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/******* COPYRIGHT ************************************************
* *
* FlowVR Render *
* Parallel Rendering Library *
* *
*-----------------------------------------------------------------*
* COPYRIGHT (C) 2005 by *
* Laboratoire Informatique et Distribution (UMR5132) and *
* INRIA Project MOVI. ALL RIGHTS RESERVED. *
* *
* This source is covered by the GNU LGPL, please refer to the *
* COPYING-LIB file for further information. *
* *
*-----------------------------------------------------------------*
* *
* Original Contributors: *
* Jeremie Allard, *
* Clement Menier. *
* *
*******************************************************************
* *
* File: ./include/flowvr/render/noise.h *
* *
* Contacts: *
* *
******************************************************************/
/*
BASED ON:
Functions to create OpenGL textures containing pre-filtered noise patterns for procedural texturing.
Pre-filtering the texture with a bicubic filter avoids some of the artifacts associated with linear filtering,
and allows us to pre-compute the abs() function required for Perlin-style turbulence.
sgreen@nvidia.com 7/2000
*/
#include <stdlib.h>
#include <stdio.h>
#include <math.h>
inline int rfloor(double r)
{
static const double FLOATTOINTCONST=(1.5*(1LL<<(52-16)));
union { double d;
int i;
} temp;
temp.d = r+FLOATTOINTCONST;
return ((temp.i)>>16);
}
inline int rnear(double r)
{
static const double FLOATTOINTCONST_0_5=(1.5*(1LL<<(52-16)))+0.5;
union { double d;
int i;
} temp;
temp.d = r+FLOATTOINTCONST_0_5;
return ((temp.i)>>16);
}
inline int rceil(double r)
{
return -rfloor(-r);
}
inline float rabs(float r)
{
return (r>=0)?r:-r;
}
// clamp x to be between a and b
inline float rclamp(float x, float a, float b)
{
return (x < a ? a : (x > b ? b : x));
}
inline float rrand()
{
return (rand() / (float) RAND_MAX);
}
// a nice piecewise-cubic spline function, defined between 0.0<=x<=2.0
// approximates a windowed sinc function - negative lobes (sharpens slightly)
// using a = -0.75 = contraint parameter -0.5<=a<=-1.0 recommended
inline float cubic(float x)
{
const float a = -0.75;
double w;
if ((x >= 0.0) && (x < 1.0)) {
// Over [0,1) interval
// (a+2)x^3 - (a+3)x^2 + 1
w = ((a + 2.0) * x - (a + 3.0)) * x * x + 1.0;
} else if ((x >= 1.0) && (x <= 2.0)) {
// Over [1,2] interval
// ax^3 - 5ax^2 + 8ax - 4a
w = ((a * x - 5.0 * a) * x + 8.0 * a) * x - 4.0 * a;
} else {
w = 0.0;
}
return (float)w;
}
// 1-dimensional cubic interpolation
// not very fast, but easy to understand
// 0<=x<=1
inline float cubicFilter4f(float x, float vm1, float v, float vp1, float vp2)
{
return vm1 * cubic(1.0f+x) +
v * cubic(x) +
vp1 * cubic(1.0f-x) +
vp2 * cubic(2.0f-x);
}
inline float cubicFilter4fv(float x, float *v)
{
return v[0] * cubic(1.0f+x) +
v[1] * cubic(x) +
v[2] * cubic(1.0f-x) +
v[3] * cubic(2.0f-x);
}
/*
1D cubic interpolator (this is just a faster version of the above)
assumes x > 0.0
constraint parameter = -1
*/
inline float cubicFilterFast4fv(float x, float *i)
{
float x1, x2, x3;
float h1, h2, h3, h4;
float result;
x1 = x + 1.0f;
x2 = x1 * x1;
x3 = x2 * x1;
h4 = -x3 + 5 * x2 - 8 * x1 + 4;
result = h4 * i[0];
x1 = x;
x2 = x1 * x1;
x3 = x2 * x1;
h1 = x3 - 2 * x2 + 1;
result += h1 * i[1];
x1 = 1.0f - x;
x2 = x1 * x1;
x3 = x2 * x1;
h2 = x3 - 2 * x2 + 1;
result += h2 * i[2];
x1 = 2.0f - x;
x2 = x1 * x1;
x3 = x2 * x1;
h3 = -x3 + 5 * x2 - 8 * x1 + 4;
result += h3 * i[3];
return result;
}
class Noise2D
{
public:
float* rdata;
int rsize;
Noise2D(int size=64)
{
rsize = 1;
while (rsize < size) rsize<<=1;
rdata = new float[rsize*rsize];
for (int y=0;y<rsize;y++)
for (int x=0;x<rsize;x++)
rdata[(y*rsize) + x] = rrand();
}
~Noise2D()
{
delete[] rdata;
}
float get(int x, int y)
{
x = x & (rsize - 1);
y = y & (rsize - 1);
return rdata[(y*rsize) + x];
}
float cubic(float x, float y)
{
int ix = rfloor(x);
float fx = x - ix;
int iy = rfloor(y);
float fy = y - iy;
float r = cubicFilter4f(fy,
cubicFilter4f(fx, get(ix-1, iy-1), get(ix, iy-1), get(ix+1, iy-1), get(ix+2, iy-1)),
cubicFilter4f(fx, get(ix-1, iy), get(ix, iy), get(ix+1, iy), get(ix+2, iy)),
cubicFilter4f(fx, get(ix-1, iy+1), get(ix, iy+1), get(ix+1, iy+1), get(ix+2, iy+1)),
cubicFilter4f(fx, get(ix-1, iy+2), get(ix, iy+2), get(ix+1, iy+2), get(ix+2, iy+2)) );
return rclamp(r, 0.0, 1.0);
}
};
class Noise3D
{
public:
float* rdata;
int rsize;
Noise3D(int size=64)
{
rsize = 1;
while (rsize < size) rsize<<=1;
rdata = new float[rsize*rsize*rsize];
for (int z=0;z<rsize;z++)
for (int y=0;y<rsize;y++)
for (int x=0;x<rsize;x++)
rdata[((z*rsize+y)*rsize) + x] = rrand();
}
~Noise3D()
{
delete[] rdata;
}
float get(int x, int y, int z)
{
x = x & (rsize - 1);
y = y & (rsize - 1);
z = z & (rsize - 1);
return rdata[((z*rsize+y)*rsize) + x];
}
float cubic(float x, float y, float z)
{
int ix = rfloor(x);
float fx = x - ix;
int iy = rfloor(y);
float fy = y - iy;
int iz = rfloor(z);
float fz = z - iz;
float xknots[4], yknots[4], zknots[4];
for (int k = -1; k <= 2; k++) {
for (int j = -1; j <= 2; j++) {
for (int i = -1; i <= 2; i++) {
xknots[i+1] = get(ix+i, iy+j, iz+k);
}
yknots[j+1] = cubicFilterFast4fv(fx, xknots);
}
zknots[k+1] = cubicFilterFast4fv(fy, yknots);
}
float r = cubicFilterFast4fv(fz, zknots);
return rclamp(r, 0.0f, 1.0f);
}
};
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