| 1 | /// @ref gtc_noise |
| 2 | /// |
| 3 | // Based on the work of Stefan Gustavson and Ashima Arts on "webgl-noise": |
| 4 | // https://github.com/ashima/webgl-noise |
| 5 | // Following Stefan Gustavson's paper "Simplex noise demystified": |
| 6 | // http://www.itn.liu.se/~stegu/simplexnoise/simplexnoise.pdf |
| 7 | |
| 8 | namespace glm{ |
| 9 | namespace gtc |
| 10 | { |
| 11 | template<typename T, qualifier Q> |
| 12 | GLM_FUNC_QUALIFIER vec<4, T, Q> grad4(T const& j, vec<4, T, Q> const& ip) |
| 13 | { |
| 14 | vec<3, T, Q> pXYZ = floor(fract(vec<3, T, Q>(j) * vec<3, T, Q>(ip)) * T(7)) * ip[2] - T(1); |
| 15 | T pW = static_cast<T>(1.5) - dot(abs(pXYZ), vec<3, T, Q>(1)); |
| 16 | vec<4, T, Q> s = vec<4, T, Q>(lessThan(vec<4, T, Q>(pXYZ, pW), vec<4, T, Q>(0.0))); |
| 17 | pXYZ = pXYZ + (vec<3, T, Q>(s) * T(2) - T(1)) * s.w; |
| 18 | return vec<4, T, Q>(pXYZ, pW); |
| 19 | } |
| 20 | }//namespace gtc |
| 21 | |
| 22 | // Classic Perlin noise |
| 23 | template<typename T, qualifier Q> |
| 24 | GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position) |
| 25 | { |
| 26 | vec<4, T, Q> Pi = glm::floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); |
| 27 | vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); |
| 28 | Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation |
| 29 | vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); |
| 30 | vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); |
| 31 | vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); |
| 32 | vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); |
| 33 | |
| 34 | vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); |
| 35 | |
| 36 | vec<4, T, Q> gx = static_cast<T>(2) * glm::fract(i / T(41)) - T(1); |
| 37 | vec<4, T, Q> gy = glm::abs(gx) - T(0.5); |
| 38 | vec<4, T, Q> tx = glm::floor(gx + T(0.5)); |
| 39 | gx = gx - tx; |
| 40 | |
| 41 | vec<2, T, Q> g00(gx.x, gy.x); |
| 42 | vec<2, T, Q> g10(gx.y, gy.y); |
| 43 | vec<2, T, Q> g01(gx.z, gy.z); |
| 44 | vec<2, T, Q> g11(gx.w, gy.w); |
| 45 | |
| 46 | vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
| 47 | g00 *= norm.x; |
| 48 | g01 *= norm.y; |
| 49 | g10 *= norm.z; |
| 50 | g11 *= norm.w; |
| 51 | |
| 52 | T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); |
| 53 | T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); |
| 54 | T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); |
| 55 | T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); |
| 56 | |
| 57 | vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); |
| 58 | vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); |
| 59 | T n_xy = mix(n_x.x, n_x.y, fade_xy.y); |
| 60 | return T(2.3) * n_xy; |
| 61 | } |
| 62 | |
| 63 | // Classic Perlin noise |
| 64 | template<typename T, qualifier Q> |
| 65 | GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position) |
| 66 | { |
| 67 | vec<3, T, Q> Pi0 = floor(Position); // Integer part for indexing |
| 68 | vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 |
| 69 | Pi0 = detail::mod289(Pi0); |
| 70 | Pi1 = detail::mod289(Pi1); |
| 71 | vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation |
| 72 | vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 |
| 73 | vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 74 | vec<4, T, Q> iy = vec<4, T, Q>(vec<2, T, Q>(Pi0.y), vec<2, T, Q>(Pi1.y)); |
| 75 | vec<4, T, Q> iz0(Pi0.z); |
| 76 | vec<4, T, Q> iz1(Pi1.z); |
| 77 | |
| 78 | vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); |
| 79 | vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); |
| 80 | vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); |
| 81 | |
| 82 | vec<4, T, Q> gx0 = ixy0 * T(1.0 / 7.0); |
| 83 | vec<4, T, Q> gy0 = fract(floor(gx0) * T(1.0 / 7.0)) - T(0.5); |
| 84 | gx0 = fract(gx0); |
| 85 | vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); |
| 86 | vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); |
| 87 | gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); |
| 88 | gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); |
| 89 | |
| 90 | vec<4, T, Q> gx1 = ixy1 * T(1.0 / 7.0); |
| 91 | vec<4, T, Q> gy1 = fract(floor(gx1) * T(1.0 / 7.0)) - T(0.5); |
| 92 | gx1 = fract(gx1); |
| 93 | vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); |
| 94 | vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); |
| 95 | gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); |
| 96 | gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); |
| 97 | |
| 98 | vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); |
| 99 | vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); |
| 100 | vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); |
| 101 | vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); |
| 102 | vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); |
| 103 | vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); |
