Home | Info | Community | Development | myReactOS | Contact Us
ReactOS Development > Doxygenslang_library_noise.c
Go to the documentation of this file.
00001 /* 00002 * Mesa 3-D graphics library 00003 * Version: 6.5 00004 * 00005 * Copyright (C) 2006 Brian Paul All Rights Reserved. 00006 * 00007 * Permission is hereby granted, free of charge, to any person obtaining a 00008 * copy of this software and associated documentation files (the "Software"), 00009 * to deal in the Software without restriction, including without limitation 00010 * the rights to use, copy, modify, merge, publish, distribute, sublicense, 00011 * and/or sell copies of the Software, and to permit persons to whom the 00012 * Software is furnished to do so, subject to the following conditions: 00013 * 00014 * The above copyright notice and this permission notice shall be included 00015 * in all copies or substantial portions of the Software. 00016 * 00017 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS 00018 * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 00019 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL 00020 * BRIAN PAUL BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN 00021 * AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN 00022 * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. 00023 */ 00024 00025 /* 00026 * SimplexNoise1234 00027 * Copyright (c) 2003-2005, Stefan Gustavson 00028 * 00029 * Contact: stegu@itn.liu.se 00030 */ 00031 00037 /* 00038 * This implementation is "Simplex Noise" as presented by 00039 * Ken Perlin at a relatively obscure and not often cited course 00040 * session "Real-Time Shading" at Siggraph 2001 (before real 00041 * time shading actually took on), under the title "hardware noise". 00042 * The 3D function is numerically equivalent to his Java reference 00043 * code available in the PDF course notes, although I re-implemented 00044 * it from scratch to get more readable code. The 1D, 2D and 4D cases 00045 * were implemented from scratch by me from Ken Perlin's text. 00046 * 00047 * This file has no dependencies on any other file, not even its own 00048 * header file. The header file is made for use by external code only. 00049 */ 00050 00051 00052 #include "main/imports.h" 00053 #include "slang_library_noise.h" 00054 00055 #define FASTFLOOR(x) ( ((x)>0) ? ((int)x) : (((int)x)-1) ) 00056 00057 /* 00058 * --------------------------------------------------------------------- 00059 * Static data 00060 */ 00061 00062 /* 00063 * Permutation table. This is just a random jumble of all numbers 0-255, 00064 * repeated twice to avoid wrapping the index at 255 for each lookup. 00065 * This needs to be exactly the same for all instances on all platforms, 00066 * so it's easiest to just keep it as static explicit data. 00067 * This also removes the need for any initialisation of this class. 00068 * 00069 * Note that making this an int[] instead of a char[] might make the 00070 * code run faster on platforms with a high penalty for unaligned single 00071 * byte addressing. Intel x86 is generally single-byte-friendly, but 00072 * some other CPUs are faster with 4-aligned reads. 00073 * However, a char[] is smaller, which avoids cache trashing, and that 00074 * is probably the most important aspect on most architectures. 00075 * This array is accessed a *lot* by the noise functions. 00076 * A vector-valued noise over 3D accesses it 96 times, and a 00077 * float-valued 4D noise 64 times. We want this to fit in the cache! 