/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /// 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 THE /// AUTHORS OR COPYRIGHT HOLDERS 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. /// /// @ref core /// @file glm/core/func_noise.inl /// @date 2008-08-01 / 2011-09-27 /// @author Christophe Riccio /////////////////////////////////////////////////////////////////////////////////// #include "../detail/_noise.hpp" #include "./func_common.hpp" namespace glm{ namespace detail { template GLM_FUNC_QUALIFIER detail::tvec4 grad4(T const & j, detail::tvec4 const & ip) { detail::tvec3 pXYZ = floor(fract(detail::tvec3(j) * detail::tvec3(ip)) * T(7)) * ip[2] - T(1); T pW = static_cast(1.5) - dot(abs(pXYZ), detail::tvec3(1)); detail::tvec4 s = detail::tvec4(lessThan(detail::tvec4(pXYZ, pW), detail::tvec4(0.0))); pXYZ = pXYZ + (detail::tvec3(s) * T(2) - T(1)) * s.w; return detail::tvec4(pXYZ, pW); } }//namespace detail template GLM_FUNC_QUALIFIER T noise1(T const & x) { return noise1(detail::tvec2(x, T(0))); } template GLM_FUNC_QUALIFIER detail::tvec2 noise2(T const & x) { return detail::tvec2( noise1(x + T(0.0)), noise1(x + T(1.0))); } template GLM_FUNC_QUALIFIER detail::tvec3 noise3(T const & x) { return detail::tvec3( noise1(x - T(1.0)), noise1(x + T(0.0)), noise1(x + T(1.0))); } template GLM_FUNC_QUALIFIER detail::tvec4 noise4(T const & x) { return detail::tvec4( noise1(x - T(1.0)), noise1(x + T(0.0)), noise1(x + T(1.0)), noise1(x + T(2.0))); } template GLM_FUNC_QUALIFIER T noise1(detail::tvec2 const & v) { detail::tvec4 const C = detail::tvec4( T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0 T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0) T(-0.577350269189626), // -1.0 + 2.0 * C.x T( 0.024390243902439)); // 1.0 / 41.0 // First corner detail::tvec2 i = floor(v + dot(v, detail::tvec2(C[1]))); detail::tvec2 x0 = v - i + dot(i, detail::tvec2(C[0])); // Other corners //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 //i1.y = 1.0 - i1.x; detail::tvec2 i1 = (x0.x > x0.y) ? detail::tvec2(1, 0) : detail::tvec2(0, 1); // x0 = x0 - 0.0 + 0.0 * C.xx ; // x1 = x0 - i1 + 1.0 * C.xx ; // x2 = x0 - 1.0 + 2.0 * C.xx ; detail::tvec4 x12 = detail::tvec4(x0.x, x0.y, x0.x, x0.y) + detail::tvec4(C.x, C.x, C.z, C.z); x12 = detail::tvec4(detail::tvec2(x12) - i1, x12.z, x12.w); // Permutations i = mod(i, T(289)); // Avoid truncation effects in permutation detail::tvec3 p = detail::permute( detail::permute(i.y + detail::tvec3(T(0), i1.y, T(1))) + i.x + detail::tvec3(T(0), i1.x, T(1))); detail::tvec3 m = max(T(0.5) - detail::tvec3( dot(x0, x0), dot(detail::tvec2(x12.x, x12.y), detail::tvec2(x12.x, x12.y)), dot(detail::tvec2(x12.z, x12.w), detail::tvec2(x12.z, x12.w))), T(0)); m = m * m; m = m * m; // Gradients: 41 points uniformly over a line, mapped onto a diamond. // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) detail::tvec3 x = static_cast(2) * fract(p * C.w) - T(1); detail::tvec3 h = abs(x) - T(0.5); detail::tvec3 ox = floor(x + T(0.5)); detail::tvec3 a0 = x - ox; // Normalise gradients implicitly by scaling m // Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h ); m *= static_cast(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h); // Compute final noise value at P detail::tvec3 g; g.x = a0.x * x0.x + h.x * x0.y; //g.yz = a0.yz * x12.xz + h.yz * x12.yw; g.y = a0.y * x12.x + h.y * x12.y; g.z = a0.z * x12.z + h.z * x12.w; return T(130) * dot(m, g); } template GLM_FUNC_QUALIFIER T noise1(detail::tvec3 const & v) { detail::tvec2 const C(1.0 / 6.0, 1.0 / 3.0); detail::tvec4 const D(0.0, 0.5, 1.0, 