| 104 | vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); |
| 105 | vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); |
| 106 | |
| 107 | vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
| 108 | g000 *= norm0.x; |
| 109 | g010 *= norm0.y; |
| 110 | g100 *= norm0.z; |
| 111 | g110 *= norm0.w; |
| 112 | vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
| 113 | g001 *= norm1.x; |
| 114 | g011 *= norm1.y; |
| 115 | g101 *= norm1.z; |
| 116 | g111 *= norm1.w; |
| 117 | |
| 118 | T n000 = dot(g000, Pf0); |
| 119 | T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); |
| 120 | T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); |
| 121 | T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); |
| 122 | T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); |
| 123 | T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); |
| 124 | T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); |
| 125 | T n111 = dot(g111, Pf1); |
| 126 | |
| 127 | vec<3, T, Q> fade_xyz = detail::fade(Pf0); |
| 128 | vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); |
| 129 | vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); |
| 130 | T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
| 131 | return T(2.2) * n_xyz; |
| 132 | } |
| 133 | /* |
| 134 | // Classic Perlin noise |
| 135 | template<typename T, qualifier Q> |
| 136 | GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& P) |
| 137 | { |
| 138 | vec<3, T, Q> Pi0 = floor(P); // Integer part for indexing |
| 139 | vec<3, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 |
| 140 | Pi0 = mod(Pi0, T(289)); |
| 141 | Pi1 = mod(Pi1, T(289)); |
| 142 | vec<3, T, Q> Pf0 = fract(P); // Fractional part for interpolation |
| 143 | vec<3, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 |
| 144 | vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 145 | vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); |
| 146 | vec<4, T, Q> iz0(Pi0.z); |
| 147 | vec<4, T, Q> iz1(Pi1.z); |
| 148 | |
| 149 | vec<4, T, Q> ixy = permute(permute(ix) + iy); |
| 150 | vec<4, T, Q> ixy0 = permute(ixy + iz0); |
| 151 | vec<4, T, Q> ixy1 = permute(ixy + iz1); |
| 152 | |
| 153 | vec<4, T, Q> gx0 = ixy0 / T(7); |
| 154 | vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); |
| 155 | gx0 = fract(gx0); |
| 156 | vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); |
| 157 | vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0.0)); |
| 158 | gx0 -= sz0 * (step(0.0, gx0) - T(0.5)); |
| 159 | gy0 -= sz0 * (step(0.0, gy0) - T(0.5)); |
| 160 | |
| 161 | vec<4, T, Q> gx1 = ixy1 / T(7); |
| 162 | vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); |
| 163 | gx1 = fract(gx1); |
| 164 | vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); |
| 165 | vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(0.0)); |
| 166 | gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); |
| 167 | gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); |
| 168 | |
| 169 | vec<3, T, Q> g000(gx0.x, gy0.x, gz0.x); |
| 170 | vec<3, T, Q> g100(gx0.y, gy0.y, gz0.y); |
| 171 | vec<3, T, Q> g010(gx0.z, gy0.z, gz0.z); |
| 172 | vec<3, T, Q> g110(gx0.w, gy0.w, gz0.w); |
| 173 | vec<3, T, Q> g001(gx1.x, gy1.x, gz1.x); |
| 174 | vec<3, T, Q> g101(gx1.y, gy1.y, gz1.y); |
| 175 | vec<3, T, Q> g011(gx1.z, gy1.z, gz1.z); |
| 176 | vec<3, T, Q> g111(gx1.w, gy1.w, gz1.w); |
| 177 | |
| 178 | vec<4, T, Q> norm0 = taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
| 179 | g000 *= norm0.x; |
| 180 | g010 *= norm0.y; |
| 181 | g100 *= norm0.z; |
| 182 | g110 *= norm0.w; |
| 183 | vec<4, T, Q> norm1 = taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
| 184 | g001 *= norm1.x; |
| 185 | g011 *= norm1.y; |
| 186 | g101 *= norm1.z; |
| 187 | g111 *= norm1.w; |
| 188 | |
| 189 | T n000 = dot(g000, Pf0); |
| 190 | T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); |
| 191 | T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); |
| 192 | T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); |
| 193 | T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); |
| 194 | T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); |
| 195 | T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); |
| 196 | T n111 = dot(g111, Pf1); |
| 197 | |
| 198 | vec<3, T, Q> fade_xyz = fade(Pf0); |
| 199 | vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); |
| 200 | vec<2, T, Q> n_yz = mix( |
| 201 | vec<2, T, Q>(n_z.x, n_z.y), |
| 202 | vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); |
| 203 | T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
| 204 | return T(2.2) * n_xyz; |
| 205 | } |
| 206 | */ |
| 207 | // Classic Perlin noise |
| 208 | template<typename T, qualifier Q> |
| 209 | GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position) |
| 210 | { |
| 211 | vec<4, T, Q> Pi0 = floor(Position); // Integer part for indexing |