00078 */ 00079 unsigned char perm[512] = {151,160,137,91,90,15, 00080 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 00081 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 00082 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 00083 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 00084 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 00085 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 00086 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 00087 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 00088 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 00089 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 00090 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 00091 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180, 00092 151,160,137,91,90,15, 00093 131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,8,99,37,240,21,10,23, 00094 190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,35,11,32,57,177,33, 00095 88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,134,139,48,27,166, 00096 77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,55,46,245,40,244, 00097 102,143,54, 65,25,63,161, 1,216,80,73,209,76,132,187,208, 89,18,169,200,196, 00098 135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,250,124,123, 00099 5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,189,28,42, 00100 223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167, 43,172,9, 00101 129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,97,228, 00102 251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,107, 00103 49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254, 00104 138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 00105 }; 00106 00107 /* 00108 * --------------------------------------------------------------------- 00109 */ 00110 00111 /* 00112 * Helper functions to compute gradients-dot-residualvectors (1D to 4D) 00113 * Note that these generate gradients of more than unit length. To make 00114 * a close match with the value range of classic Perlin noise, the final 00115 * noise values need to be rescaled to fit nicely within [-1,1]. 00116 * (The simplex noise functions as such also have different scaling.) 00117 * Note also that these noise functions are the most practical and useful 00118 * signed version of Perlin noise. To return values according to the 00119 * RenderMan specification from the SL noise() and pnoise() functions, 00120 * the noise values need to be scaled and offset to [0,1], like this: 00121 * float SLnoise = (SimplexNoise1234::noise(x,y,z) + 1.0) * 0.5; 00122 */ 00123 00124 static float grad1( int hash, float x ) { 00125 int h = hash & 15; 00126 float grad = 1.0f + (h & 7); /* Gradient value 1.0, 2.0, ..., 8.0 */ 00127 if (h&8) grad = -grad; /* Set a random sign for the gradient */ 00128 return ( grad * x ); /* Multiply the gradient with the distance */ 00129 } 00130 00131 static float grad2( int hash, float x, float y ) { 00132 int h = hash & 7; /* Convert low 3 bits of hash code */ 00133 float u = h<4 ? x : y; /* into 8 simple gradient directions, */ 00134 float v = h<4 ? y : x; /* and compute the dot product with (x,y). */ 00135 return ((h&1)? -u : u) + ((h&2)? -2.0f*v : 2.0f*v); 00136 } 00137 00138 static float grad3( int hash, float x, float y , float z ) { 00139 int h = hash & 15; /* Convert low 4 bits of hash code into 12 simple */ 00140 float u = h<8 ? x : y; /* gradient directions, and compute dot product. */ 00141 float v = h<4 ? y : h==12||h==14 ? x : z; /* Fix repeats at h = 12 to 15 */ 00142 return ((h&1)? -u : u) + ((h&2)? -v : v); 00143 } 00144 00145 static float grad4( int hash, float x, float y, float z, float t ) { 00146 int h = hash & 31; /* Convert low 5 bits of hash code into 32 simple */ 00147 float u = h<24 ? x : y; /* gradient directions, and compute dot product. */ 00148 float v = h<16 ? y : z; 00149 float w = h<8 ? z : t; 00150 return ((h&1)? -u : u) + ((h&2)? -v : v) + ((h&4)? -w : w); 00151 } 00152 00153 /* A lookup table to traverse the simplex around a given point in 4D. */ 00154 /* Details can be found where this table is used, in the 4D noise method. */ 00155 /* TODO: This should not be required, backport it from Bill's GLSL code! */ 00156 static unsigned char simplex[64][4] = { 00157 {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}, 00158 {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}, 00159 {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}, 00160 {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}, 00161 {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}, 00162 {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}, 00163 {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}, 00164 {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}}; 00165 00166 /* 1D simplex noise */ 00167 GLfloat _slang_library_noise1 (GLfloat x) 00168 { 00169 int i0 = FASTFLOOR(x); 00170 int i1 = i0 + 1; 00171 float x0 = x - i0; 00172 float x1 = x0 - 1.0f; 00173 float t1 = 1.0f - x1*x1; 00174 float n0, n1; 00175 00176 float t0 = 1.0f - x0*x0; 00177 /* if(t0 < 0.0f) t0 = 0.0f; // this never happens for the 1D case */ 00178 t0 *= t0; 00179 n0 = t0 * t0 * grad1(perm[i0 & 0xff], x0); 00180 00181 /* if(t1 < 0.0f) t1 = 0.0f; // this never happens for the 1D case */ 00182 t1 *= t1; 00183 n1 = t1 * t1 * grad1(perm[i1 & 0xff], x1); 00184 /* The maximum value of this noise is 8*(3/4)^4 = 2.53125 */ 00185 /* A factor of 0.395 would scale to fit exactly within [-1,1], but */ 00186 /* we want to match PRMan's 1D noise, so we scale it down some more. */ 00187 return 0.25f * (n0 + n1); 00188 } 00189 00190 /* 2D simplex noise */ 00191 GLfloat _slang_library_noise2 (GLfloat x, GLfloat y) 00192 { 00193 #define F2 0.366025403f /* F2 = 0.5*(sqrt(3.0)-1.0) */ 00194 #define G2 0.211324865f /* G2 = (3.0-Math.sqrt(3.0))/6.0 */ 00195 00196 float n0, n1, n2; /* Noise contributions from the three corners */ 00197 00198 /* Skew the input space to determine which simplex cell we're in */ 00199 float s = (x+y)*F2; /* Hairy factor for 2D */ 00200 float xs = x + s; 00201 float ys = y + s; 00202 int i = FASTFLOOR(xs); 00203 int j = FASTFLOOR(ys); 00204 00205 float t = (float)(i+j)*G2; 00206 float X0 = i-t; /* Unskew the cell origin back to (x,y) space */ 00207 float Y0 = j-t; 00208 float x0 = x-X0; /* The x,y distances from the cell origin */ 00209 float y0 = y-Y0; 00210 00211 float x1, y1, x2, y2; 00212 int ii, jj; 00213 float t0, t1, t2; 00214 00215 /* For the 2D case, the simplex shape is an equilateral triangle. */ 00216 /* Determine which simplex we are in. */ 00217 int i1, j1; /* Offsets for second (middle) corner of simplex in (i,j) coords */ 00218 if(x0>y0) {i1=1; j1=0;} /* lower triangle, XY order: (0,0)->(1,0)->(1,1) */ 00219 else {i1=0; j1=1;} /* upper triangle, YX order: (0,0)->(0,1)->(1,1) */ 00220 00221 /* A step of (1,0) in (i,j) means a step of (1-c,-c) in (x,y), and */ 00222 /* a step of (0,1) in (i,j) means a step of (-c,1-c) in (x,y), where */ 00223 /* c = (3-sqrt(3))/6 */ 00224 00225 x1 = x0 - i1 + G2; /* Offsets for middle corner