Files
test/source/blender/freestyle/intern/geometry/Noise.h
Campbell Barton e955c94ed3 License Headers: Set copyright to "Blender Authors", add AUTHORS
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.

While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.

Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.

Some directories in `./intern/` have also been excluded:

- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.

An "AUTHORS" file has been added, using the chromium projects authors
file as a template.

Design task: #110784

Ref !110783.
2023-08-16 00:20:26 +10:00

69 lines
1.5 KiB
C++

/* SPDX-FileCopyrightText: 2023 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
#pragma once
/** \file
* \ingroup freestyle
* \brief Class to define Perlin noise
*/
#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, uint oct = 4);
/** Returns a noise value for a 2D element */
float turbulence2(Vec2f &v, float freq, float amp, uint oct = 4);
/** Returns a noise value for a 3D element */
float turbulence3(Vec3f &v, float freq, float amp, uint 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 */