| 212 | vec<4, T, Q> Pi1 = Pi0 + T(1); // Integer part + 1 |
| 213 | Pi0 = mod(Pi0, vec<4, T, Q>(289)); |
| 214 | Pi1 = mod(Pi1, vec<4, T, Q>(289)); |
| 215 | vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation |
| 216 | vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 |
| 217 | vec<4, T, Q> ix(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 218 | vec<4, T, Q> iy(Pi0.y, Pi0.y, Pi1.y, Pi1.y); |
| 219 | vec<4, T, Q> iz0(Pi0.z); |
| 220 | vec<4, T, Q> iz1(Pi1.z); |
| 221 | vec<4, T, Q> iw0(Pi0.w); |
| 222 | vec<4, T, Q> iw1(Pi1.w); |
| 223 | |
| 224 | vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); |
| 225 | vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); |
| 226 | vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); |
| 227 | vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); |
| 228 | vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); |
| 229 | vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); |
| 230 | vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); |
| 231 | |
| 232 | vec<4, T, Q> gx00 = ixy00 / T(7); |
| 233 | vec<4, T, Q> gy00 = floor(gx00) / T(7); |
| 234 | vec<4, T, Q> gz00 = floor(gy00) / T(6); |
| 235 | gx00 = fract(gx00) - T(0.5); |
| 236 | gy00 = fract(gy00) - T(0.5); |
| 237 | gz00 = fract(gz00) - T(0.5); |
| 238 | vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
| 239 | vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0.0)); |
| 240 | gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); |
| 241 | gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); |
| 242 | |
| 243 | vec<4, T, Q> gx01 = ixy01 / T(7); |
| 244 | vec<4, T, Q> gy01 = floor(gx01) / T(7); |
| 245 | vec<4, T, Q> gz01 = floor(gy01) / T(6); |
| 246 | gx01 = fract(gx01) - T(0.5); |
| 247 | gy01 = fract(gy01) - T(0.5); |
| 248 | gz01 = fract(gz01) - T(0.5); |
| 249 | vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
| 250 | vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); |
| 251 | gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); |
| 252 | gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); |
| 253 | |
| 254 | vec<4, T, Q> gx10 = ixy10 / T(7); |
| 255 | vec<4, T, Q> gy10 = floor(gx10) / T(7); |
| 256 | vec<4, T, Q> gz10 = floor(gy10) / T(6); |
| 257 | gx10 = fract(gx10) - T(0.5); |
| 258 | gy10 = fract(gy10) - T(0.5); |
| 259 | gz10 = fract(gz10) - T(0.5); |
| 260 | vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
| 261 | vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0)); |
| 262 | gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); |
| 263 | gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); |
| 264 | |
| 265 | vec<4, T, Q> gx11 = ixy11 / T(7); |
| 266 | vec<4, T, Q> gy11 = floor(gx11) / T(7); |
| 267 | vec<4, T, Q> gz11 = floor(gy11) / T(6); |
| 268 | gx11 = fract(gx11) - T(0.5); |
| 269 | gy11 = fract(gy11) - T(0.5); |
| 270 | gz11 = fract(gz11) - T(0.5); |
| 271 | vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
| 272 | vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(0.0)); |
| 273 | gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); |
| 274 | gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); |
| 275 | |
| 276 | vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); |
| 277 | vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); |
| 278 | vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); |
| 279 | vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); |
| 280 | vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); |
| 281 | vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); |
| 282 | vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); |
| 283 | vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); |
| 284 | vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); |
| 285 | vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); |
| 286 | vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); |
| 287 | vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); |
| 288 | vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); |
| 289 | vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); |
| 290 | vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); |
| 291 | vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); |
| 292 | |
| 293 | vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
| 294 | g0000 *= norm00.x; |
| 295 | g0100 *= norm00.y; |
| 296 | g1000 *= norm00.z; |
| 297 | g1100 *= norm00.w; |
| 298 | |
| 299 | vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
| 300 | g0001 *= norm01.x; |
| 301 | g0101 *= norm01.y; |
| 302 | g1001 *= norm01.z; |
| 303 | g1101 *= norm01.w; |
| 304 | |
| 305 | vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
| 306 | g0010 *= norm10.x; |
| 307 | g0110 *= norm10.y; |
| 308 | g1010 *= norm10.z; |
| 309 | g1110 *= norm10.w; |
| 310 | |
