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Tony-LunarGb0b195d2015-05-13 15:01:06 -06001///////////////////////////////////////////////////////////////////////////////////
2/// OpenGL Mathematics (glm.g-truc.net)
3///
4/// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net)
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11///
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16/// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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22///
23/// @ref core
24/// @file glm/core/func_noise.inl
25/// @date 2008-08-01 / 2011-09-27
26/// @author Christophe Riccio
27///////////////////////////////////////////////////////////////////////////////////
28
29#include "../detail/_noise.hpp"
30#include "./func_common.hpp"
31
32namespace glm{
33namespace detail
34{
35 template <typename T, precision P>
36 GLM_FUNC_QUALIFIER detail::tvec4<T, P> grad4(T const & j, detail::tvec4<T, P> const & ip)
37 {
38 detail::tvec3<T, P> pXYZ = floor(fract(detail::tvec3<T, P>(j) * detail::tvec3<T, P>(ip)) * T(7)) * ip[2] - T(1);
39 T pW = static_cast<T>(1.5) - dot(abs(pXYZ), detail::tvec3<T, P>(1));
40 detail::tvec4<T, P> s = detail::tvec4<T, P>(lessThan(detail::tvec4<T, P>(pXYZ, pW), detail::tvec4<T, P>(0.0)));
41 pXYZ = pXYZ + (detail::tvec3<T, P>(s) * T(2) - T(1)) * s.w;
42 return detail::tvec4<T, P>(pXYZ, pW);
43 }
44}//namespace detail
45
46 template <typename T>
47 GLM_FUNC_QUALIFIER T noise1(T const & x)
48 {
49 return noise1(detail::tvec2<T, defaultp>(x, T(0)));
50 }
51
52 template <typename T>
53 GLM_FUNC_QUALIFIER detail::tvec2<T, defaultp> noise2(T const & x)
54 {
55 return detail::tvec2<T, defaultp>(
56 noise1(x + T(0.0)),
57 noise1(x + T(1.0)));
58 }
59
60 template <typename T>
61 GLM_FUNC_QUALIFIER detail::tvec3<T, defaultp> noise3(T const & x)
62 {
63 return detail::tvec3<T, defaultp>(
64 noise1(x - T(1.0)),
65 noise1(x + T(0.0)),
66 noise1(x + T(1.0)));
67 }
68
69 template <typename T>
70 GLM_FUNC_QUALIFIER detail::tvec4<T, defaultp> noise4(T const & x)
71 {
72 return detail::tvec4<T, defaultp>(
73 noise1(x - T(1.0)),
74 noise1(x + T(0.0)),
75 noise1(x + T(1.0)),
76 noise1(x + T(2.0)));
77 }
78
79 template <typename T, precision P>
80 GLM_FUNC_QUALIFIER T noise1(detail::tvec2<T, P> const & v)
81 {
82 detail::tvec4<T, P> const C = detail::tvec4<T, P>(
83 T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0
84 T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0)
85 T(-0.577350269189626), // -1.0 + 2.0 * C.x
86 T( 0.024390243902439)); // 1.0 / 41.0
87
88 // First corner
89 detail::tvec2<T, P> i = floor(v + dot(v, detail::tvec2<T, P>(C[1])));
90 detail::tvec2<T, P> x0 = v - i + dot(i, detail::tvec2<T, P>(C[0]));
91
92 // Other corners
93 //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0
94 //i1.y = 1.0 - i1.x;
95 detail::tvec2<T, P> i1 = (x0.x > x0.y) ? detail::tvec2<T, P>(1, 0) : detail::tvec2<T, P>(0, 1);
96
97 // x0 = x0 - 0.0 + 0.0 * C.xx ;
98 // x1 = x0 - i1 + 1.0 * C.xx ;
99 // x2 = x0 - 1.0 + 2.0 * C.xx ;
100 detail::tvec4<T, P> x12 = detail::tvec4<T, P>(x0.x, x0.y, x0.x, x0.y) + detail::tvec4<T, P>(C.x, C.x, C.z, C.z);
101 x12 = detail::tvec4<T, P>(detail::tvec2<T, P>(x12) - i1, x12.z, x12.w);
102
103 // Permutations
104 i = mod(i, T(289)); // Avoid truncation effects in permutation
105 detail::tvec3<T, P> p = detail::permute(
106 detail::permute(i.y + detail::tvec3<T, P>(T(0), i1.y, T(1))) + i.x + detail::tvec3<T, P>(T(0), i1.x, T(1)));
107
108 detail::tvec3<T, P> m = max(T(0.5) - detail::tvec3<T, P>(
109 dot(x0, x0),
110 dot(detail::tvec2<T, P>(x12.x, x12.y), detail::tvec2<T, P>(x12.x, x12.y)),
111 dot(detail::tvec2<T, P>(x12.z, x12.w), detail::tvec2<T, P>(x12.z, x12.w))), T(0));
112
113 m = m * m;
114 m = m * m;
115
116 // Gradients: 41 points uniformly over a line, mapped onto a diamond.
