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.
69 lines
1.5 KiB
C++
69 lines
1.5 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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#pragma once
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/** \file
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* \ingroup freestyle
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* \brief Class to define Perlin noise
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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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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, uint 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, uint 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, uint 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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