| 311 | vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
| 312 | g0011 *= norm11.x; |
| 313 | g0111 *= norm11.y; |
| 314 | g1011 *= norm11.z; |
| 315 | g1111 *= norm11.w; |
| 316 | |
| 317 | T n0000 = dot(g0000, Pf0); |
| 318 | T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); |
| 319 | T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); |
| 320 | T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); |
| 321 | T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); |
| 322 | T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
| 323 | T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); |
| 324 | T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); |
| 325 | T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); |
| 326 | T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); |
| 327 | T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
| 328 | T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); |
| 329 | T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); |
| 330 | T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); |
| 331 | T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); |
| 332 | T n1111 = dot(g1111, Pf1); |
| 333 | |
| 334 | vec<4, T, Q> fade_xyzw = detail::fade(Pf0); |
| 335 | vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); |
| 336 | vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); |
| 337 | vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
| 338 | vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); |
| 339 | T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
| 340 | return T(2.2) * n_xyzw; |
| 341 | } |
| 342 | |
| 343 | // Classic Perlin noise, periodic variant |
| 344 | template<typename T, qualifier Q> |
| 345 | GLM_FUNC_QUALIFIER T perlin(vec<2, T, Q> const& Position, vec<2, T, Q> const& rep) |
| 346 | { |
| 347 | vec<4, T, Q> Pi = floor(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) + vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); |
| 348 | vec<4, T, Q> Pf = fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); |
| 349 | Pi = mod(Pi, vec<4, T, Q>(rep.x, rep.y, rep.x, rep.y)); // To create noise with explicit period |
| 350 | Pi = mod(Pi, vec<4, T, Q>(289)); // To avoid truncation effects in permutation |
| 351 | vec<4, T, Q> ix(Pi.x, Pi.z, Pi.x, Pi.z); |
| 352 | vec<4, T, Q> iy(Pi.y, Pi.y, Pi.w, Pi.w); |
| 353 | vec<4, T, Q> fx(Pf.x, Pf.z, Pf.x, Pf.z); |
| 354 | vec<4, T, Q> fy(Pf.y, Pf.y, Pf.w, Pf.w); |
| 355 | |
| 356 | vec<4, T, Q> i = detail::permute(detail::permute(ix) + iy); |
| 357 | |
| 358 | vec<4, T, Q> gx = static_cast<T>(2) * fract(i / T(41)) - T(1); |
| 359 | vec<4, T, Q> gy = abs(gx) - T(0.5); |
| 360 | vec<4, T, Q> tx = floor(gx + T(0.5)); |
| 361 | gx = gx - tx; |
| 362 | |
| 363 | vec<2, T, Q> g00(gx.x, gy.x); |
| 364 | vec<2, T, Q> g10(gx.y, gy.y); |
| 365 | vec<2, T, Q> g01(gx.z, gy.z); |
| 366 | vec<2, T, Q> g11(gx.w, gy.w); |
| 367 | |
| 368 | vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); |
| 369 | g00 *= norm.x; |
| 370 | g01 *= norm.y; |
| 371 | g10 *= norm.z; |
| 372 | g11 *= norm.w; |
| 373 | |
| 374 | T n00 = dot(g00, vec<2, T, Q>(fx.x, fy.x)); |
| 375 | T n10 = dot(g10, vec<2, T, Q>(fx.y, fy.y)); |
| 376 | T n01 = dot(g01, vec<2, T, Q>(fx.z, fy.z)); |
| 377 | T n11 = dot(g11, vec<2, T, Q>(fx.w, fy.w)); |
| 378 | |
| 379 | vec<2, T, Q> fade_xy = detail::fade(vec<2, T, Q>(Pf.x, Pf.y)); |
| 380 | vec<2, T, Q> n_x = mix(vec<2, T, Q>(n00, n01), vec<2, T, Q>(n10, n11), fade_xy.x); |
| 381 | T n_xy = mix(n_x.x, n_x.y, fade_xy.y); |
| 382 | return T(2.3) * n_xy; |
| 383 | } |
| 384 | |
| 385 | // Classic Perlin noise, periodic variant |
| 386 | template<typename T, qualifier Q> |
| 387 | GLM_FUNC_QUALIFIER T perlin(vec<3, T, Q> const& Position, vec<3, T, Q> const& rep) |
| 388 | { |
| 389 | vec<3, T, Q> Pi0 = mod(floor(Position), rep); // Integer part, modulo period |
| 390 | vec<3, T, Q> Pi1 = mod(Pi0 + vec<3, T, Q>(T(1)), rep); // Integer part + 1, mod period |
| 391 | Pi0 = mod(Pi0, vec<3, T, Q>(289)); |
| 392 | Pi1 = mod(Pi1, vec<3, T, Q>(289)); |
| 393 | vec<3, T, Q> Pf0 = fract(Position); // Fractional part for interpolation |
| 394 | vec<3, T, Q> Pf1 = Pf0 - vec<3, T, Q>(T(1)); // Fractional part - 1.0 |
| 395 | vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 396 | vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); |
| 397 | vec<4, T, Q> iz0(Pi0.z); |
| 398 | vec<4, T, Q> iz1(Pi1.z); |
| 399 | |
| 400 | vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); |
| 401 | vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); |
| 402 | vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); |
| 403 | |
| 404 | vec<4, T, Q> gx0 = ixy0 / T(7); |
| 405 | vec<4, T, Q> gy0 = fract(floor(gx0) / T(7)) - T(0.5); |
| 406 | gx0 = fract(gx0); |
| 407 | vec<4, T, Q> gz0 = vec<4, T, Q>(0.5) - abs(gx0) - abs(gy0); |