117 // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287)
118
119 detail::tvec3<T, P> x = static_cast<T>(2) * fract(p * C.w) - T(1);
120 detail::tvec3<T, P> h = abs(x) - T(0.5);
121 detail::tvec3<T, P> ox = floor(x + T(0.5));
122 detail::tvec3<T, P> a0 = x - ox;
123
124 // Normalise gradients implicitly by scaling m
125 // Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h );
126 m *= static_cast<T>(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h);
127
128 // Compute final noise value at P
129 detail::tvec3<T, P> g;
130 g.x = a0.x * x0.x + h.x * x0.y;
131 //g.yz = a0.yz * x12.xz + h.yz * x12.yw;
132 g.y = a0.y * x12.x + h.y * x12.y;
133 g.z = a0.z * x12.z + h.z * x12.w;
134 return T(130) * dot(m, g);
135 }
136
137 template <typename T, precision P>
138 GLM_FUNC_QUALIFIER T noise1(detail::tvec3<T, P> const & v)
139 {
140 detail::tvec2<T, P> const C(1.0 / 6.0, 1.0 / 3.0);
141 detail::tvec4<T, P> const D(0.0, 0.5, 1.0, 2.0);
142
143 // First corner
144 detail::tvec3<T, P> i(floor(v + dot(v, detail::tvec3<T, P>(C.y))));
145 detail::tvec3<T, P> x0(v - i + dot(i, detail::tvec3<T, P>(C.x)));
146
147 // Other corners
148 detail::tvec3<T, P> g(step(detail::tvec3<T, P>(x0.y, x0.z, x0.x), x0));
149 detail::tvec3<T, P> l(T(1) - g);
150 detail::tvec3<T, P> i1(min(g, detail::tvec3<T, P>(l.z, l.x, l.y)));
151 detail::tvec3<T, P> i2(max(g, detail::tvec3<T, P>(l.z, l.x, l.y)));
152
153 // x0 = x0 - 0.0 + 0.0 * C.xxx;
154 // x1 = x0 - i1 + 1.0 * C.xxx;
155 // x2 = x0 - i2 + 2.0 * C.xxx;
156 // x3 = x0 - 1.0 + 3.0 * C.xxx;
157 detail::tvec3<T, P> x1(x0 - i1 + C.x);
158 detail::tvec3<T, P> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y
159 detail::tvec3<T, P> x3(x0 - D.y); // -1.0+3.0*C.x = -0.5 = -D.y
160
161 // Permutations
162 i = mod289(i);
163 detail::tvec4<T, P> p(detail::permute(detail::permute(detail::permute(
164 i.z + detail::tvec4<T, P>(T(0), i1.z, i2.z, T(1))) +
165 i.y + detail::tvec4<T, P>(T(0), i1.y, i2.y, T(1))) +
166 i.x + detail::tvec4<T, P>(T(0), i1.x, i2.x, T(1))));
167
168 // Gradients: 7x7 points over a square, mapped onto an octahedron.
