* Replace license text in headers with SPDX identifiers. * Remove specific license info from outdated readme.txt, instead leave details to the source files. * Add list of SPDX license identifiers used, and corresponding license texts. * Update copyright dates while we're at it. Ref D14069, T95597
190 lines
4.0 KiB
C
190 lines
4.0 KiB
C
/* SPDX-License-Identifier: Apache-2.0
|
|
* Copyright 2011-2022 Blender Foundation */
|
|
|
|
#include "vector2.h"
|
|
#include "vector4.h"
|
|
|
|
#define vector3 point
|
|
|
|
float safe_noise(float p)
|
|
{
|
|
float f = noise("noise", p);
|
|
if (isinf(f))
|
|
return 0.5;
|
|
return f;
|
|
}
|
|
|
|
float safe_noise(vector2 p)
|
|
{
|
|
float f = noise("noise", p.x, p.y);
|
|
if (isinf(f))
|
|
return 0.5;
|
|
return f;
|
|
}
|
|
|
|
float safe_noise(vector3 p)
|
|
{
|
|
float f = noise("noise", p);
|
|
if (isinf(f))
|
|
return 0.5;
|
|
return f;
|
|
}
|
|
|
|
float safe_noise(vector4 p)
|
|
{
|
|
float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
|
|
if (isinf(f))
|
|
return 0.5;
|
|
return f;
|
|
}
|
|
|
|
float safe_snoise(float p)
|
|
{
|
|
float f = noise("snoise", p);
|
|
if (isinf(f))
|
|
return 0.0;
|
|
return f;
|
|
}
|
|
|
|
float safe_snoise(vector2 p)
|
|
{
|
|
float f = noise("snoise", p.x, p.y);
|
|
if (isinf(f))
|
|
return 0.0;
|
|
return f;
|
|
}
|
|
|
|
float safe_snoise(vector3 p)
|
|
{
|
|
float f = noise("snoise", p);
|
|
if (isinf(f))
|
|
return 0.0;
|
|
return f;
|
|
}
|
|
|
|
float safe_snoise(vector4 p)
|
|
{
|
|
float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
|
|
if (isinf(f))
|
|
return 0.0;
|
|
return f;
|
|
}
|
|
|
|
/* The fractal_noise functions are all exactly the same except for the input type. */
|
|
float fractal_noise(float p, float details, float roughness)
|
|
{
|
|
float fscale = 1.0;
|
|
float amp = 1.0;
|
|
float maxamp = 0.0;
|
|
float sum = 0.0;
|
|
float octaves = clamp(details, 0.0, 15.0);
|
|
int n = (int)octaves;
|
|
for (int i = 0; i <= n; i++) {
|
|
float t = safe_noise(fscale * p);
|
|
sum += t * amp;
|
|
maxamp += amp;
|
|
amp *= clamp(roughness, 0.0, 1.0);
|
|
fscale *= 2.0;
|
|
}
|
|
float rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0) {
|
|
float t = safe_noise(fscale * p);
|
|
float sum2 = sum + t * amp;
|
|
sum /= maxamp;
|
|
sum2 /= maxamp + amp;
|
|
return (1.0 - rmd) * sum + rmd * sum2;
|
|
}
|
|
else {
|
|
return sum / maxamp;
|
|
}
|
|
}
|
|
|
|
/* The fractal_noise functions are all exactly the same except for the input type. */
|
|
float fractal_noise(vector2 p, float details, float roughness)
|
|
{
|
|
float fscale = 1.0;
|
|
float amp = 1.0;
|
|
float maxamp = 0.0;
|
|
float sum = 0.0;
|
|
float octaves = clamp(details, 0.0, 15.0);
|
|
int n = (int)octaves;
|
|
for (int i = 0; i <= n; i++) {
|
|
float t = safe_noise(fscale * p);
|
|
sum += t * amp;
|
|
maxamp += amp;
|
|
amp *= clamp(roughness, 0.0, 1.0);
|
|
fscale *= 2.0;
|
|
}
|
|
float rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0) {
|
|
float t = safe_noise(fscale * p);
|
|
float sum2 = sum + t * amp;
|
|
sum /= maxamp;
|
|
sum2 /= maxamp + amp;
|
|
return (1.0 - rmd) * sum + rmd * sum2;
|
|
}
|
|
else {
|
|
return sum / maxamp;
|
|
}
|
|
}
|
|
|
|
/* The fractal_noise functions are all exactly the same except for the input type. */
|
|
float fractal_noise(vector3 p, float details, float roughness)
|
|
{
|
|
float fscale = 1.0;
|
|
float amp = 1.0;
|
|
float maxamp = 0.0;
|
|
float sum = 0.0;
|
|
float octaves = clamp(details, 0.0, 15.0);
|
|
int n = (int)octaves;
|
|
for (int i = 0; i <= n; i++) {
|
|
float t = safe_noise(fscale * p);
|
|
sum += t * amp;
|
|
maxamp += amp;
|
|
amp *= clamp(roughness, 0.0, 1.0);
|
|
fscale *= 2.0;
|
|
}
|
|
float rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0) {
|
|
float t = safe_noise(fscale * p);
|
|
float sum2 = sum + t * amp;
|
|
sum /= maxamp;
|
|
sum2 /= maxamp + amp;
|
|
return (1.0 - rmd) * sum + rmd * sum2;
|
|
}
|
|
else {
|
|
return sum / maxamp;
|
|
}
|
|
}
|
|
|
|
/* The fractal_noise functions are all exactly the same except for the input type. */
|
|
float fractal_noise(vector4 p, float details, float roughness)
|
|
{
|
|
float fscale = 1.0;
|
|
float amp = 1.0;
|
|
float maxamp = 0.0;
|
|
float sum = 0.0;
|
|
float octaves = clamp(details, 0.0, 15.0);
|
|
int n = (int)octaves;
|
|
for (int i = 0; i <= n; i++) {
|
|
float t = safe_noise(fscale * p);
|
|
sum += t * amp;
|
|
maxamp += amp;
|
|
amp *= clamp(roughness, 0.0, 1.0);
|
|
fscale *= 2.0;
|
|
}
|
|
float rmd = octaves - floor(octaves);
|
|
if (rmd != 0.0) {
|
|
float t = safe_noise(fscale * p);
|
|
float sum2 = sum + t * amp;
|
|
sum /= maxamp;
|
|
sum2 /= maxamp + amp;
|
|
return (1.0 - rmd) * sum + rmd * sum2;
|
|
}
|
|
else {
|
|
return sum / maxamp;
|
|
}
|
|
}
|
|
|
|
#undef vector3
|