| 408 | vec<4, T, Q> sz0 = step(gz0, vec<4, T, Q>(0)); |
| 409 | gx0 -= sz0 * (step(T(0), gx0) - T(0.5)); |
| 410 | gy0 -= sz0 * (step(T(0), gy0) - T(0.5)); |
| 411 | |
| 412 | vec<4, T, Q> gx1 = ixy1 / T(7); |
| 413 | vec<4, T, Q> gy1 = fract(floor(gx1) / T(7)) - T(0.5); |
| 414 | gx1 = fract(gx1); |
| 415 | vec<4, T, Q> gz1 = vec<4, T, Q>(0.5) - abs(gx1) - abs(gy1); |
| 416 | vec<4, T, Q> sz1 = step(gz1, vec<4, T, Q>(T(0))); |
| 417 | gx1 -= sz1 * (step(T(0), gx1) - T(0.5)); |
| 418 | gy1 -= sz1 * (step(T(0), gy1) - T(0.5)); |
| 419 | |
| 420 | vec<3, T, Q> g000 = vec<3, T, Q>(gx0.x, gy0.x, gz0.x); |
| 421 | vec<3, T, Q> g100 = vec<3, T, Q>(gx0.y, gy0.y, gz0.y); |
| 422 | vec<3, T, Q> g010 = vec<3, T, Q>(gx0.z, gy0.z, gz0.z); |
| 423 | vec<3, T, Q> g110 = vec<3, T, Q>(gx0.w, gy0.w, gz0.w); |
| 424 | vec<3, T, Q> g001 = vec<3, T, Q>(gx1.x, gy1.x, gz1.x); |
| 425 | vec<3, T, Q> g101 = vec<3, T, Q>(gx1.y, gy1.y, gz1.y); |
| 426 | vec<3, T, Q> g011 = vec<3, T, Q>(gx1.z, gy1.z, gz1.z); |
| 427 | vec<3, T, Q> g111 = vec<3, T, Q>(gx1.w, gy1.w, gz1.w); |
| 428 | |
| 429 | vec<4, T, Q> norm0 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110))); |
| 430 | g000 *= norm0.x; |
| 431 | g010 *= norm0.y; |
| 432 | g100 *= norm0.z; |
| 433 | g110 *= norm0.w; |
| 434 | vec<4, T, Q> norm1 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111))); |
| 435 | g001 *= norm1.x; |
| 436 | g011 *= norm1.y; |
| 437 | g101 *= norm1.z; |
| 438 | g111 *= norm1.w; |
| 439 | |
| 440 | T n000 = dot(g000, Pf0); |
| 441 | T n100 = dot(g100, vec<3, T, Q>(Pf1.x, Pf0.y, Pf0.z)); |
| 442 | T n010 = dot(g010, vec<3, T, Q>(Pf0.x, Pf1.y, Pf0.z)); |
| 443 | T n110 = dot(g110, vec<3, T, Q>(Pf1.x, Pf1.y, Pf0.z)); |
| 444 | T n001 = dot(g001, vec<3, T, Q>(Pf0.x, Pf0.y, Pf1.z)); |
| 445 | T n101 = dot(g101, vec<3, T, Q>(Pf1.x, Pf0.y, Pf1.z)); |
| 446 | T n011 = dot(g011, vec<3, T, Q>(Pf0.x, Pf1.y, Pf1.z)); |
| 447 | T n111 = dot(g111, Pf1); |
| 448 | |
| 449 | vec<3, T, Q> fade_xyz = detail::fade(Pf0); |
| 450 | vec<4, T, Q> n_z = mix(vec<4, T, Q>(n000, n100, n010, n110), vec<4, T, Q>(n001, n101, n011, n111), fade_xyz.z); |
| 451 | vec<2, T, Q> n_yz = mix(vec<2, T, Q>(n_z.x, n_z.y), vec<2, T, Q>(n_z.z, n_z.w), fade_xyz.y); |
| 452 | T n_xyz = mix(n_yz.x, n_yz.y, fade_xyz.x); |
| 453 | return T(2.2) * n_xyz; |
| 454 | } |
| 455 | |
| 456 | // Classic Perlin noise, periodic version |
| 457 | template<typename T, qualifier Q> |
| 458 | GLM_FUNC_QUALIFIER T perlin(vec<4, T, Q> const& Position, vec<4, T, Q> const& rep) |
| 459 | { |
| 460 | vec<4, T, Q> Pi0 = mod(floor(Position), rep); // Integer part modulo rep |
| 461 | vec<4, T, Q> Pi1 = mod(Pi0 + T(1), rep); // Integer part + 1 mod rep |
| 462 | vec<4, T, Q> Pf0 = fract(Position); // Fractional part for interpolation |
| 463 | vec<4, T, Q> Pf1 = Pf0 - T(1); // Fractional part - 1.0 |
| 464 | vec<4, T, Q> ix = vec<4, T, Q>(Pi0.x, Pi1.x, Pi0.x, Pi1.x); |
| 465 | vec<4, T, Q> iy = vec<4, T, Q>(Pi0.y, Pi0.y, Pi1.y, Pi1.y); |
| 466 | vec<4, T, Q> iz0(Pi0.z); |
| 467 | vec<4, T, Q> iz1(Pi1.z); |
| 468 | vec<4, T, Q> iw0(Pi0.w); |
| 469 | vec<4, T, Q> iw1(Pi1.w); |
| 470 | |
| 471 | vec<4, T, Q> ixy = detail::permute(detail::permute(ix) + iy); |
| 472 | vec<4, T, Q> ixy0 = detail::permute(ixy + iz0); |
| 473 | vec<4, T, Q> ixy1 = detail::permute(ixy + iz1); |
| 474 | vec<4, T, Q> ixy00 = detail::permute(ixy0 + iw0); |
| 475 | vec<4, T, Q> ixy01 = detail::permute(ixy0 + iw1); |
| 476 | vec<4, T, Q> ixy10 = detail::permute(ixy1 + iw0); |
| 477 | vec<4, T, Q> ixy11 = detail::permute(ixy1 + iw1); |
| 478 | |
| 479 | vec<4, T, Q> gx00 = ixy00 / T(7); |
| 480 | vec<4, T, Q> gy00 = floor(gx00) / T(7); |
| 481 | vec<4, T, Q> gz00 = floor(gy00) / T(6); |
| 482 | gx00 = fract(gx00) - T(0.5); |
| 483 | gy00 = fract(gy00) - T(0.5); |
| 484 | gz00 = fract(gz00) - T(0.5); |
| 485 | vec<4, T, Q> gw00 = vec<4, T, Q>(0.75) - abs(gx00) - abs(gy00) - abs(gz00); |
| 486 | vec<4, T, Q> sw00 = step(gw00, vec<4, T, Q>(0)); |
| 487 | gx00 -= sw00 * (step(T(0), gx00) - T(0.5)); |
| 488 | gy00 -= sw00 * (step(T(0), gy00) - T(0.5)); |
| 489 | |
| 490 | vec<4, T, Q> gx01 = ixy01 / T(7); |
| 491 | vec<4, T, Q> gy01 = floor(gx01) / T(7); |
| 492 | vec<4, T, Q> gz01 = floor(gy01) / T(6); |
| 493 | gx01 = fract(gx01) - T(0.5); |
| 494 | gy01 = fract(gy01) - T(0.5); |
| 495 | gz01 = fract(gz01) - T(0.5); |
| 496 | vec<4, T, Q> gw01 = vec<4, T, Q>(0.75) - abs(gx01) - abs(gy01) - abs(gz01); |
| 497 | vec<4, T, Q> sw01 = step(gw01, vec<4, T, Q>(0.0)); |
| 498 | gx01 -= sw01 * (step(T(0), gx01) - T(0.5)); |
| 499 | gy01 -= sw01 * (step(T(0), gy01) - T(0.5)); |
| 500 | |
| 501 | vec<4, T, Q> gx10 = ixy10 / T(7); |
| 502 | vec<4, T, Q> gy10 = floor(gx10) / T(7); |
| 503 | vec<4, T, Q> gz10 = floor(gy10) / T(6); |
| 504 | gx10 = fract(gx10) - T(0.5); |
| 505 | gy10 = fract(gy10) - T(0.5); |
| 506 | gz10 = fract(gz10) - T(0.5); |