169 // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
170 T n_ = static_cast<T>(0.142857142857); // 1.0/7.0
171 detail::tvec3<T, P> ns(n_ * detail::tvec3<T, P>(D.w, D.y, D.z) - detail::tvec3<T, P>(D.x, D.z, D.x));
172
173 detail::tvec4<T, P> j(p - T(49) * floor(p * ns.z * ns.z)); // mod(p,7*7)
174
175 detail::tvec4<T, P> x_(floor(j * ns.z));
176 detail::tvec4<T, P> y_(floor(j - T(7) * x_)); // mod(j,N)
177
178 detail::tvec4<T, P> x(x_ * ns.x + ns.y);
179 detail::tvec4<T, P> y(y_ * ns.x + ns.y);
180 detail::tvec4<T, P> h(T(1) - abs(x) - abs(y));
181
182 detail::tvec4<T, P> b0(x.x, x.y, y.x, y.y);
183 detail::tvec4<T, P> b1(x.z, x.w, y.z, y.w);
184
185 // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0;
186 // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0;
187 detail::tvec4<T, P> s0(floor(b0) * T(2) + T(1));
188 detail::tvec4<T, P> s1(floor(b1) * T(2) + T(1));
189 detail::tvec4<T, P> sh(-step(h, detail::tvec4<T, P>(0.0)));
190
191 detail::tvec4<T, P> a0 = detail::tvec4<T, P>(b0.x, b0.z, b0.y, b0.w) + detail::tvec4<T, P>(s0.x, s0.z, s0.y, s0.w) * detail::tvec4<T, P>(sh.x, sh.x, sh.y, sh.y);
192 detail::tvec4<T, P> a1 = detail::tvec4<T, P>(b1.x, b1.z, b1.y, b1.w) + detail::tvec4<T, P>(s1.x, s1.z, s1.y, s1.w) * detail::tvec4<T, P>(sh.z, sh.z, sh.w, sh.w);
193
194 detail::tvec3<T, P> p0(a0.x, a0.y, h.x);
195 detail::tvec3<T, P> p1(a0.z, a0.w, h.y);
196 detail::tvec3<T, P> p2(a1.x, a1.y, h.z);
197 detail::tvec3<T, P> p3(a1.z, a1.w, h.w);
198
199 // Normalise gradients
200 detail::tvec4<T, P> norm = taylorInvSqrt(detail::tvec4<T, P>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
201 p0 *= norm.x;
202 p1 *= norm.y;
203 p2 *= norm.z;
204 p3 *= norm.w;
205
206 // Mix final noise value
207 detail::tvec4<T, P> m = max(T(0.6) - detail::tvec4<T, P>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), T(0));
208 m = m * m;
209 return T(42) * dot(m * m, detail::tvec4<T, P>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3)));
210 }
211
212 template <typename T, precision P>
213 GLM_FUNC_QUALIFIER T noise1(detail::tvec4<T, P> const & v)
214 {
215 detail::tvec4<T, P> const C(
216 0.138196601125011, // (5 - sqrt(5))/20 G4
217 0.276393202250021, // 2 * G4
218 0.414589803375032, // 3 * G4
219 -0.447213595499958); // -1 + 4 * G4
220
221 // (sqrt(5) - 1)/4 = F4, used once below
222 T const F4 = static_cast<T>(0.309016994374947451);
223
224 // First corner
225 detail::tvec4<T, P> i = floor(v + dot(v, detail::tvec4<T, P>(F4)));
226 detail::tvec4<T, P> x0 = v - i + dot(i, detail::tvec4<T, P>(C.x));
227
228 // Other corners
229
230 // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI)
231 detail::tvec4<T, P> i0;
232 detail::tvec3<T, P> isX = step(detail::tvec3<T, P>(x0.y, x0.z, x0.w), detail::tvec3<T, P>(x0.x));