in (x,y) unskewed coords */ 00226 y1 = y0 - j1 + G2; 00227 x2 = x0 - 1.0f + 2.0f * G2; /* Offsets for last corner in (x,y) unskewed coords */ 00228 y2 = y0 - 1.0f + 2.0f * G2; 00229 00230 /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ 00231 ii = i % 256; 00232 jj = j % 256; 00233 00234 /* Calculate the contribution from the three corners */ 00235 t0 = 0.5f - x0*x0-y0*y0; 00236 if(t0 < 0.0f) n0 = 0.0f; 00237 else { 00238 t0 *= t0; 00239 n0 = t0 * t0 * grad2(perm[ii+perm[jj]], x0, y0); 00240 } 00241 00242 t1 = 0.5f - x1*x1-y1*y1; 00243 if(t1 < 0.0f) n1 = 0.0f; 00244 else { 00245 t1 *= t1; 00246 n1 = t1 * t1 * grad2(perm[ii+i1+perm[jj+j1]], x1, y1); 00247 } 00248 00249 t2 = 0.5f - x2*x2-y2*y2; 00250 if(t2 < 0.0f) n2 = 0.0f; 00251 else { 00252 t2 *= t2; 00253 n2 = t2 * t2 * grad2(perm[ii+1+perm[jj+1]], x2, y2); 00254 } 00255 00256 /* Add contributions from each corner to get the final noise value. */ 00257 /* The result is scaled to return values in the interval [-1,1]. */ 00258 return 40.0f * (n0 + n1 + n2); /* TODO: The scale factor is preliminary! */ 00259 } 00260 00261 /* 3D simplex noise */ 00262 GLfloat _slang_library_noise3 (GLfloat x, GLfloat y, GLfloat z) 00263 { 00264 /* Simple skewing factors for the 3D case */ 00265 #define F3 0.333333333f 00266 #define G3 0.166666667f 00267 00268 float n0, n1, n2, n3; /* Noise contributions from the four corners */ 00269 00270 /* Skew the input space to determine which simplex cell we're in */ 00271 float s = (x+y+z)*F3; /* Very nice and simple skew factor for 3D */ 00272 float xs = x+s; 00273 float ys = y+s; 00274 float zs = z+s; 00275 int i = FASTFLOOR(xs); 00276 int j = FASTFLOOR(ys); 00277 int k = FASTFLOOR(zs); 00278 00279 float t = (float)(i+j+k)*G3; 00280 float X0 = i-t; /* Unskew the cell origin back to (x,y,z) space */ 00281 float Y0 = j-t; 00282 float Z0 = k-t; 00283 float x0 = x-X0; /* The x,y,z distances from the cell origin */ 00284 float y0 = y-Y0; 00285 float z0 = z-Z0; 00286 00287 float x1, y1, z1, x2, y2, z2, x3, y3, z3; 00288 int ii, jj, kk; 00289 float t0, t1, t2, t3; 00290 00291 /* For the 3D case, the simplex shape is a slightly irregular tetrahedron. */ 00292 /* Determine which simplex we are in. */ 00293 int i1, j1, k1; /* Offsets for second corner of simplex in (i,j,k) coords */ 00294 int i2, j2, k2; /* Offsets for third corner of simplex in (i,j,k) coords */ 00295 00296 /* This code would benefit from a backport from the GLSL version! */ 00297 if(x0>=y0) { 00298 if(y0>=z0) 00299 { i1=1; j1=0; k1=0; i2=1; j2=1; k2=0; } /* X Y Z order */ 00300 else if(x0>=z0) { i1=1; j1=0; k1=0; i2=1; j2=0; k2=1; } /* X Z Y order */ 00301 else { i1=0; j1=0; k1=1; i2=1; j2=0; k2=1; } /* Z X Y order */ 00302 } 00303 else { /* x0<y0 */ 00304 if(y0<z0) { i1=0; j1=0; k1=1; i2=0; j2=1; k2=1; } /* Z Y X order */ 00305 else if(x0<z0) { i1=0; j1=1; k1=0; i2=0; j2=1; k2=1; } /* Y Z X order */ 00306 else { i1=0; j1=1; k1=0; i2=1; j2=1; k2=0; } /* Y X Z order */ 00307 } 00308 00309 /* A step of (1,0,0) in (i,j,k) means a step of (1-c,-c,-c) in (x,y,z), */ 00310 /* a step of (0,1,0) in (i,j,k) means a step of (-c,1-c,-c) in (x,y,z), and */ 00311 /* a step of (0,0,1) in (i,j,k) means a step of (-c,-c,1-c) in (x,y,z), where */ 00312 /* c = 1/6. */ 00313 00314 x1 = x0 - i1 + G3; /* Offsets for second corner in (x,y,z) coords */ 00315 y1 = y0 - j1 + G3; 00316 z1 = z0 - k1 + G3; 00317 x2 = x0 - i2 + 2.0f*G3; /* Offsets for third corner in (x,y,z) coords */ 00318 y2 = y0 - j2 + 2.0f*G3; 00319 z2 = z0 - k2 + 2.0f*G3; 00320 x3 = x0 - 