| 507 | vec<4, T, Q> gw10 = vec<4, T, Q>(0.75) - abs(gx10) - abs(gy10) - abs(gz10); |
| 508 | vec<4, T, Q> sw10 = step(gw10, vec<4, T, Q>(0.0)); |
| 509 | gx10 -= sw10 * (step(T(0), gx10) - T(0.5)); |
| 510 | gy10 -= sw10 * (step(T(0), gy10) - T(0.5)); |
| 511 | |
| 512 | vec<4, T, Q> gx11 = ixy11 / T(7); |
| 513 | vec<4, T, Q> gy11 = floor(gx11) / T(7); |
| 514 | vec<4, T, Q> gz11 = floor(gy11) / T(6); |
| 515 | gx11 = fract(gx11) - T(0.5); |
| 516 | gy11 = fract(gy11) - T(0.5); |
| 517 | gz11 = fract(gz11) - T(0.5); |
| 518 | vec<4, T, Q> gw11 = vec<4, T, Q>(0.75) - abs(gx11) - abs(gy11) - abs(gz11); |
| 519 | vec<4, T, Q> sw11 = step(gw11, vec<4, T, Q>(T(0))); |
| 520 | gx11 -= sw11 * (step(T(0), gx11) - T(0.5)); |
| 521 | gy11 -= sw11 * (step(T(0), gy11) - T(0.5)); |
| 522 | |
| 523 | vec<4, T, Q> g0000(gx00.x, gy00.x, gz00.x, gw00.x); |
| 524 | vec<4, T, Q> g1000(gx00.y, gy00.y, gz00.y, gw00.y); |
| 525 | vec<4, T, Q> g0100(gx00.z, gy00.z, gz00.z, gw00.z); |
| 526 | vec<4, T, Q> g1100(gx00.w, gy00.w, gz00.w, gw00.w); |
| 527 | vec<4, T, Q> g0010(gx10.x, gy10.x, gz10.x, gw10.x); |
| 528 | vec<4, T, Q> g1010(gx10.y, gy10.y, gz10.y, gw10.y); |
| 529 | vec<4, T, Q> g0110(gx10.z, gy10.z, gz10.z, gw10.z); |
| 530 | vec<4, T, Q> g1110(gx10.w, gy10.w, gz10.w, gw10.w); |
| 531 | vec<4, T, Q> g0001(gx01.x, gy01.x, gz01.x, gw01.x); |
| 532 | vec<4, T, Q> g1001(gx01.y, gy01.y, gz01.y, gw01.y); |
| 533 | vec<4, T, Q> g0101(gx01.z, gy01.z, gz01.z, gw01.z); |
| 534 | vec<4, T, Q> g1101(gx01.w, gy01.w, gz01.w, gw01.w); |
| 535 | vec<4, T, Q> g0011(gx11.x, gy11.x, gz11.x, gw11.x); |
| 536 | vec<4, T, Q> g1011(gx11.y, gy11.y, gz11.y, gw11.y); |
| 537 | vec<4, T, Q> g0111(gx11.z, gy11.z, gz11.z, gw11.z); |
| 538 | vec<4, T, Q> g1111(gx11.w, gy11.w, gz11.w, gw11.w); |
| 539 | |
| 540 | vec<4, T, Q> norm00 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0000, g0000), dot(g0100, g0100), dot(g1000, g1000), dot(g1100, g1100))); |
| 541 | g0000 *= norm00.x; |
| 542 | g0100 *= norm00.y; |
| 543 | g1000 *= norm00.z; |
| 544 | g1100 *= norm00.w; |
| 545 | |
| 546 | vec<4, T, Q> norm01 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0001, g0001), dot(g0101, g0101), dot(g1001, g1001), dot(g1101, g1101))); |
| 547 | g0001 *= norm01.x; |
| 548 | g0101 *= norm01.y; |
| 549 | g1001 *= norm01.z; |
| 550 | g1101 *= norm01.w; |
| 551 | |
| 552 | vec<4, T, Q> norm10 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0010, g0010), dot(g0110, g0110), dot(g1010, g1010), dot(g1110, g1110))); |
| 553 | g0010 *= norm10.x; |
| 554 | g0110 *= norm10.y; |
| 555 | g1010 *= norm10.z; |
| 556 | g1110 *= norm10.w; |
| 557 | |
| 558 | vec<4, T, Q> norm11 = detail::taylorInvSqrt(vec<4, T, Q>(dot(g0011, g0011), dot(g0111, g0111), dot(g1011, g1011), dot(g1111, g1111))); |
| 559 | g0011 *= norm11.x; |
| 560 | g0111 *= norm11.y; |
| 561 | g1011 *= norm11.z; |
| 562 | g1111 *= norm11.w; |
| 563 | |
| 564 | T n0000 = dot(g0000, Pf0); |
| 565 | T n1000 = dot(g1000, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf0.w)); |
| 566 | T n0100 = dot(g0100, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf0.w)); |
| 567 | T n1100 = dot(g1100, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf0.w)); |
| 568 | T n0010 = dot(g0010, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf0.w)); |
| 569 | T n1010 = dot(g1010, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf0.w)); |
| 570 | T n0110 = dot(g0110, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf0.w)); |
| 571 | T n1110 = dot(g1110, vec<4, T, Q>(Pf1.x, Pf1.y, Pf1.z, Pf0.w)); |
| 572 | T n0001 = dot(g0001, vec<4, T, Q>(Pf0.x, Pf0.y, Pf0.z, Pf1.w)); |
| 573 | T n1001 = dot(g1001, vec<4, T, Q>(Pf1.x, Pf0.y, Pf0.z, Pf1.w)); |
| 574 | T n0101 = dot(g0101, vec<4, T, Q>(Pf0.x, Pf1.y, Pf0.z, Pf1.w)); |
| 575 | T n1101 = dot(g1101, vec<4, T, Q>(Pf1.x, Pf1.y, Pf0.z, Pf1.w)); |
| 576 | T n0011 = dot(g0011, vec<4, T, Q>(Pf0.x, Pf0.y, Pf1.z, Pf1.w)); |
| 577 | T n1011 = dot(g1011, vec<4, T, Q>(Pf1.x, Pf0.y, Pf1.z, Pf1.w)); |
| 578 | T n0111 = dot(g0111, vec<4, T, Q>(Pf0.x, Pf1.y, Pf1.z, Pf1.w)); |
| 579 | T n1111 = dot(g1111, Pf1); |
| 580 | |
| 581 | vec<4, T, Q> fade_xyzw = detail::fade(Pf0); |
| 582 | vec<4, T, Q> n_0w = mix(vec<4, T, Q>(n0000, n1000, n0100, n1100), vec<4, T, Q>(n0001, n1001, n0101, n1101), fade_xyzw.w); |
| 583 | vec<4, T, Q> n_1w = mix(vec<4, T, Q>(n0010, n1010, n0110, n1110), vec<4, T, Q>(n0011, n1011, n0111, n1111), fade_xyzw.w); |
| 584 | vec<4, T, Q> n_zw = mix(n_0w, n_1w, fade_xyzw.z); |
| 585 | vec<2, T, Q> n_yzw = mix(vec<2, T, Q>(n_zw.x, n_zw.y), vec<2, T, Q>(n_zw.z, n_zw.w), fade_xyzw.y); |
| 586 | T n_xyzw = mix(n_yzw.x, n_yzw.y, fade_xyzw.x); |
| 587 | return T(2.2) * n_xyzw; |
| 588 | } |
| 589 | |
| 590 | template<typename T, qualifier Q> |
| 591 | GLM_FUNC_QUALIFIER T simplex(glm::vec<2, T, Q> const& v) |
| 592 | { |
