summaryrefslogtreecommitdiffstats
path: root/third_party/gles2_book/Chapter_13/Noise3D/generatenoise.c
blob: a4c969bde51078cbb73d25fd5a2e6bdc0c50e7ae (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
#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);;
}