1.0f + 3.0f*G3; /* Offsets for last corner in (x,y,z) coords */ 00321 y3 = y0 - 1.0f + 3.0f*G3; 00322 z3 = z0 - 1.0f + 3.0f*G3; 00323 00324 /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ 00325 ii = i % 256; 00326 jj = j % 256; 00327 kk = k % 256; 00328 00329 /* Calculate the contribution from the four corners */ 00330 t0 = 0.6f - x0*x0 - y0*y0 - z0*z0; 00331 if(t0 < 0.0f) n0 = 0.0f; 00332 else { 00333 t0 *= t0; 00334 n0 = t0 * t0 * grad3(perm[ii+perm[jj+perm[kk]]], x0, y0, z0); 00335 } 00336 00337 t1 = 0.6f - x1*x1 - y1*y1 - z1*z1; 00338 if(t1 < 0.0f) n1 = 0.0f; 00339 else { 00340 t1 *= t1; 00341 n1 = t1 * t1 * grad3(perm[ii+i1+perm[jj+j1+perm[kk+k1]]], x1, y1, z1); 00342 } 00343 00344 t2 = 0.6f - x2*x2 - y2*y2 - z2*z2; 00345 if(t2 < 0.0f) n2 = 0.0f; 00346 else { 00347 t2 *= t2; 00348 n2 = t2 * t2 * grad3(perm[ii+i2+perm[jj+j2+perm[kk+k2]]], x2, y2, z2); 00349 } 00350 00351 t3 = 0.6f - x3*x3 - y3*y3 - z3*z3; 00352 if(t3<0.0f) n3 = 0.0f; 00353 else { 00354 t3 *= t3; 00355 n3 = t3 * t3 * grad3(perm[ii+1+perm[jj+1+perm[kk+1]]], x3, y3, z3); 00356 } 00357 00358 /* Add contributions from each corner to get the final noise value. */ 00359 /* The result is scaled to stay just inside [-1,1] */ 00360 return 32.0f * (n0 + n1 + n2 + n3); /* TODO: The scale factor is preliminary! */ 00361 } 00362 00363 /* 4D simplex noise */ 00364 GLfloat _slang_library_noise4 (GLfloat x, GLfloat y, GLfloat z, GLfloat w) 00365 { 00366 /* The skewing and unskewing factors are hairy again for the 4D case */ 00367 #define F4 0.309016994f /* F4 = (Math.sqrt(5.0)-1.0)/4.0 */ 00368 #define G4 0.138196601f /* G4 = (5.0-Math.sqrt(5.0))/20.0 */ 00369 00370 float n0, n1, n2, n3, n4; /* Noise contributions from the five corners */ 00371 00372 /* Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in */ 00373 float s = (x + y + z + w) * F4; /* Factor for 4D skewing */ 00374 float xs = x + s; 00375 float ys = y + s; 00376 float zs = z + s; 00377 float ws = w + s; 00378 int i = FASTFLOOR(xs); 00379 int j = FASTFLOOR(ys); 00380 int k = FASTFLOOR(zs); 00381 int l = FASTFLOOR(ws); 00382 00383 float t = (i + j + k + l) * G4; /* Factor for 4D unskewing */ 00384 float X0 = i - t; /* Unskew the cell origin back to (x,y,z,w) space */ 00385 float Y0 = j - t; 00386 float Z0 = k - t; 00387 float W0 = l - t; 00388 00389 float x0 = x - X0; /* The x,y,z,w distances from the cell origin */ 00390 float y0 = y - Y0; 00391 float z0 = z - Z0; 00392 float w0 = w - W0; 00393 00394 /* For the 4D case, the simplex is a 4D shape I won't even try to describe. */ 00395 /* To find out which of the 24 possible simplices we're in, we need to */ 00396 /* determine the magnitude ordering of x0, y0, z0 and w0. */ 00397 /* The method below is a good way of finding the ordering of x,y,z,w and */ 00398 /* then find the correct traversal order for the simplex we're in. */ 00399 /* First, six pair-wise comparisons are performed between each possible pair */ 00400 /* of the four coordinates, and the results are used to add up binary bits */ 00401 /* for an integer index. */ 00402 int c1 = (x0 > y0) ? 32 : 0; 00403 int c2 = (x0 > z0) ? 16 : 0; 00404 int c3 = (y0 > z0) ? 8 : 0; 00405 int c4 = (x0 > w0) ? 4 : 0; 00406 int c5 = (y0 > w0) ? 2 : 0; 00407 int c6 = (z0 > w0) ? 