| 593 | vec<4, T, Q> const C = vec<4, T, Q>( |
| 594 | T( 0.211324865405187), // (3.0 - sqrt(3.0)) / 6.0 |
| 595 | T( 0.366025403784439), // 0.5 * (sqrt(3.0) - 1.0) |
| 596 | T(-0.577350269189626), // -1.0 + 2.0 * C.x |
| 597 | T( 0.024390243902439)); // 1.0 / 41.0 |
| 598 | |
| 599 | // First corner |
| 600 | vec<2, T, Q> i = floor(v + dot(v, vec<2, T, Q>(C[1]))); |
| 601 | vec<2, T, Q> x0 = v - i + dot(i, vec<2, T, Q>(C[0])); |
| 602 | |
| 603 | // Other corners |
| 604 | //i1.x = step( x0.y, x0.x ); // x0.x > x0.y ? 1.0 : 0.0 |
| 605 | //i1.y = 1.0 - i1.x; |
| 606 | vec<2, T, Q> i1 = (x0.x > x0.y) ? vec<2, T, Q>(1, 0) : vec<2, T, Q>(0, 1); |
| 607 | // x0 = x0 - 0.0 + 0.0 * C.xx ; |
| 608 | // x1 = x0 - i1 + 1.0 * C.xx ; |
| 609 | // x2 = x0 - 1.0 + 2.0 * C.xx ; |
| 610 | vec<4, T, Q> x12 = vec<4, T, Q>(x0.x, x0.y, x0.x, x0.y) + vec<4, T, Q>(C.x, C.x, C.z, C.z); |
| 611 | x12 = vec<4, T, Q>(vec<2, T, Q>(x12) - i1, x12.z, x12.w); |
| 612 | |
| 613 | // Permutations |
| 614 | i = mod(i, vec<2, T, Q>(289)); // Avoid truncation effects in permutation |
| 615 | vec<3, T, Q> p = detail::permute( |
| 616 | detail::permute(i.y + vec<3, T, Q>(T(0), i1.y, T(1))) |
| 617 | + i.x + vec<3, T, Q>(T(0), i1.x, T(1))); |
| 618 | |
| 619 | vec<3, T, Q> m = max(vec<3, T, Q>(0.5) - vec<3, T, Q>( |
| 620 | dot(x0, x0), |
| 621 | dot(vec<2, T, Q>(x12.x, x12.y), vec<2, T, Q>(x12.x, x12.y)), |
| 622 | dot(vec<2, T, Q>(x12.z, x12.w), vec<2, T, Q>(x12.z, x12.w))), vec<3, T, Q>(0)); |
| 623 | m = m * m ; |
| 624 | m = m * m ; |
| 625 | |
| 626 | // Gradients: 41 points uniformly over a line, mapped onto a diamond. |
| 627 | // The ring size 17*17 = 289 is close to a multiple of 41 (41*7 = 287) |
| 628 | |
| 629 | vec<3, T, Q> x = static_cast<T>(2) * fract(p * C.w) - T(1); |
| 630 | vec<3, T, Q> h = abs(x) - T(0.5); |
| 631 | vec<3, T, Q> ox = floor(x + T(0.5)); |
| 632 | vec<3, T, Q> a0 = x - ox; |
| 633 | |
| 634 | // Normalise gradients implicitly by scaling m |
| 635 | // Inlined for speed: m *= taylorInvSqrt( a0*a0 + h*h ); |
| 636 | m *= static_cast<T>(1.79284291400159) - T(0.85373472095314) * (a0 * a0 + h * h); |
| 637 | |
| 638 | // Compute final noise value at P |
| 639 | vec<3, T, Q> g; |
| 640 | g.x = a0.x * x0.x + h.x * x0.y; |
| 641 | //g.yz = a0.yz * x12.xz + h.yz * x12.yw; |
| 642 | g.y = a0.y * x12.x + h.y * x12.y; |
| 643 | g.z = a0.z * x12.z + h.z * x12.w; |
| 644 | return T(130) * dot(m, g); |
| 645 | } |
| 646 | |
| 647 | template<typename T, qualifier Q> |
| 648 | GLM_FUNC_QUALIFIER T simplex(vec<3, T, Q> const& v) |
| 649 | { |
| 650 | vec<2, T, Q> const C(1.0 / 6.0, 1.0 / 3.0); |
| 651 | vec<4, T, Q> const D(0.0, 0.5, 1.0, 2.0); |
| 652 | |
| 653 | // First corner |
| 654 | vec<3, T, Q> i(floor(v + dot(v, vec<3, T, Q>(C.y)))); |
| 655 | vec<3, T, Q> x0(v - i + dot(i, vec<3, T, Q>(C.x))); |
| 656 | |
| 657 | // Other corners |
| 658 | vec<3, T, Q> g(step(vec<3, T, Q>(x0.y, x0.z, x0.x), x0)); |
| 659 | vec<3, T, Q> l(T(1) - g); |
| 660 | vec<3, T, Q> i1(min(g, vec<3, T, Q>(l.z, l.x, l.y))); |
| 661 | vec<3, T, Q> i2(max(g, vec<3, T, Q>(l.z, l.x, l.y))); |
| 662 | |
| 663 | // x0 = x0 - 0.0 + 0.0 * C.xxx; |
| 664 | // x1 = x0 - i1 + 1.0 * C.xxx; |
| 665 | // x2 = x0 - i2 + 2.0 * C.xxx; |
| 666 | // x3 = x0 - 1.0 + 3.0 * C.xxx; |
| 667 | vec<3, T, Q> x1(x0 - i1 + C.x); |
| 668 | vec<3, T, Q> x2(x0 - i2 + C.y); // 2.0*C.x = 1/3 = C.y |
| 669 | vec<3, T, Q> x3(x0 - D.y); // -1.0+3.0*C.x = -0.5 = -D.y |
| 670 | |
| 671 | // Permutations |
| 672 | i = detail::mod289(i); |
| 673 | vec<4, T, Q> p(detail::permute(detail::permute(detail::permute( |
| 674 | i.z + vec<4, T, Q>(T(0), i1.z, i2.z, T(1))) + |
| 675 | i.y + vec<4, T, Q>(T(0), i1.y, i2.y, T(1))) + |
| 676 | i.x + vec<4, T, Q>(T(0), i1.x, i2.x, T(1)))); |
| 677 | |
| 678 | // Gradients: 7x7 points over a square, mapped onto an octahedron. |
| 679 | // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294) |
| 680 | T n_ = static_cast<T>(0.142857142857); // 1.0/7.0 |
| 681 | vec<3, T, Q> ns(n_ * vec<3, T, Q>(D.w, D.y, D.z) - vec<3, T, Q>(D.x, D.z, D.x)); |
| 682 | |
| 683 | vec<4, T, Q> j(p - T(49) * floor(p * ns.z * ns.z)); // mod(p,7*7) |
| 684 | |
| 685 | vec<4, T, Q> x_(floor(j * ns.z)); |
| 686 | vec<4, T, Q> y_(floor(j - T(7) * x_)); // mod(j,N) |
| 687 | |
| 688 | vec<4, T, Q> x(x_ * ns.x + ns.y); |
| 689 | vec<4, T, Q> y(y_ * ns.x + ns.y); |
| 690 | vec<4, T, Q> h(T(1) - abs(x) - abs(y)); |
| 691 | |
| 692 | vec<4, T, Q> b0(x.x, x.y, y.x, y.y); |
| 693 | vec<4, T, Q> b1(x.z, x.w, y.z, y.w); |
| 694 | |
| 695 | // vec4 s0 = vec4(lessThan(b0,0.0))*2.0 - 1.0; |
| 696 | // vec4 s1 = vec4(lessThan(b1,0.0))*2.0 - 1.0; |
| 697 | vec<4, T, Q> s0(floor(b0) * T(2) + T(1)); |
| 698 | vec<4, T, Q> s1(floor(b1) * T(2) + T(1)); |
| 699 | vec<4, T, Q> sh(-step(h, vec<4, T, Q>(0.0))); |
| 700 | |
