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.
271 lines
5.2 KiB
C++
271 lines
5.2 KiB
C++
/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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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 <cmath>
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#include <cstdio>
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#include <cstdlib>
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#include <ctime>
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#include "BLI_compiler_attrs.h"
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#include "BLI_rand.h"
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#include "BLI_sys_types.h"
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#include "Noise.h"
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namespace Freestyle {
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#define SCURVE(a) ((a) * (a) * (3.0 - 2.0 * (a)))
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#if 0 // XXX Unused
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# define REALSCALE (2.0 / 65536.0)
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# define NREALSCALE (2.0 / 4096.0)
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# define HASH3D(a, b, c) hashTable[hashTable[hashTable[(a)&0xfff] ^ ((b)&0xfff)] ^ ((c)&0xfff)]
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# define HASH(a, b, c) (xtab[(xtab[(xtab[(a)&0xff] ^ (b)) & 0xff] ^ (c)) & 0xff] & 0xff)
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# define INCRSUM(m, s, x, y, z) \
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((s) * (RTable[m] * 0.5 + RTable[m + 1] * (x) + RTable[m + 2] * (y) + RTable[m + 3] * (z)))
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# define MAXSIZE 500
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#endif
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#define BM 0xff
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#define N 0x1000
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#if 0 // XXX Unused
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# define NP 12 /* 2^N */
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# define NM 0xfff
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#endif
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#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))
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#define SETUP(i, b0, b1, r0, r1) \
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{ \
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(t) = (i) + (N); \
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(r0) = modff((t), &(u)); \
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(r1) = (r0)-1.0; \
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(b0) = int(u) & BM; \
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(b1) = ((b0) + 1) & BM; \
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} \
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(void)0
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static void normalize2(float v[2])
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{
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float s;
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s = sqrt(v[0] * v[0] + v[1] * v[1]);
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v[0] = v[0] / s;
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v[1] = v[1] / s;
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}
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static void normalize3(float v[3])
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{
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float s;
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s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
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v[0] = v[0] / s;
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v[1] = v[1] / s;
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v[2] = v[2] / s;
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}
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float Noise::turbulence1(float arg, float freq, float amp, uint oct)
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{
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float t;
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float vec;
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for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
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vec = freq * arg;
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t += smoothNoise1(vec) * amp;
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}
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return t;
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}
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float Noise::turbulence2(Vec2f &v, float freq, float amp, uint oct)
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{
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float t;
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Vec2f vec;
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for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
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vec.x() = freq * v.x();
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vec.y() = freq * v.y();
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t += smoothNoise2(vec) * amp;
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}
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return t;
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}
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float Noise::turbulence3(Vec3f &v, float freq, float amp, uint oct)
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{
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float t;
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Vec3f vec;
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for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
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vec.x() = freq * v.x();
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vec.y() = freq * v.y();
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vec.z() = freq * v.z();
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t += smoothNoise3(vec) * amp;
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}
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return t;
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}
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// Noise functions over 1, 2, and 3 dimensions
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float Noise::smoothNoise1(float arg)
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{
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int bx0, bx1;
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float rx0, rx1, sx, t, u, v, vec;
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vec = arg;
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SETUP(vec, bx0, bx1, rx0, rx1);
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sx = SCURVE(rx0);
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u = rx0 * g1[p[bx0]];
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v = rx1 * g1[p[bx1]];
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return LERP(sx, u, v);
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}
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float Noise::smoothNoise2(Vec2f &vec)
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{
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int bx0, bx1, by0, by1, b00, b10, b01, b11;
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float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
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int i, j;
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SETUP(vec.x(), bx0, bx1, rx0, rx1);
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SETUP(vec.y(), by0, by1, ry0, ry1);
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i = p[bx0];
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j = p[bx1];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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sx = SCURVE(rx0);
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sy = SCURVE(ry0);
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#define AT2(rx, ry) ((rx)*q[0] + (ry)*q[1])
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q = g2[b00];
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u = AT2(rx0, ry0);
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q = g2[b10];
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v = AT2(rx1, ry0);
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a = LERP(sx, u, v);
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q = g2[b01];
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u = AT2(rx0, ry1);
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q = g2[b11];
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v = AT2(rx1, ry1);
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b = LERP(sx, u, v);
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#undef AT2
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return LERP(sy, a, b);
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}
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float Noise::smoothNoise3(Vec3f &vec)
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{
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int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
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float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
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int i, j;
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SETUP(vec.x(), bx0, bx1, rx0, rx1);
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SETUP(vec.y(), by0, by1, ry0, ry1);
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SETUP(vec.z(), bz0, bz1, rz0, rz1);
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i = p[bx0];
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j = p[bx1];
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b00 = p[i + by0];
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b10 = p[j + by0];
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b01 = p[i + by1];
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b11 = p[j + by1];
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t = SCURVE(rx0);
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sy = SCURVE(ry0);
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sz = SCURVE(rz0);
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#define AT3(rx, ry, rz) ((rx)*q[0] + (ry)*q[1] + (rz)*q[2])
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q = g3[b00 + bz0];
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u = AT3(rx0, ry0, rz0);
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q = g3[b10 + bz0];
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v = AT3(rx1, ry0, rz0);
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a = LERP(t, u, v);
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q = g3[b01 + bz0];
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u = AT3(rx0, ry1, rz0);
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q = g3[b11 + bz0];
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v = AT3(rx1, ry1, rz0);
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b = LERP(t, u, v);
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c = LERP(sy, a, b);
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q = g3[b00 + bz1];
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u = AT3(rx0, ry0, rz1);
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q = g3[b10 + bz1];
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v = AT3(rx1, ry0, rz1);
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a = LERP(t, u, v);
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q = g3[b01 + bz1];
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u = AT3(rx0, ry1, rz1);
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q = g3[b11 + bz1];
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v = AT3(rx1, ry1, rz1);
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b = LERP(t, u, v);
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d = LERP(sy, a, b);
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#undef AT3
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return LERP(sz, c, d);
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}
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Noise::Noise(long seed)
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{
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/* Use Blender RNG for repeatable results across platforms. */
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RNG *rng = BLI_rng_new(seed);
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int i, j, k;
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for (i = 0; i < _NOISE_B; i++) {
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p[i] = i;
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g1[i] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
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for (j = 0; j < 2; j++) {
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g2[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
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}
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normalize2(g2[i]);
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for (j = 0; j < 3; j++) {
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g3[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
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}
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normalize3(g3[i]);
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}
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while (--i) {
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k = p[i];
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p[i] = p[j = BLI_rng_get_int(rng) % _NOISE_B];
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p[j] = k;
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}
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for (i = 0; i < _NOISE_B + 2; i++) {
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p[_NOISE_B + i] = p[i];
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g1[_NOISE_B + i] = g1[i];
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for (j = 0; j < 2; j++) {
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g2[_NOISE_B + i][j] = g2[i][j];
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}
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for (j = 0; j < 3; j++) {
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g3[_NOISE_B + i][j] = g3[i][j];
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}
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}
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BLI_rng_free(rng);
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}
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} /* namespace Freestyle */
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