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#include <stdlib.h>
#include <math.h>
// permTable describes a random permutatin of 8-bit values from 0 to 255.
static unsigned char permTable[256] = {
0xE1, 0x9B, 0xD2, 0x6C, 0xAF, 0xC7, 0xDD, 0x90, 0xCB, 0x74, 0x46, 0xD5, 0x45, 0x9E, 0x21, 0xFC,
0x05, 0x52, 0xAD, 0x85, 0xDE, 0x8B, 0xAE, 0x1B, 0x09, 0x47, 0x5A, 0xF6, 0x4B, 0x82, 0x5B, 0xBF,
0xA9, 0x8A, 0x02, 0x97, 0xC2, 0xEB, 0x51, 0x07, 0x19, 0x71, 0xE4, 0x9F, 0xCD, 0xFD, 0x86, 0x8E,
0xF8, 0x41, 0xE0, 0xD9, 0x16, 0x79, 0xE5, 0x3F, 0x59, 0x67, 0x60, 0x68, 0x9C, 0x11, 0xC9, 0x81,
0x24, 0x08, 0xA5, 0x6E, 0xED, 0x75, 0xE7, 0x38, 0x84, 0xD3, 0x98, 0x14, 0xB5, 0x6F, 0xEF, 0xDA,
0xAA, 0xA3, 0x33, 0xAC, 0x9D, 0x2F, 0x50, 0xD4, 0xB0, 0xFA, 0x57, 0x31, 0x63, 0xF2, 0x88, 0xBD,
0xA2, 0x73, 0x2C, 0x2B, 0x7C, 0x5E, 0x96, 0x10, 0x8D, 0xF7, 0x20, 0x0A, 0xC6, 0xDF, 0xFF, 0x48,
0x35, 0x83, 0x54, 0x39, 0xDC, 0xC5, 0x3A, 0x32, 0xD0, 0x0B, 0xF1, 0x1C, 0x03, 0xC0, 0x3E, 0xCA,
0x12, 0xD7, 0x99, 0x18, 0x4C, 0x29, 0x0F, 0xB3, 0x27, 0x2E, 0x37, 0x06, 0x80, 0xA7, 0x17, 0xBC,
0x6A, 0x22, 0xBB, 0x8C, 0xA4, 0x49, 0x70, 0xB6, 0xF4, 0xC3, 0xE3, 0x0D, 0x23, 0x4D, 0xC4, 0xB9,
0x1A, 0xC8, 0xE2, 0x77, 0x1F, 0x7B, 0xA8, 0x7D, 0xF9, 0x44, 0xB7, 0xE6, 0xB1, 0x87, 0xA0, 0xB4,
0x0C, 0x01, 0xF3, 0x94, 0x66, 0xA6, 0x26, 0xEE, 0xFB, 0x25, 0xF0, 0x7E, 0x40, 0x4A, 0xA1, 0x28,
0xB8, 0x95, 0xAB, 0xB2, 0x65, 0x42, 0x1D, 0x3B, 0x92, 0x3D, 0xFE, 0x6B, 0x2A, 0x56, 0x9A, 0x04,
0xEC, 0xE8, 0x78, 0x15, 0xE9, 0xD1, 0x2D, 0x62, 0xC1, 0x72, 0x4E, 0x13, 0xCE, 0x0E, 0x76, 0x7F,
0x30, 0x4F, 0x93, 0x55, 0x1E, 0xCF, 0xDB, 0x36, 0x58, 0xEA, 0xBE, 0x7A, 0x5F, 0x43, 0x8F, 0x6D,
0x89, 0xD6, 0x91, 0x5D, 0x5C, 0x64, 0xF5, 0x00, 0xD8, 0xBA, 0x3C, 0x53, 0x69, 0x61, 0xCC, 0x34,
};
#define NOISE_TABLE_MASK 255
// lattice gradients 3D noise
static float gradientTable[256*3];
#define FLOOR(x) ((int)(x) - ((x) < 0 && (x) != (int)(x)))
#define smoothstep(t) ( t * t * (3.0f - 2.0f * t) )
#define lerp(t, a, b) ( a + t * (b - a) )
void
initNoiseTable()
{
long rnd;
int i;
double a;
float x, y, z, r, theta;
float gradients[256*3];
unsigned int *p, *psrc;
srandom(0);
// build gradient table for 3D noise
for (i=0; i<256; i++)
{
/*
* calculate 1 - 2 * random number
*/
rnd = random();
