& v, float freq, float amp, unsigned oct = 4);
/*! Returns a smooth noise value for a 1D element */
float smoothNoise1(float arg);
/*! Returns a smooth noise value for a 2D element */
float smoothNoise2(Vec2f& vec);
/*! Returns a smooth noise value for a 3D element */
float smoothNoise3(Vec3f& vec);
private:
int p[_NOISE_B + _NOISE_B + 2];
float g3[_NOISE_B + _NOISE_B + 2][3];
float g2[_NOISE_B + _NOISE_B + 2][2];
float g1[_NOISE_B + _NOISE_B + 2];
/* UNUSED */
// int start;
#ifdef WITH_CXX_GUARDEDALLOC
MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Noise")
#endif
};
} /* namespace Freestyle */
#endif // __NOISE_H__
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