These qualifiers were leftovers of the stand alone Freestyle program and not used (set to an empty string) in Blender for years.
91 lines
2.3 KiB
C++
91 lines
2.3 KiB
C++
/*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* ***** END GPL LICENSE BLOCK *****
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*/
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#ifndef __NOISE_H__
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#define __NOISE_H__
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/** \file blender/freestyle/intern/geometry/Noise.h
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* \ingroup freestyle
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* \brief Class to define Perlin noise
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* \author Emmanuel Turquin
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* \date 12/01/2004
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*/
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#include "Geom.h"
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#include "../system/FreestyleConfig.h"
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#ifdef WITH_CXX_GUARDEDALLOC
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#include "MEM_guardedalloc.h"
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#endif
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using namespace std;
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namespace Freestyle {
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#define _NOISE_B 0x100
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using namespace Geometry;
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/*! Class to provide Perlin Noise functionalities */
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class Noise
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{
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public:
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/*! Builds a Noise object */
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Noise(long seed = -1);
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/*! Destructor */
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~Noise() {}
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/*! Returns a noise value for a 1D element */
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float turbulence1(float arg, float freq, float amp, unsigned oct = 4);
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/*! Returns a noise value for a 2D element */
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float turbulence2(Vec2f& v, float freq, float amp, unsigned oct = 4);
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/*! Returns a noise value for a 3D element */
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float turbulence3(Vec3f& v, float freq, float amp, unsigned oct = 4);
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/*! Returns a smooth noise value for a 1D element */
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float smoothNoise1(float arg);
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/*! Returns a smooth noise value for a 2D element */
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float smoothNoise2(Vec2f& vec);
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/*! Returns a smooth noise value for a 3D element */
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float smoothNoise3(Vec3f& vec);
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private:
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int p[_NOISE_B + _NOISE_B + 2];
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float g3[_NOISE_B + _NOISE_B + 2][3];
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float g2[_NOISE_B + _NOISE_B + 2][2];
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float g1[_NOISE_B + _NOISE_B + 2];
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/* UNUSED */
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// int start;
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#ifdef WITH_CXX_GUARDEDALLOC
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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Noise")
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#endif
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};
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} /* namespace Freestyle */
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#endif // __NOISE_H__
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