a = (random() & 0x7FFFFFFF) / (double) 0x7FFFFFFF;
z = (float)(1.0 - 2.0 * a);
r = (float)sqrt(1.0 - z * z); // r is radius of circle
rnd = random();
a = (float)((random() & 0x7FFFFFFF) / (double) 0x7FFFFFFF);
theta = (float)(2.0 * M_PI * a);
x = (float)(r * (float)cos(a));
y = (float)(r * (float)sin(a));
gradients[i*3] = x;
gradients[i*3+1] = y;
gradients[i*3+2] = z;
}
// use the index in the permutation table to load the
// gradient values from gradients to gradientTable
p = (unsigned int *)gradientTable;
psrc = (unsigned int *)gradients;
for (i=0; i<256; i++)
{
int indx = permTable[i];
p[i*3] = psrc[indx*3];
p[i*3+1] = psrc[indx*3+1];
p[i*3+2] = psrc[indx*3+2];
}
}
//
// generate the value of gradient noise for a given lattice point
//
// (ix, iy, iz) specifies the 3D lattice position
// (fx, fy, fz) specifies the fractional part
//
static float
glattice3D(int ix, int iy, int iz, float fx, float fy, float fz)
{
float *g;
int indx, y, z;
z = permTable[iz & NOISE_TABLE_MASK];
y = permTable[(iy + z) & NOISE_TABLE_MASK];
indx = (ix + y) & NOISE_TABLE_MASK;
g = &gradientTable[indx*3];
return (g[0]*fx + g[1]*fy + g[2]*fz);
}
//
// generate the 3D noise value
// f describes the input (x, y, z) position for which the noise value needs to be computed
// noise3D returns the scalar noise value
//
float
noise3D(float *f)
{
int ix, iy, iz;
float fx0, fx1, fy0, fy1, fz0, fz1;
float wx, wy, wz;
float vx0, vx1, vy0, vy1, vz0, vz1;
ix = FLOOR(f[0]);
fx0 = f[0] - ix;
fx1 = fx0 - 1;
wx = smoothstep(fx0);
iy = FLOOR(f[1]);
fy0 = f[1] - iy;
fy1 = fy0 - 1;
wy = smoothstep(fy0);
iz = FLOOR(f[2]);
fz0 = f[2] - iz;
fz1 = fz0 - 1;
wz = smoothstep(fz0);
vx0 = glattice3D(ix, iy, iz, fx0, fy0, fz0);
vx1 = glattice3D(ix+1, iy, iz, fx1, fy0, fz0);
vy0 = lerp(wx, vx0, vx1);
vx0 = glattice3D(ix, iy+1, iz, fx0, fy1, fz0);
vx1 = glattice3D(ix+1, iy+1, iz, fx1, fy1, fz0);
vy1 = lerp(wx, vx0, vx1);
vz0 = lerp(wy, vy0, vy1);
vx0 = glattice3D(ix, iy, iz+1, fx0, fy0, fz1);
vx1 = glattice3D(ix+1, iy, iz+1, fx1, fy0, fz1);
vy0 = lerp(wx, vx0, vx1);
vx0 = glattice3D(ix, iy+1, iz+1, fx0, fy1, fz1);
vx1 = glattice3D(ix+1, iy+1, iz+1, fx1, fy1, fz1);
vy1 = lerp(wx, vx0, vx1);
vz1 = lerp(wy, vy0, vy1);
return lerp(wz, vz0, vz1);;
}
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