195 lines
4.6 KiB
C
195 lines
4.6 KiB
C
/* SPDX-FileCopyrightText: 2011-2022 Blender Foundation
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*
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* SPDX-License-Identifier: Apache-2.0 */
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#include "vector2.h"
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#include "vector4.h"
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#define vector3 point
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float safe_noise(float p)
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{
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float f = noise("noise", p);
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if (isinf(f)) {
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return 0.5;
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}
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return f;
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}
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float safe_noise(vector2 p)
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{
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float f = noise("noise", p.x, p.y);
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if (isinf(f)) {
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return 0.5;
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}
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return f;
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}
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float safe_noise(vector3 p)
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{
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float f = noise("noise", p);
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if (isinf(f)) {
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return 0.5;
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}
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return f;
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}
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float safe_noise(vector4 p)
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{
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float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
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if (isinf(f)) {
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return 0.5;
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}
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return f;
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}
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float safe_snoise(float p)
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{
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float f = noise("snoise", p);
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if (isinf(f)) {
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return 0.0;
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}
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return f;
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}
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float safe_snoise(vector2 p)
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{
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float f = noise("snoise", p.x, p.y);
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if (isinf(f)) {
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return 0.0;
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}
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return f;
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}
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float safe_snoise(vector3 p)
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{
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float f = noise("snoise", p);
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if (isinf(f)) {
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return 0.0;
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}
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return f;
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}
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float safe_snoise(vector4 p)
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{
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float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
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if (isinf(f)) {
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return 0.0;
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}
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return f;
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(float p, float details, float roughness, float lacunarity, int use_normalize)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float maxamp = 0.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 15.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_snoise(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0, 1.0);
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fscale *= lacunarity;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_snoise(fscale * p);
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float sum2 = sum + t * amp;
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return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
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mix(sum, sum2, rmd);
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}
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else {
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return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector2 p, float details, float roughness, float lacunarity, int use_normalize)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float maxamp = 0.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 15.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_snoise(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0, 1.0);
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fscale *= lacunarity;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_snoise(fscale * p);
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float sum2 = sum + t * amp;
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return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
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mix(sum, sum2, rmd);
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}
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else {
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return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector3 p, float details, float roughness, float lacunarity, int use_normalize)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float maxamp = 0.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 15.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_snoise(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0, 1.0);
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fscale *= lacunarity;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_snoise(fscale * p);
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float sum2 = sum + t * amp;
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return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
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mix(sum, sum2, rmd);
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}
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else {
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return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector4 p, float details, float roughness, float lacunarity, int use_normalize)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float maxamp = 0.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 15.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_snoise(fscale * p);
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sum += t * amp;
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maxamp += amp;
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amp *= clamp(roughness, 0.0, 1.0);
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fscale *= lacunarity;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_snoise(fscale * p);
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float sum2 = sum + t * amp;
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return use_normalize ? mix(0.5 * sum / maxamp + 0.5, 0.5 * sum2 / (maxamp + amp) + 0.5, rmd) :
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mix(sum, sum2, rmd);
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}
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else {
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return use_normalize ? 0.5 * sum / maxamp + 0.5 : sum;
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}
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}
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#undef vector3
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