233 detail::tvec3<T, P> isYZ = step(detail::tvec3<T, P>(x0.z, x0.w, x0.w), detail::tvec3<T, P>(x0.y, x0.y, x0.z));
234
235 // i0.x = dot(isX, vec3(1.0));
236 //i0.x = isX.x + isX.y + isX.z;
237 //i0.yzw = static_cast<T>(1) - isX;
238 i0 = detail::tvec4<T, P>(isX.x + isX.y + isX.z, T(1) - isX);
239
240 // i0.y += dot(isYZ.xy, vec2(1.0));
241 i0.y += isYZ.x + isYZ.y;
242
243 //i0.zw += 1.0 - detail::tvec2<T, P>(isYZ.x, isYZ.y);
244 i0.z += static_cast<T>(1) - isYZ.x;
245 i0.w += static_cast<T>(1) - isYZ.y;
246 i0.z += isYZ.z;
247 i0.w += static_cast<T>(1) - isYZ.z;
248
249 // i0 now contains the unique values 0,1,2,3 in each channel
250 detail::tvec4<T, P> i3 = clamp(i0, T(0), T(1));
251 detail::tvec4<T, P> i2 = clamp(i0 - T(1), T(0), T(1));
252 detail::tvec4<T, P> i1 = clamp(i0 - T(2), T(0), T(1));
253
254 // x0 = x0 - 0.0 + 0.0 * C.xxxx
255 // x1 = x0 - i1 + 0.0 * C.xxxx
256 // x2 = x0 - i2 + 0.0 * C.xxxx
257 // x3 = x0 - i3 + 0.0 * C.xxxx
258 // x4 = x0 - 1.0 + 4.0 * C.xxxx
259 detail::tvec4<T, P> x1 = x0 - i1 + C.x;
260 detail::tvec4<T, P> x2 = x0 - i2 + C.y;
261 detail::tvec4<T, P> x3 = x0 - i3 + C.z;
262 detail::tvec4<T, P> x4 = x0 + C.w;
263
264 // Permutations
265 i = mod(i, T(289));
266 T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x);
267 detail::tvec4<T, P> j1 = detail::permute(detail::permute(detail::permute(detail::permute(
268 i.w + detail::tvec4<T, P>(i1.w, i2.w, i3.w, T(1))) +
269 i.z + detail::tvec4<T, P>(i1.z, i2.z, i3.z, T(1))) +
270 i.y + detail::tvec4<T, P>(i1.y, i2.y, i3.y, T(1))) +
271 i.x + detail::tvec4<T, P>(i1.x, i2.x, i3.x, T(1)));
272
273 // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope
274 // 7*7*6 = 294, which is close to the ring size 17*17 = 289.
275 detail::tvec4<T, P> ip = detail::tvec4<T, P>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0));
276
277 detail::tvec4<T, P> p0 = detail::grad4(j0, ip);
278 detail::tvec4<T, P> p1 = detail::grad4(j1.x, ip);
279 detail::tvec4<T, P> p2 = detail::grad4(j1.y, ip);
280 detail::tvec4<T, P> p3 = detail::grad4(j1.z, ip);
281 detail::tvec4<T, P> p4 = detail::grad4(j1.w, ip);
282
283 // Normalise gradients
284 detail::tvec4<T, P> norm = detail::taylorInvSqrt(detail::tvec4<T, P>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
285 p0 *= norm.x;
286 p1 *= norm.y;
287 p2 *= norm.z;
288 p3 *= norm.w;
289 p4 *= taylorInvSqrt(dot(p4, p4));
290
291 // Mix contributions from the five corners
292 detail::tvec3<T, P> m0 = max(T(0.6) - detail::tvec3<T, P>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), T(0));
293 detail::tvec2<T, P> m1 = max(T(0.6) - detail::tvec2<T, P>(dot(x3, x3), dot(x4, x4) ), T(0));
294 m0 = m0 * m0;
295 m1 = m1 * m1;
296
297 return T(49) * (
298 dot(m0 * m0, detail::tvec3<T, P>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) +