2.0); // First corner detail::tvec3 i(floor(v + dot(v, detail::tvec3(C.y)))); detail::tvec3 x0(v - i + dot(i, detail::tvec3(C.x))); // Other corners detail::tvec3 g(step(detail::tvec3(x0.y, x0.z, x0.x), x0)); detail::tvec3 l(T(1) - g); detail::tvec3 i1(min(g, detail::tvec3(l.z, l.x, l.y))); detail::tvec3 i2(max(g, detail::tvec3(l.z, l.x, l.y))); // x0 = x0 - 0.0 + 0.0 * C.xxx; // x1 = x0 - i1 + 1.0 * C.xxx; // x2 = x0 - i2 + 2.0 * C.xxx; // x3 = x0 - 1.0 + 3.0 * C.xxx; detail::tvec3 x1(x0 - i1 + C.x); detail::tvec3 x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y detail::tvec3 x3(x0 - D.y); // -1.0+3.0*C.x = -0.5 = -D.y // Permutations i = mod289(i); detail::tvec4 p(detail::permute(detail::permute(detail::permute( i.z + detail::tvec4(T(0), i1.z, i2.z, T(1))) + i.y + detail::tvec4(T(0), i1.y, i2.y, T(1))) + i.x + detail::tvec4(T(0), i1.x, i2.x, T(1)))); // Gradients: 7x7 points over a square, mapped onto an octahedron. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) T n_ = static_cast(0.142857142857); // 1.0/7.0 detail::tvec3 ns(n_ * detail::tvec3(D.w, D.y, D.z) - detail::tvec3(D.x, D.z, D.x)); detail::tvec4 j(p - T(49) * floor(p * ns.z * ns.z)); // mod(p,7*7) detail::tvec4 x_(floor(j * ns.z)); detail::tvec4 y_(floor(j - T(7) * x_)); // mod(j,N) detail::tvec4 x(x_ * ns.x + ns.y); detail::tvec4 y(y_ * ns.x + ns.y); detail::tvec4 h(T(1) - abs(x) - abs(y)); detail::tvec4 b0(x.x, x.y, y.x, y.y); detail::tvec4 b1(x.z, x.w, y.z, y.w); // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; detail::tvec4 s0(floor(b0) * T(2) + T(1)); detail::tvec4 s1(floor(b1) * T(2) + T(1)); detail::tvec4 sh(-step(h, detail::tvec4(0.0))); detail::tvec4 a0 = detail::tvec4(b0.x, b0.z, b0.y, b0.w) + detail::tvec4(s0.x, s0.z, s0.y, s0.w) * detail::tvec4(sh.x, sh.x, sh.y, sh.y); detail::tvec4 a1 = detail::tvec4(b1.x, b1.z, b1.y, b1.w) + detail::tvec4(s1.x, s1.z, s1.y, s1.w) * detail::tvec4(sh.z, sh.z, sh.w, sh.w); detail::tvec3 p0(a0.x, a0.y, h.x); detail::tvec3 p1(a0.z, a0.w, h.y); detail::tvec3 p2(a1.x, a1.y, h.z); detail::tvec3 p3(a1.z, a1.w, h.w); // Normalise gradients detail::tvec4 norm = taylorInvSqrt(detail::tvec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; // Mix final noise value detail::tvec4 m = max(T(0.6) - detail::tvec4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), T(0)); m = m * m; return T(42) * dot(m * m, detail::tvec4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); } template GLM_FUNC_QUALIFIER T noise1(detail::tvec4 const & v) { detail::tvec4 const C( 0.138196601125011, // (5 - sqrt(5))/20 G4 0.276393202250021, // 2 * G4 0.414589803375032, // 3 * G4 -0.447213595499958); // -1 + 4 * G4 // (sqrt(5) - 1)/4 = F4, used once below T const F4 = static_cast(0.309016994374947451); // First corner detail::tvec4 i = floor(v + dot(v, detail::tvec4(F4))); detail::tvec4 x0 = v - i + dot(i, detail::tvec4(C.x)); // Other corners // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) detail::tvec4 i0; detail::tvec3 isX = step(detail::tvec3(x0.y, x0.z, x0.w), detail::tvec3(x0.x)); detail::tvec3 isYZ = step(detail::tvec3(x0.z, x0.w, x0.w), detail::tvec3(x0.y, x0.y, x0.z)); // i0.x = dot(isX, vec3(1.0)); //i0.x = isX.x + isX.y + isX.z; //i0.yzw = static_cast(1) - isX; i0 = detail::tvec4(isX.x + isX.y + isX.z, T(1) - isX); // i0.y += dot(isYZ.xy, vec2(1.0)); i0.y += isYZ.x + isYZ.y; //i0.zw += 1.0 - detail::tvec2(isYZ.x, isYZ.y); i0.z += static_cast(1) - isYZ.x; i0.w += static_cast(1) - isYZ.y; i0.z += isYZ.z; i0.w += static_cast(1) - isYZ.z; // i0 now contains the unique values 0,1,2,3 in each channel detail::tvec4 