/* Copyright (c) 2010-2011, Intel Corporation All rights reserved. Redistribution and use in source and binary forms, with or without modification, are permitted provided that the following conditions are met: * Redistributions of source code must retain the above copyright notice, this list of conditions and the following disclaimer. * Redistributions in binary form must reproduce the above copyright notice, this list of conditions and the following disclaimer in the documentation and/or other materials provided with the distribution. * Neither the name of Intel Corporation nor the names of its contributors may be used to endorse or promote products derived from this software without specific prior written permission. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include #define NOISE_PERM_SIZE 256 static int NoisePerm[2 * NOISE_PERM_SIZE] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180 }; inline float Clamp(float v, float low, float high) { return v < low ? low : ((v > high) ? high : v); } inline float SmoothStep(float low, float high, float value) { float v = Clamp((value - low) / (high - low), 0.f, 1.f); return v * v * (-2.f * v + 3.f); } inline int Floor2Int(float val) { return (int)floorf(val); } inline float Grad(int x, int y, int z, float dx, float dy, float dz) { int h = NoisePerm[NoisePerm[NoisePerm[x]+y]+z]; h &= 15; float u = h<8 || h==12 || h==13 ? dx : dy; float v = h<4 || h==12 || h==13 ? dy : dz; return ((h&1) ? -u : u) + ((h&2) ? -v : v); } inline float NoiseWeight(float t) { float t3 = t*t*t; float t4 = t3*t; return 6.f*t4*t - 15.f*t4 + 10.f*t3; } inline float Lerp(float t, float low, float high) { return (1.f - t) * low + t * high; } static float Noise(float x, float y, float z) { // Compute noise cell coordinates and offsets int ix = Floor2Int(x), iy = Floor2Int(y), iz = Floor2Int(z); float dx = x - ix, dy = y - iy, dz = z - iz; // Compute gradient weights ix &= (NOISE_PERM_SIZE-1); iy &= (NOISE_PERM_SIZE-1); iz &= (NOISE_PERM_SIZE-1); float w000 = Grad(ix, iy, iz, dx, dy, dz); float w100 = Grad(ix+1, iy, iz, dx-1, dy, dz); float w010 = Grad(ix, iy+1, iz, dx, dy-1, dz); float w110 = Grad(ix+1, iy+1, iz, dx-1, dy-1, dz); float w001 = Grad(ix, iy, iz+1, dx, dy, dz-1); float w101 = Grad(ix+1, iy, iz+1, dx-1, dy, dz-1); float w011 = Grad(ix, iy+1, iz+1, dx, dy-1, dz-1); float w111 = Grad(ix+1, iy+1, iz+1, dx-1, dy-1, dz-1); // Compute trilinear interpolation of weights float wx = NoiseWeight(dx), wy = NoiseWeight(dy), wz = NoiseWeight(dz); float x00 = Lerp(wx, w000, w100); float x10 = Lerp(wx, w010, w110); float x01 = Lerp(wx, w001, w101); float x11 = Lerp(wx, w011, w111); float y0 = Lerp(wy, x00, x10); float y1 = Lerp(wy, x01, x11); return Lerp(wz, y0, y1); } static float Turbulence(float x, float y, float z, int octaves) { float omega = 0.6; float sum = 0., lambda = 1., o = 1.; for (int i = 0; i < octaves; ++i) { sum += fabsf(o * Noise(lambda * x, lambda * y, lambda * z)); lambda *= 1.99f; o *= omega; } return sum * 0.5f; } void noise_serial(float x0, float y0, float x1, float y1, int width, int height, float output[]) { float dx = (x1 - x0) / width; float dy = (y1 - y0) / height; for (int j = 0; j < height; j++) { for (int i = 0; i < width; ++i) { float x = x0 + i * dx; float y = y0 + j * dy; int index = (j * width + i); output[index] = Turbulence(x, y, 0.6f, 8); } } }