299 dot(m1 * m1, detail::tvec2<T, P>(dot(p3, x3), dot(p4, x4))));
300 }
301
302 template <typename T, precision P>
303 GLM_FUNC_QUALIFIER detail::tvec2<T, P> noise2(detail::tvec2<T, P> const & x)
304 {
305 return detail::tvec2<T, P>(
306 noise1(x + detail::tvec2<T, P>(0.0)),
307 noise1(detail::tvec2<T, P>(0.0) - x));
308 }
309
310 template <typename T, precision P>
311 GLM_FUNC_QUALIFIER detail::tvec2<T, P> noise2(detail::tvec3<T, P> const & x)
312 {
313 return detail::tvec2<T, P>(
314 noise1(x + detail::tvec3<T, P>(0.0)),
315 noise1(detail::tvec3<T, P>(0.0) - x));
316 }
317
318 template <typename T, precision P>
319 GLM_FUNC_QUALIFIER detail::tvec2<T, P> noise2(detail::tvec4<T, P> const & x)
320 {
321 return detail::tvec2<T, P>(
322 noise1(x + detail::tvec4<T, P>(0)),
323 noise1(detail::tvec4<T, P>(0) - x));
324 }
325
326 template <typename T, precision P>
327 GLM_FUNC_QUALIFIER detail::tvec3<T, P> noise3(detail::tvec2<T, P> const & x)
328 {
329 return detail::tvec3<T, P>(
330 noise1(x - detail::tvec2<T, P>(1.0)),
331 noise1(x + detail::tvec2<T, P>(0.0)),
332 noise1(x + detail::tvec2<T, P>(1.0)));
333 }
334
335 template <typename T, precision P>
336 GLM_FUNC_QUALIFIER detail::tvec3<T, P> noise3(detail::tvec3<T, P> const & x)
337 {
338 return detail::tvec3<T, P>(
339 noise1(x - detail::tvec3<T, P>(1.0)),
340 noise1(x + detail::tvec3<T, P>(0.0)),
341 noise1(x + detail::tvec3<T, P>(1.0)));
342 }
343
344 template <typename T, precision P>
345 GLM_FUNC_QUALIFIER detail::tvec3<T, P> noise3(detail::tvec4<T, P> const & x)
346 {
347 return detail::tvec3<T, P>(
348 noise1(x - detail::tvec4<T, P>(1)),
349 noise1(x + detail::tvec4<T, P>(0)),
350 noise1(x + detail::tvec4<T, P>(1)));
351 }
352
353 template <typename T, precision P>
354 GLM_FUNC_QUALIFIER detail::tvec4<T, P> noise4(detail::tvec2<T, P> const & x)
355 {
356 return detail::tvec4<T, P>(
357 noise1(x - detail::tvec2<T, P>(1)),
358 noise1(x + detail::tvec2<T, P>(0)),
359 noise1(x + detail::tvec2<T, P>(1)),
360 noise1(x + detail::tvec2<T, P>(2)));
361 }
362
363
364 template <typename T, precision P>
365 GLM_FUNC_QUALIFIER detail::tvec4<T, P> noise4(detail::tvec3<T, P> const & x)
366 {
367 return detail::tvec4<T, P>(
368 noise1(x - detail::tvec3<T, P>(1)),
369 noise1(x + detail::tvec3<T, P>(0)),
370 noise1(x + detail::tvec3<T, P>(1)),
371 noise1(x + detail::tvec3<T, P>(2)));
372 }
373
374 template <typename T, precision P>
375 GLM_FUNC_QUALIFIER detail::tvec4<T, P> noise4(detail::tvec4<T, P> const & x)
376 {
377 return detail::tvec4<T, P>(
378 noise1(x - detail::tvec4<T, P>(1)),
379 noise1(x + detail::tvec4<T, P>(0)),
380 noise1(x + detail::tvec4<T, P>(1)),
381 noise1(x + detail::tvec4<T, P>(2)));
382 }
383
384}//namespace glm