i3 = clamp(i0, T(0), T(1)); detail::tvec4 i2 = clamp(i0 - T(1), T(0), T(1)); detail::tvec4 i1 = clamp(i0 - T(2), T(0), T(1)); // x0 = x0 - 0.0 + 0.0 * C.xxxx // x1 = x0 - i1 + 0.0 * C.xxxx // x2 = x0 - i2 + 0.0 * C.xxxx // x3 = x0 - i3 + 0.0 * C.xxxx // x4 = x0 - 1.0 + 4.0 * C.xxxx detail::tvec4 x1 = x0 - i1 + C.x; detail::tvec4 x2 = x0 - i2 + C.y; detail::tvec4 x3 = x0 - i3 + C.z; detail::tvec4 x4 = x0 + C.w; // Permutations i = mod(i, T(289)); T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x); detail::tvec4 j1 = detail::permute(detail::permute(detail::permute(detail::permute( i.w + detail::tvec4(i1.w, i2.w, i3.w, T(1))) + i.z + detail::tvec4(i1.z, i2.z, i3.z, T(1))) + i.y + detail::tvec4(i1.y, i2.y, i3.y, T(1))) + i.x + detail::tvec4(i1.x, i2.x, i3.x, T(1))); // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope // 7*7*6 = 294, which is close to the ring size 17*17 = 289. detail::tvec4 ip = detail::tvec4(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0)); detail::tvec4 p0 = detail::grad4(j0, ip); detail::tvec4 p1 = detail::grad4(j1.x, ip); detail::tvec4 p2 = detail::grad4(j1.y, ip); detail::tvec4 p3 = detail::grad4(j1.z, ip); detail::tvec4 p4 = detail::grad4(j1.w, ip); // Normalise gradients detail::tvec4 norm = detail::taylorInvSqrt(detail::tvec4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); p0 *= norm.x; p1 *= norm.y; p2 *= norm.z; p3 *= norm.w; p4 *= taylorInvSqrt(dot(p4, p4)); // Mix contributions from the five corners detail::tvec3 m0 = max(T(0.6) - detail::tvec3(dot(x0, x0), dot(x1, x1), dot(x2, x2)), T(0)); detail::tvec2 m1 = max(T(0.6) - detail::tvec2(dot(x3, x3), dot(x4, x4) ), T(0)); m0 = m0 * m0; m1 = m1 * m1; return T(49) * ( dot(m0 * m0, detail::tvec3(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + dot(m1 * m1, detail::tvec2(dot(p3, x3), dot(p4, x4)))); } template GLM_FUNC_QUALIFIER detail::tvec2 noise2(detail::tvec2 const & x) { return detail::tvec2( noise1(x + detail::tvec2(0.0)), noise1(detail::tvec2(0.0) - x)); } template GLM_FUNC_QUALIFIER detail::tvec2 noise2(detail::tvec3 const & x) { return detail::tvec2( noise1(x + detail::tvec3(0.0)), noise1(detail::tvec3(0.0) - x)); } template GLM_FUNC_QUALIFIER detail::tvec2 noise2(detail::tvec4 const & x) { return detail::tvec2( noise1(x + detail::tvec4(0)), noise1(detail::tvec4(0) - x)); } template GLM_FUNC_QUALIFIER detail::tvec3 noise3(detail::tvec2 const & x) { return detail::tvec3( noise1(x - detail::tvec2(1.0)), noise1(x + detail::tvec2(0.0)), noise1(x + detail::tvec2(1.0))); } template GLM_FUNC_QUALIFIER detail::tvec3 noise3(detail::tvec3 const & x) { return detail::tvec3( noise1(x - detail::tvec3(1.0)), noise1(x + detail::tvec3(0.0)), noise1(x + detail::tvec3(1.0))); } template GLM_FUNC_QUALIFIER detail::tvec3 noise3(detail::tvec4 const & x) { return detail::tvec3( noise1(x - detail::tvec4(1)), noise1(x + detail::tvec4(0)), noise1(x + detail::tvec4(1))); } template GLM_FUNC_QUALIFIER detail::tvec4 noise4(detail::tvec2 const & x) { return detail::tvec4( noise1(x - detail::tvec2(1)), noise1(x + detail::tvec2(0)), noise1(x + detail::tvec2(1)), noise1(x + detail::tvec2(2))); } template GLM_FUNC_QUALIFIER detail::tvec4 noise4(detail::tvec3 const & x) { return detail::tvec4( noise1(x - detail::tvec3(1)), noise1(x + detail::tvec3(0)), noise1(x + detail::tvec3(1)), noise1(x + detail::tvec3(2))); } template GLM_FUNC_QUALIFIER detail::tvec4 noise4(detail::tvec4 const & x) { return detail::tvec4( noise1(x - detail::tvec4(1)), noise1(x + detail::tvec4(0)), noise1(x + detail::tvec4(1)), noise1(x + detail::tvec4(2))); } }//namespace glm