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📄 slang_library_noise.c

📁 Mesa is an open-source implementation of the OpenGL specification - a system for rendering interacti
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/* * Mesa 3-D graphics library * Version:  6.5 * * Copyright (C) 2006  Brian Paul   All Rights Reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the "Software"), * to deal in the Software without restriction, including without limitation * the rights to use, copy, modify, merge, publish, distribute, sublicense, * and/or sell copies of the Software, and to permit persons to whom the * Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included * in all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.  IN NO EVENT SHALL * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *//* * SimplexNoise1234 * Copyright (c) 2003-2005, Stefan Gustavson * * Contact: stegu@itn.liu.se *//** \file    \brief C implementation of Perlin Simplex Noise over 1,2,3, and 4 dimensions.    \author Stefan Gustavson (stegu@itn.liu.se)*//* * This implementation is "Simplex Noise" as presented by * Ken Perlin at a relatively obscure and not often cited course * session "Real-Time Shading" at Siggraph 2001 (before real * time shading actually took on), under the title "hardware noise". * The 3D function is numerically equivalent to his Java reference * code available in the PDF course notes, although I re-implemented * it from scratch to get more readable code. The 1D, 2D and 4D cases * were implemented from scratch by me from Ken Perlin's text. * * This file has no dependencies on any other file, not even its own * header file. The header file is made for use by external code only. */#include "main/imports.h"#include "slang_library_noise.h"#define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) )/* * --------------------------------------------------------------------- * Static data *//* * Permutation table. This is just a random jumble of all numbers 0-255, * repeated twice to avoid wrapping the index at 255 for each lookup. * This needs to be exactly the same for all instances on all platforms, * so it's easiest to just keep it as static explicit data. * This also removes the need for any initialisation of this class. * * Note that making this an int[] instead of a char[] might make the * code run faster on platforms with a high penalty for unaligned single * byte addressing. Intel x86 is generally single-byte-friendly, but * some other CPUs are faster with 4-aligned reads. * However, a char[] is smaller, which avoids cache trashing, and that * is probably the most important aspect on most architectures. * This array is accessed a *lot* by the noise functions. * A vector-valued noise over 3D accesses it 96 times, and a * float-valued 4D noise 64 times. We want this to fit in the cache! */unsigned char perm[512] = {151,160,137,91,90,15,  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180,  151,160,137,91,90,15,  131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23,  190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33,  88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166,  77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244,  102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196,  135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123,  5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42,  223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9,  129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228,  251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107,  49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,  138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };/* * --------------------------------------------------------------------- *//* * Helper functions to compute gradients-dot-residualvectors (1D to 4D) * Note that these generate gradients of more than unit length. To make * a close match with the value range of classic Perlin noise, the final * noise values need to be rescaled to fit nicely within [-1,1]. * (The simplex noise functions as such also have different scaling.) * Note also that these noise functions are the most practical and useful * signed version of Perlin noise. To return values according to the * RenderMan specification from the SL noise() and pnoise() functions, * the noise values need to be scaled and offset to [0,1], like this: * float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5; */static float  grad1( int hash, float x ) {    int h = hash & 15;    float grad = 1.0f + (h & 7);   /* Gradient value 1.0, 2.0, ..., 8.0 */    if (h&8) grad = -grad;         /* Set a random sign for the gradient */    return ( grad * x );           /* Multiply the gradient with the distance */}static float  grad2( int hash, float x, float y ) {    int h = hash & 7;      /* Convert low 3 bits of hash code */    float u = h<4 ? x : y;  /* into 8 simple gradient directions, */    float v = h<4 ? y : x;  /* and compute the dot product with (x,y). */    return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v);}static float  grad3( int hash, float x, float y , float z ) {    int h = hash & 15;     /* Convert low 4 bits of hash code into 12 simple */    float u = h<8 ? x : y; /* gradient directions, and compute dot product. */    float v = h<4 ? y : h==12||h==14 ? x : z; /* Fix repeats at h = 12 to 15 */    return ((h&1)? -u : u) + ((h&2)? -v : v);}static float  grad4( int hash, float x, float y, float z, float t ) {    int h = hash & 31;      /* Convert low 5 bits of hash code into 32 simple */    float u = h<24 ? x : y; /* gradient directions, and compute dot product. */    float v = h<16 ? y : z;    float w = h<8 ? z : t;    return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w);}  /* A lookup table to traverse the simplex around a given point in 4D. */  /* Details can be found where this table is used, in the 4D noise method. */  /* TODO: This should not be required, backport it from Bill's GLSL code! */  static unsigned char simplex[64][4] = {    {0,1,2,3},{0,1,3,2},{0,0,0,0},{0,2,3,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,2,3,0},    {0,2,1,3},{0,0,0,0},{0,3,1,2},{0,3,2,1},{0,0,0,0},{0,0,0,0},{0,0,0,0},{1,3,2,0},    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},    {1,2,0,3},{0,0,0,0},{1,3,0,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,3,0,1},{2,3,1,0},    {1,0,2,3},{1,0,3,2},{0,0,0,0},{0,0,0,0},{0,0,0,0},{2,0,3,1},{0,0,0,0},{2,1,3,0},    {0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},{0,0,0,0},    {2,0,1,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,0,1,2},{3,0,2,1},{0,0,0,0},{3,1,2,0},    {2,1,0,3},{0,0,0,0},{0,0,0,0},{0,0,0,0},{3,1,0,2},{0,0,0,0},{3,2,0,1},{3,2,1,0}};/* 1D simplex noise */GLfloat _slang_library_noise1 (GLfloat x){  int i0 = FASTFLOOR(x);  int i1 = i0 + 1;  float x0 = x - i0;  float x1 = x0 - 1.0f;  float t1 = 1.0f - x1*x1;  float n0, n1;  float t0 = 1.0f - x0*x0;/*  if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */  t0 *= t0;  n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0);/*  if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */  t1 *= t1;  n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1);  /* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */  /* A factor of 0.395 would scale to fit exactly within [-1,1], but */  /* we want to match PRMan's 1D noise, so we scale it down some more. */  return 0.25f * (n0 + n1);}/* 2D simplex noise */GLfloat _slang_library_noise2 (GLfloat x, GLfloat y){#define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */#define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */    float n0, n1, n2; /* Noise contributions from the three corners */    /* Skew the input space to determine which simplex cell we're in */    float s = (x+y)*F2; /* Hairy factor for 2D */    float xs = x + s;    float ys = y + s;    int i = FASTFLOOR(xs);    int j = FASTFLOOR(ys);    float t = (float)(i+j)*G2;    float X0 = i-t; /* Unskew the cell origin back to (x,y) space */    float Y0 = j-t;    float x0 = x-X0; /* The x,y distances from the cell origin */    float y0 = y-Y0;    float x1, y1, x2, y2;    int ii, jj;    float t0, t1, t2;    /* For the 2D case, the simplex shape is an equilateral triangle. */    /* Determine which simplex we are in. */    int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */    if(x0>y0) {i1=1; j1=0;} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */    else {i1=0; j1=1;}      /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */    /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */    /* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */    /* c = (3-sqrt(3))/6 */    x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */    y1 = y0 - j1 + G2;    x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */    y2 = y0 - 1.0f + 2.0f * G2;    /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */    ii = i % 256;    jj = j % 256;    /* Calculate the contribution from the three corners */    t0 = 0.5f - x0*x0-y0*y0;    if(t0 < 0.0f) n0 = 0.0f;    else {      t0 *= t0;      n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0);     }    t1 = 0.5f - x1*x1-y1*y1;    if(t1 < 0.0f) n1 = 0.0f;    else {      t1 *= t1;      n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1);    }    t2 = 0.5f - x2*x2-y2*y2;    if(t2 < 0.0f) n2 = 0.0f;    else {

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