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     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 
     32 namespace glm{
     33 namespace 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
    385