199 lines
4.7 KiB
C
199 lines
4.7 KiB
C
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/*
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* Copyright 2011-2013 Blender Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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#include "vector2.h"
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#include "vector4.h"
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#define vector3 point
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float safe_noise(float p)
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{
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float f = noise("noise", p);
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if (isinf(f))
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return 0.5;
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return f;
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}
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float safe_noise(vector2 p)
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{
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float f = noise("noise", p.x, p.y);
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if (isinf(f))
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return 0.5;
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return f;
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}
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float safe_noise(vector3 p)
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{
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float f = noise("noise", p);
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if (isinf(f))
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return 0.5;
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return f;
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}
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float safe_noise(vector4 p)
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{
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float f = noise("noise", vector3(p.x, p.y, p.z), p.w);
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if (isinf(f))
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return 0.5;
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return f;
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}
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float safe_snoise(float p)
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{
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float f = noise("snoise", p);
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if (isinf(f))
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return 0.0;
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return f;
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}
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float safe_snoise(vector2 p)
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{
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float f = noise("snoise", p.x, p.y);
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if (isinf(f))
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return 0.0;
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return f;
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}
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float safe_snoise(vector3 p)
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{
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float f = noise("snoise", p);
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if (isinf(f))
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return 0.0;
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return f;
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}
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float safe_snoise(vector4 p)
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{
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float f = noise("snoise", vector3(p.x, p.y, p.z), p.w);
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if (isinf(f))
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return 0.0;
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return f;
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(float p, float details)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 16.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_noise(fscale * p);
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sum += t * amp;
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amp *= 0.5;
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fscale *= 2.0;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_noise(fscale * p);
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float sum2 = sum + t * amp;
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
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return (1.0 - rmd) * sum + rmd * sum2;
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}
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else {
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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return sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector2 p, float details)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 16.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_noise(fscale * p);
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sum += t * amp;
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amp *= 0.5;
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fscale *= 2.0;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_noise(fscale * p);
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float sum2 = sum + t * amp;
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
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return (1.0 - rmd) * sum + rmd * sum2;
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}
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else {
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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return sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector3 p, float details)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 16.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_noise(fscale * p);
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sum += t * amp;
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amp *= 0.5;
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fscale *= 2.0;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_noise(fscale * p);
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float sum2 = sum + t * amp;
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
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return (1.0 - rmd) * sum + rmd * sum2;
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}
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else {
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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return sum;
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}
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}
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/* The fractal_noise functions are all exactly the same except for the input type. */
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float fractal_noise(vector4 p, float details)
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{
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float fscale = 1.0;
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float amp = 1.0;
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float sum = 0.0;
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float octaves = clamp(details, 0.0, 16.0);
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int n = (int)octaves;
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for (int i = 0; i <= n; i++) {
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float t = safe_noise(fscale * p);
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sum += t * amp;
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amp *= 0.5;
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fscale *= 2.0;
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}
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float rmd = octaves - floor(octaves);
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if (rmd != 0.0) {
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float t = safe_noise(fscale * p);
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float sum2 = sum + t * amp;
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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sum2 *= ((float)(1 << (n + 1)) / (float)((1 << (n + 2)) - 1));
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return (1.0 - rmd) * sum + rmd * sum2;
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}
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else {
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sum *= ((float)(1 << n) / (float)((1 << (n + 1)) - 1));
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return sum;
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}
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}
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#undef vector3
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