1 : 0; 00408 int c = c1 + c2 + c3 + c4 + c5 + c6; 00409 00410 int i1, j1, k1, l1; /* The integer offsets for the second simplex corner */ 00411 int i2, j2, k2, l2; /* The integer offsets for the third simplex corner */ 00412 int i3, j3, k3, l3; /* The integer offsets for the fourth simplex corner */ 00413 00414 float x1, y1, z1, w1, x2, y2, z2, w2, x3, y3, z3, w3, x4, y4, z4, w4; 00415 int ii, jj, kk, ll; 00416 float t0, t1, t2, t3, t4; 00417 00418 /* simplex[c] is a 4-vector with the numbers 0, 1, 2 and 3 in some order. */ 00419 /* Many values of c will never occur, since e.g. x>y>z>w makes x<z, y<w and x<w */ 00420 /* impossible. Only the 24 indices which have non-zero entries make any sense. */ 00421 /* We use a thresholding to set the coordinates in turn from the largest magnitude. */ 00422 /* The number 3 in the "simplex" array is at the position of the largest coordinate. */ 00423 i1 = simplex[c][0]>=3 ? 1 : 0; 00424 j1 = simplex[c][1]>=3 ? 1 : 0; 00425 k1 = simplex[c][2]>=3 ? 1 : 0; 00426 l1 = simplex[c][3]>=3 ? 1 : 0; 00427 /* The number 2 in the "simplex" array is at the second largest coordinate. */ 00428 i2 = simplex[c][0]>=2 ? 1 : 0; 00429 j2 = simplex[c][1]>=2 ? 1 : 0; 00430 k2 = simplex[c][2]>=2 ? 1 : 0; 00431 l2 = simplex[c][3]>=2 ? 1 : 0; 00432 /* The number 1 in the "simplex" array is at the second smallest coordinate. */ 00433 i3 = simplex[c][0]>=1 ? 1 : 0; 00434 j3 = simplex[c][1]>=1 ? 1 : 0; 00435 k3 = simplex[c][2]>=1 ? 1 : 0; 00436 l3 = simplex[c][3]>=1 ? 1 : 0; 00437 /* The fifth corner has all coordinate offsets = 1, so no need to look that up. */ 00438 00439 x1 = x0 - i1 + G4; /* Offsets for second corner in (x,y,z,w) coords */ 00440 y1 = y0 - j1 + G4; 00441 z1 = z0 - k1 + G4; 00442 w1 = w0 - l1 + G4; 00443 x2 = x0 - i2 + 2.0f*G4; /* Offsets for third corner in (x,y,z,w) coords */ 00444 y2 = y0 - j2 + 2.0f*G4; 00445 z2 = z0 - k2 + 2.0f*G4; 00446 w2 = w0 - l2 + 2.0f*G4; 00447 x3 = x0 - i3 + 3.0f*G4; /* Offsets for fourth corner in (x,y,z,w) coords */ 00448 y3 = y0 - j3 + 3.0f*G4; 00449 z3 = z0 - k3 + 3.0f*G4; 00450 w3 = w0 - l3 + 3.0f*G4; 00451 x4 = x0 - 1.0f + 4.0f*G4; /* Offsets for last corner in (x,y,z,w) coords */ 00452 y4 = y0 - 1.0f + 4.0f*G4; 00453 z4 = z0 - 1.0f + 4.0f*G4; 00454 w4 = w0 - 1.0f + 4.0f*G4; 00455 00456 /* Wrap the integer indices at 256, to avoid indexing perm[] out of bounds */ 00457 ii = i % 256; 00458 jj = j % 256; 00459 kk = k % 256; 00460 ll = l % 256; 00461 00462 /* Calculate the contribution from the five corners */ 00463 t0 = 0.6f - x0*x0 - y0*y0 - z0*z0 - w0*w0; 00464 if(t0 < 0.0f) n0 = 0.0f; 00465 else { 00466 t0 *= t0; 00467 n0 = t0 * t0 * grad4(perm[ii+perm[jj+perm[kk+perm[ll]]]], x0, y0, z0, w0); 00468 } 00469 00470 t1 = 0.6f - x1*x1 - y1*y1 - z1*z1 - w1*w1; 00471 if(t1 < 0.0f) n1 = 0.0f; 00472 else { 00473 t1 *= t1; 00474 n1 = t1 * t1 * grad4(perm[ii+i1+perm[jj+j1+perm[kk+k1+perm[ll+l1]]]], x1, y1, z1, w1); 00475 } 00476 00477 t2 = 0.6f - x2*x2 - y2*y2 - z2*z2 - w2*w2; 00478 if(t2 < 0.0f) n2 = 0.0f; 00479 else { 00480 t2 *= t2; 00481 n2 = t2 * t2 * grad4(perm[ii+i2+perm[jj+j2+perm[kk+k2+perm[ll+l2]]]], x2, y2, z2, w2); 00482 } 00483 00484 t3 = 0.6f - x3*x3 - y3*y3 - z3*z3 - w3*w3; 00485 if(t3 < 0.0f) n3 = 0.0f; 00486 else { 00487 t3 *= t3; 00488 n3 = t3 * t3 * grad4(perm[ii+i3+perm[jj+j3+perm[kk+k3+perm[ll+l3]]]], x3, y3, z3, w3); 00489 } 00490 00491 t4 = 0.6f - x4*x4 - y4*y4 - z4*z4 - w4*w4; 00492 if(t4 < 0.0f) n4 = 0.0f; 00493 else { 00494 t4 *= t4; 00495 n4 = t4 * t4 * grad4(perm[ii+1+perm[jj+1+perm[kk+1+perm[ll+1]]]], x4, y4, z4, w4); 00496 } 00497 00498 /* Sum up and scale the result to cover the range [-1,1] */ 00499 return 27.0f * (n0 + n1 + n2 + n3 + n4); /* TODO: The scale factor is preliminary! */ 00500 } 00501 Generated on Sat May 26 2012 04:19:27 for ReactOS by
1.7.6.1
|