| 701 | vec<4, T, Q> a0 = vec<4, T, Q>(b0.x, b0.z, b0.y, b0.w) + vec<4, T, Q>(s0.x, s0.z, s0.y, s0.w) * vec<4, T, Q>(sh.x, sh.x, sh.y, sh.y); |
| 702 | vec<4, T, Q> a1 = vec<4, T, Q>(b1.x, b1.z, b1.y, b1.w) + vec<4, T, Q>(s1.x, s1.z, s1.y, s1.w) * vec<4, T, Q>(sh.z, sh.z, sh.w, sh.w); |
| 703 | |
| 704 | vec<3, T, Q> p0(a0.x, a0.y, h.x); |
| 705 | vec<3, T, Q> p1(a0.z, a0.w, h.y); |
| 706 | vec<3, T, Q> p2(a1.x, a1.y, h.z); |
| 707 | vec<3, T, Q> p3(a1.z, a1.w, h.w); |
| 708 | |
| 709 | // Normalise gradients |
| 710 | vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| 711 | p0 *= norm.x; |
| 712 | p1 *= norm.y; |
| 713 | p2 *= norm.z; |
| 714 | p3 *= norm.w; |
| 715 | |
| 716 | // Mix final noise value |
| 717 | vec<4, T, Q> m = max(T(0.6) - vec<4, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), vec<4, T, Q>(0)); |
| 718 | m = m * m; |
| 719 | return T(42) * dot(m * m, vec<4, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3))); |
| 720 | } |
| 721 | |
| 722 | template<typename T, qualifier Q> |
| 723 | GLM_FUNC_QUALIFIER T simplex(vec<4, T, Q> const& v) |
| 724 | { |
| 725 | vec<4, T, Q> const C( |
| 726 | 0.138196601125011, // (5 - sqrt(5))/20 G4 |
| 727 | 0.276393202250021, // 2 * G4 |
| 728 | 0.414589803375032, // 3 * G4 |
| 729 | -0.447213595499958); // -1 + 4 * G4 |
| 730 | |
| 731 | // (sqrt(5) - 1)/4 = F4, used once below |
| 732 | T const F4 = static_cast<T>(0.309016994374947451); |
| 733 | |
| 734 | // First corner |
| 735 | vec<4, T, Q> i = floor(v + dot(v, vec4(F4))); |
| 736 | vec<4, T, Q> x0 = v - i + dot(i, vec4(C.x)); |
| 737 | |
| 738 | // Other corners |
| 739 | |
| 740 | // Rank sorting originally contributed by Bill Licea-Kane, AMD (formerly ATI) |
| 741 | vec<4, T, Q> i0; |
| 742 | vec<3, T, Q> isX = step(vec<3, T, Q>(x0.y, x0.z, x0.w), vec<3, T, Q>(x0.x)); |
| 743 | vec<3, T, Q> isYZ = step(vec<3, T, Q>(x0.z, x0.w, x0.w), vec<3, T, Q>(x0.y, x0.y, x0.z)); |
| 744 | // i0.x = dot(isX, vec3(1.0)); |
| 745 | //i0.x = isX.x + isX.y + isX.z; |
| 746 | //i0.yzw = static_cast<T>(1) - isX; |
| 747 | i0 = vec<4, T, Q>(isX.x + isX.y + isX.z, T(1) - isX); |
| 748 | // i0.y += dot(isYZ.xy, vec2(1.0)); |
| 749 | i0.y += isYZ.x + isYZ.y; |
| 750 | //i0.zw += 1.0 - vec<2, T, Q>(isYZ.x, isYZ.y); |
| 751 | i0.z += static_cast<T>(1) - isYZ.x; |
| 752 | i0.w += static_cast<T>(1) - isYZ.y; |
| 753 | i0.z += isYZ.z; |
| 754 | i0.w += static_cast<T>(1) - isYZ.z; |
| 755 | |
| 756 | // i0 now contains the unique values 0,1,2,3 in each channel |
| 757 | vec<4, T, Q> i3 = clamp(i0, T(0), T(1)); |
| 758 | vec<4, T, Q> i2 = clamp(i0 - T(1), T(0), T(1)); |
| 759 | vec<4, T, Q> i1 = clamp(i0 - T(2), T(0), T(1)); |
| 760 | |
| 761 | // x0 = x0 - 0.0 + 0.0 * C.xxxx |
| 762 | // x1 = x0 - i1 + 0.0 * C.xxxx |
| 763 | // x2 = x0 - i2 + 0.0 * C.xxxx |
| 764 | // x3 = x0 - i3 + 0.0 * C.xxxx |
| 765 | // x4 = x0 - 1.0 + 4.0 * C.xxxx |
| 766 | vec<4, T, Q> x1 = x0 - i1 + C.x; |
| 767 | vec<4, T, Q> x2 = x0 - i2 + C.y; |
| 768 | vec<4, T, Q> x3 = x0 - i3 + C.z; |
| 769 | vec<4, T, Q> x4 = x0 + C.w; |
| 770 | |
| 771 | // Permutations |
| 772 | i = mod(i, vec<4, T, Q>(289)); |
| 773 | T j0 = detail::permute(detail::permute(detail::permute(detail::permute(i.w) + i.z) + i.y) + i.x); |
| 774 | vec<4, T, Q> j1 = detail::permute(detail::permute(detail::permute(detail::permute( |
| 775 | i.w + vec<4, T, Q>(i1.w, i2.w, i3.w, T(1))) + |
| 776 | i.z + vec<4, T, Q>(i1.z, i2.z, i3.z, T(1))) + |
| 777 | i.y + vec<4, T, Q>(i1.y, i2.y, i3.y, T(1))) + |
| 778 | i.x + vec<4, T, Q>(i1.x, i2.x, i3.x, T(1))); |
| 779 | |
| 780 | // Gradients: 7x7x6 points over a cube, mapped onto a 4-cross polytope |
| 781 | // 7*7*6 = 294, which is close to the ring size 17*17 = 289. |
| 782 | vec<4, T, Q> ip = vec<4, T, Q>(T(1) / T(294), T(1) / T(49), T(1) / T(7), T(0)); |
| 783 | |
| 784 | vec<4, T, Q> p0 = gtc::grad4(j0, ip); |
| 785 | vec<4, T, Q> p1 = gtc::grad4(j1.x, ip); |
| 786 | vec<4, T, Q> p2 = gtc::grad4(j1.y, ip); |
| 787 | vec<4, T, Q> p3 = gtc::grad4(j1.z, ip); |
| 788 | vec<4, T, Q> p4 = gtc::grad4(j1.w, ip); |
| 789 | |
| 790 | // Normalise gradients |
| 791 | vec<4, T, Q> norm = detail::taylorInvSqrt(vec<4, T, Q>(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3))); |
| 792 | p0 *= norm.x; |
| 793 | p1 *= norm.y; |
| 794 | p2 *= norm.z; |
| 795 | p3 *= norm.w; |
| 796 | p4 *= detail::taylorInvSqrt(dot(p4, p4)); |
| 797 | |
| 798 | // Mix contributions from the five corners |
| 799 | vec<3, T, Q> m0 = max(T(0.6) - vec<3, T, Q>(dot(x0, x0), dot(x1, x1), dot(x2, x2)), vec<3, T, Q>(0)); |
| 800 | vec<2, T, Q> m1 = max(T(0.6) - vec<2, T, Q>(dot(x3, x3), dot(x4, x4) ), vec<2, T, Q>(0)); |
| 801 | m0 = m0 * m0; |
| 802 | m1 = m1 * m1; |
| 803 | return T(49) * |
| 804 | (dot(m0 * m0, vec<3, T, Q>(dot(p0, x0), dot(p1, x1), dot(p2, x2))) + |
| 805 | dot(m1 * m1, vec<2, T, Q>(dot(p3, x3), dot(p4, x4)))); |
| 806 | } |
| 807 | }//namespace glm |