This repository has been archived on 2023-10-09. You can view files and clone it. You cannot open issues or pull requests or push a commit.
Files
blender-archive/source/blender/freestyle/intern/geometry/Noise.cpp

279 lines
5.7 KiB
C++

/*
* ***** 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 *****
*/
/** \file blender/freestyle/intern/geometry/Noise.cpp
* \ingroup freestyle
* \brief Class to define Perlin noise
* \author Emmanuel Turquin
* \date 12/01/2004
*/
#include <math.h>
#include <stdio.h>
#include <stdlib.h>
#include <time.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
#define NRAND() ((float)rand() / (float)RAND_MAX)
#endif
#define SEEDNRAND(x) (srand(x * RAND_MAX))
#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, unsigned 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, unsigned 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, unsigned 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)
{
int i, j, k;
SEEDNRAND((seed < 0) ? time(NULL) : seed);
for (i = 0 ; i < _NOISE_B ; i++) {
p[i] = i;
g1[i] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
for (j = 0 ; j < 2 ; j++)
g2[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
normalize2(g2[i]);
for (j = 0 ; j < 3 ; j++)
g3[i][j] = (float)((rand() % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
normalize3(g3[i]);
}
while (--i) {
k = p[i];
p[i] = p[j = rand() % _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];
}
}
} /* namespace Freestyle */