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📄 fbm.c

📁 Linux下的基于X11的图形开发环境。
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/*****************************************************************  Implementation of the fractional Brownian motion algorithm. These  functions were originally the work of F. Kenton Musgrave.  For documentation of the different functions please refer to the  book:   "Texturing and modeling: a procedural approach"  by David S. Ebert et. al.******************************************************************/#if defined (_MSC_VER)#include <qglobal.h>#endif#include <time.h>#include <stdlib.h>#include "fbm.h"#if defined(Q_CC_MSVC)#pragma warning(disable:4244)#endif/* Definitions used by the noise2() functions */#define B 0x100#define BM 0xff#define N 0x1000#define NP 12   /* 2^N */#define NM 0xfffstatic int   p[B + B + 2];static float g3[B + B + 2][3];static float g2[B + B + 2][2];static float g1[B + B + 2];static int   start = 1;static void init(void);#define s_curve(t) ( t * t * (3. - 2. * t) )#define lerp(t, a, b) ( a + t * (b - a) )#define setup(i,b0,b1,r0,r1)\	t = vec[i] + N;\	b0 = ((int)t) & BM;\	b1 = (b0+1) & BM;\	r0 = t - (int)t;\	r1 = r0 - 1.;#define at3(rx,ry,rz) ( rx * q[0] + ry * q[1] + rz * q[2] )/* Fractional Brownian Motion function */double fBm( Vector point, double H, double lacunarity, double octaves,	    int init ){    double            value, frequency, remainder;    int               i;    static double     exponent_array[10];    float             vec[3];    /* precompute and store spectral weights */    if ( init ) {	start = 1;	srand( time(0) );	/* seize required memory for exponent_array */	frequency = 1.0;	for (i=0; i<=octaves; i++) {	    /* compute weight for each frequency */	    exponent_array[i] = pow( frequency, -H );	    frequency *= lacunarity;	}    }    value = 0.0;            /* initialize vars to proper values */    frequency = 1.0;    vec[0]=point.x;    vec[1]=point.y;    vec[2]=point.z;    /* inner loop of spectral construction */    for (i=0; i<octaves; i++) {	/* value += noise3( vec ) * exponent_array[i];*/	value += noise3( vec ) * exponent_array[i];	vec[0] *= lacunarity;	vec[1] *= lacunarity;	vec[2] *= lacunarity;    } /* for */    remainder = octaves - (int)octaves;    if ( remainder )      /* add in ``octaves''  remainder */	/* ``i''  and spatial freq. are preset in loop above */	value += remainder * noise3( vec ) * exponent_array[i];    return( value );} /* fBm() */static float noise3(float vec[3]){    int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;    float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;    register int i, j;    if (start) {	start = 0;	init();    }    setup(0, bx0,bx1, rx0,rx1);    setup(1, by0,by1, ry0,ry1);    setup(2, bz0,bz1, rz0,rz1);    i = p[ bx0 ];    j = p[ bx1 ];    b00 = p[ i + by0 ];    b10 = p[ j + by0 ];    b01 = p[ i + by1 ];    b11 = p[ j + by1 ];    t  = s_curve(rx0);    sy = s_curve(ry0);    sz = s_curve(rz0);    q = g3[ b00 + bz0 ] ; u = at3(rx0,ry0,rz0);    q = g3[ b10 + bz0 ] ; v = at3(rx1,ry0,rz0);    a = lerp(t, u, v);    q = g3[ b01 + bz0 ] ; u = at3(rx0,ry1,rz0);    q = g3[ b11 + bz0 ] ; v = at3(rx1,ry1,rz0);    b = lerp(t, u, v);    c = lerp(sy, a, b);    q = g3[ b00 + bz1 ] ; u = at3(rx0,ry0,rz1);    q = g3[ b10 + bz1 ] ; v = at3(rx1,ry0,rz1);    a = lerp(t, u, v);    q = g3[ b01 + bz1 ] ; u = at3(rx0,ry1,rz1);    q = g3[ b11 + bz1 ] ; v = at3(rx1,ry1,rz1);    b = lerp(t, u, v);    d = lerp(sy, a, b);    return lerp(sz, c, d);}static void normalize2(float v[2]){    float s;    s = sqrt(v[0] * v[0] + v[1] * v[1]);    v[0] = v[0] / s;    v[1] = v[1] / s;}static void normalize3(float v[3]){    float s;    s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);    v[0] = v[0] / s;    v[1] = v[1] / s;    v[2] = v[2] / s;}static void init(void){    int i, j, k;        for (i = 0 ; i < B ; i++) {	p[i] = i;	g1[i] = (float)((rand() % (B + B)) - B) / B;	for (j = 0 ; j < 2 ; j++)	    g2[i][j] = (float)((rand() % (B + B)) - B) / B;	normalize2(g2[i]);	for (j = 0 ; j < 3 ; j++)	    g3[i][j] = (float)((rand() % (B + B)) - B) / B;	normalize3(g3[i]);    }    while (--i) {	k = p[i];	p[i] = p[j = rand() % B];	p[j] = k;    }    for (i = 0 ; i < B + 2 ; i++) {	p[B + i] = p[i];	g1[B + i] = g1[i];	for (j = 0 ; j < 2 ; j++)	    g2[B + i][j] = g2[i][j];	for (j = 0 ; j < 3 ; j++)	    g3[B + i][j] = g3[i][j];    }}

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