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174 lines
6.1 KiB
Plaintext
174 lines
6.1 KiB
Plaintext
2 weeks ago
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/******************************************************************************/
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/*
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Project - MudBun
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Publisher - Long Bunny Labs
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http://LongBunnyLabs.com
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Author - Ming-Lun "Allen" Chou
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http://AllenChou.net
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Based on project "webgl-noise" by Ashima Arts.
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Description : Array and textureless GLSL 2D simplex noise function.
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Author : Ian McEwan, Ashima Arts.
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Maintainer : ijm
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Lastmod : 20110822 (ijm)
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License : Copyright (C) 2011 Ashima Arts. All rights reserved.
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Distributed under the MIT License. See LICENSE file.
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https://github.com/ashima/webgl-noise
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*/
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/******************************************************************************/
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#ifndef MUDBUN_CLASSIC_NOISE_3D
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#define MUDBUN_CLASSIC_NOISE_3D
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#include "NoiseCommon.cginc"
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#include "../Math/MathConst.cginc"
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// classic Perlin noise
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// single octave
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float mbn_cnoise(float3 P)
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{
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float3 Pi0 = floor(P); // Integer part for indexing
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float3 Pi1 = Pi0 + (float3)1.0; // Integer part + 1
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Pi0 = mbn_mod289(Pi0);
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Pi1 = mbn_mod289(Pi1);
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float3 Pf0 = frac(P); // Fractional part for interpolation
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float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0
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float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
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float4 iz0 = (float4)Pi0.z;
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float4 iz1 = (float4)Pi1.z;
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float4 ixy = mbn_permute(mbn_permute(ix) + iy);
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float4 ixy0 = mbn_permute(ixy + iz0);
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float4 ixy1 = mbn_permute(ixy + iz1);
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float4 gx0 = ixy0 / 7.0;
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float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;
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gx0 = frac(gx0);
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float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);
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float4 sz0 = step(gz0, (float4)0.0);
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gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);
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gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);
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float4 gx1 = ixy1 / 7.0;
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float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;
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gx1 = frac(gx1);
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float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);
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float4 sz1 = step(gz1, (float4)0.0);
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gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);
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gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);
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float3 g000 = float3(gx0.x,gy0.x,gz0.x);
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float3 g100 = float3(gx0.y,gy0.y,gz0.y);
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float3 g010 = float3(gx0.z,gy0.z,gz0.z);
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float3 g110 = float3(gx0.w,gy0.w,gz0.w);
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float3 g001 = float3(gx1.x,gy1.x,gz1.x);
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float3 g101 = float3(gx1.y,gy1.y,gz1.y);
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float3 g011 = float3(gx1.z,gy1.z,gz1.z);
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float3 g111 = float3(gx1.w,gy1.w,gz1.w);
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float4 norm0 = mbn_taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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float4 norm1 = mbn_taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));
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float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));
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float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));
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float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));
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float n111 = dot(g111, Pf1);
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float3 fade_xyz = mbn_fade(Pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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// multiple octave
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DEFINE_NOISE_FUNC_MULTIPLE_OCTAVES(mbn_cnoise, float, float3, 0.5)
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// classic Perlin noise, periodic variant
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// single octave
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float mbn_pnoise(float3 P, float3 rep)
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{
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float3 Pi0 = mbn_mod(floor(P), max(kEpsilon, rep));
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float3 Pi1 = mbn_mod(Pi0 + (float3)1.0, max(kEpsilon, rep)); // Integer part + 1, mod period
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float3 Pf0 = frac(P); // Fractional part for interpolation
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float3 Pf1 = Pf0 - (float3)1.0; // Fractional part - 1.0
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float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
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float4 iy = float4(Pi0.y, Pi0.y, Pi1.y, Pi1.y);
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float4 iz0 = (float4)Pi0.z;
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float4 iz1 = (float4)Pi1.z;
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float4 ixy = mbn_permute(mbn_permute(ix) + iy);
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float4 ixy0 = mbn_permute(ixy + iz0);
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float4 ixy1 = mbn_permute(ixy + iz1);
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float4 gx0 = ixy0 / 7.0;
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float4 gy0 = frac(floor(gx0) / 7.0) - 0.5;
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gx0 = frac(gx0);
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float4 gz0 = (float4)0.5 - abs(gx0) - abs(gy0);
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float4 sz0 = step(gz0, (float4)0.0);
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gx0 -= sz0 * (step((float4)0.0, gx0) - 0.5);
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gy0 -= sz0 * (step((float4)0.0, gy0) - 0.5);
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float4 gx1 = ixy1 / 7.0;
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float4 gy1 = frac(floor(gx1) / 7.0) - 0.5;
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gx1 = frac(gx1);
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float4 gz1 = (float4)0.5 - abs(gx1) - abs(gy1);
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float4 sz1 = step(gz1, (float4)0.0);
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gx1 -= sz1 * (step((float4)0.0, gx1) - 0.5);
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gy1 -= sz1 * (step((float4)0.0, gy1) - 0.5);
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float3 g000 = float3(gx0.x,gy0.x,gz0.x);
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float3 g100 = float3(gx0.y,gy0.y,gz0.y);
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float3 g010 = float3(gx0.z,gy0.z,gz0.z);
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float3 g110 = float3(gx0.w,gy0.w,gz0.w);
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float3 g001 = float3(gx1.x,gy1.x,gz1.x);
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float3 g101 = float3(gx1.y,gy1.y,gz1.y);
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float3 g011 = float3(gx1.z,gy1.z,gz1.z);
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float3 g111 = float3(gx1.w,gy1.w,gz1.w);
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float4 norm0 = mbn_taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
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g000 *= norm0.x;
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g010 *= norm0.y;
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g100 *= norm0.z;
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g110 *= norm0.w;
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float4 norm1 = mbn_taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
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g001 *= norm1.x;
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g011 *= norm1.y;
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g101 *= norm1.z;
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g111 *= norm1.w;
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float n000 = dot(g000, Pf0);
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float n100 = dot(g100, float3(Pf1.x, Pf0.y, Pf0.z));
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float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
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float n110 = dot(g110, float3(Pf1.x, Pf1.y, Pf0.z));
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float n001 = dot(g001, float3(Pf0.x, Pf0.y, Pf1.z));
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float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
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float n011 = dot(g011, float3(Pf0.x, Pf1.y, Pf1.z));
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float n111 = dot(g111, Pf1);
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float3 fade_xyz = mbn_fade(Pf0);
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float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
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float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
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float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
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return 2.2 * n_xyz;
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}
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// multiple octaves
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DEFINE_PERIODIC_NOISE_FUNC_MULTIPLE_OCTAVES(mbn_pnoise, float, float3)
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#endif
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