This implements the proposal from #124512. For that it contains the following changes: * Remove the global override of `new`/`delete` when `WITH_CXX_GUARDEDALLOC` was enabled. * Always use `MEM_CXX_CLASS_ALLOC_FUNCS` where it is currently used. This used to be guarded by `WITH_CXX_GUARDEDALLOC` in some but not all cases. This means that a few classes which didn't use our guarded allocator by default before, are now using it. Pull Request: https://projects.blender.org/blender/blender/pulls/130181
65 lines
1.4 KiB
C++
65 lines
1.4 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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#include "MEM_guardedalloc.h"
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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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MEM_CXX_CLASS_ALLOC_FUNCS("Freestyle:Noise")
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};
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} /* namespace Freestyle */
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