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raylib-test/include/FastNoiseLite.h

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// MIT License
//
// Copyright(c) 2020 Jordan Peck (jordan.me2@gmail.com)
// Copyright(c) 2020 Contributors
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
//
// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll
// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo
// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd
// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx
// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx
// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd
// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo
// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo
// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo
// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo
// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo
// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo
// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl
// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c
// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c
// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc
// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll
// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo
// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd
// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk
// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000
// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX
//
// VERSION: 1.0.1
// https://github.com/Auburn/FastNoise
// In *one* C or C++ file, use #define FNL_IMPL to generate implementation
#ifndef FASTNOISELITE_H
#define FASTNOISELITE_H
// Switch between using floats or doubles for input position
typedef float FNLfloat;
//typedef double FNLfloat;
#if defined(__cplusplus)
extern "C"
{
#endif
#include <math.h>
#include <stdint.h>
#include <stdbool.h>
#include <float.h>
// Enums
typedef enum
{
FNL_NOISE_OPENSIMPLEX2,
FNL_NOISE_OPENSIMPLEX2S,
FNL_NOISE_CELLULAR,
FNL_NOISE_PERLIN,
FNL_NOISE_VALUE_CUBIC,
FNL_NOISE_VALUE
} fnl_noise_type;
typedef enum
{
FNL_ROTATION_NONE,
FNL_ROTATION_IMPROVE_XY_PLANES,
FNL_ROTATION_IMPROVE_XZ_PLANES
} fnl_rotation_type_3d;
typedef enum
{
FNL_FRACTAL_NONE,
FNL_FRACTAL_FBM,
FNL_FRACTAL_RIDGED,
FNL_FRACTAL_PINGPONG,
FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE,
FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT
} fnl_fractal_type;
typedef enum
{
FNL_CELLULAR_DISTANCE_EUCLIDEAN,
FNL_CELLULAR_DISTANCE_EUCLIDEANSQ,
FNL_CELLULAR_DISTANCE_MANHATTAN,
FNL_CELLULAR_DISTANCE_HYBRID
} fnl_cellular_distance_func;
typedef enum
{
FNL_CELLULAR_RETURN_VALUE_CELLVALUE,
FNL_CELLULAR_RETURN_VALUE_DISTANCE,
FNL_CELLULAR_RETURN_VALUE_DISTANCE2,
FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD,
FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB,
FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL,
FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV,
} fnl_cellular_return_type;
typedef enum
{
FNL_DOMAIN_WARP_OPENSIMPLEX2,
FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED,
FNL_DOMAIN_WARP_BASICGRID
} fnl_domain_warp_type;
/**
* Structure containing entire noise system state.
* @note Must only be created using fnlCreateState(optional: seed). To ensure defaults are set.
*/
typedef struct fnl_state
{
/**
* Seed used for all noise types.
* @remark Default: 1337
*/
int seed;
/**
* The frequency for all noise types.
* @remark Default: 0.01
*/
float frequency;
/**
* The noise algorithm to be used by GetNoise(...).
* @remark Default: FNL_NOISE_OPENSIMPLEX2
*/
fnl_noise_type noise_type;
/**
* Sets noise rotation type for 3D.
* @remark Default: FNL_ROTATION_NONE
*/
fnl_rotation_type_3d rotation_type_3d;
/**
* The method used for combining octaves for all fractal noise types.
* @remark Default: None
* @remark FNL_FRACTAL_DOMAIN_WARP_... only effects fnlDomainWarp...
*/
fnl_fractal_type fractal_type;
/**
* The octave count for all fractal noise types.
* @remark Default: 3
*/
int octaves;
/**
* The octave lacunarity for all fractal noise types.
* @remark Default: 2.0
*/
float lacunarity;
/**
* The octave gain for all fractal noise types.
* @remark Default: 0.5
*/
float gain;
/**
* The octave weighting for all none Domaain Warp fractal types.
* @remark Default: 0.0
* @remark
*/
float weighted_strength;
/**
* The strength of the fractal ping pong effect.
* @remark Default: 2.0
*/
float ping_pong_strength;
/**
* The distance function used in cellular noise calculations.
* @remark Default: FNL_CELLULAR_FUNC_DISTANCE
*/
fnl_cellular_distance_func cellular_distance_func;
/**
* The cellular return type from cellular noise calculations.
* @remark Default: FNL_CELLULAR_RETURN_VALUE_EUCLIEANSQ
*/
fnl_cellular_return_type cellular_return_type;
/**
* The maximum distance a cellular point can move from it's grid position.
* @remark Default: 1.0
* @note Setting this higher than 1 will cause artifacts.
*/
float cellular_jitter_mod;
/**
* The warp algorithm when using fnlDomainWarp...
* @remark Default: OpenSimplex2
*/
fnl_domain_warp_type domain_warp_type;
/**
* The maximum warp distance from original position when using fnlDomainWarp...
* @remark Default: 1.0
*/
float domain_warp_amp;
} fnl_state;
/**
* Creates a noise state with default values.
* @param seed Optionally set the state seed.
*/
fnl_state fnlCreateState();
/**
* 2D noise at given position using the state settings
* @returns Noise output bounded between -1 and 1.
*/
float fnlGetNoise2D(fnl_state *state, FNLfloat x, FNLfloat y);
/**
* 3D noise at given position using the state settings
* @returns Noise output bounded between -1 and 1.
*/
float fnlGetNoise3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z);
/**
* 2D warps the input position using current domain warp settings.
*
* Example usage with fnlGetNoise2D:
* ```
* fnlDomainWarp2D(&state, &x, &y);
* noise = fnlGetNoise2D(&state, x, y);
* ```
*/
void fnlDomainWarp2D(fnl_state *state, FNLfloat *x, FNLfloat *y);
/**
* 3D warps the input position using current domain warp settings.
*
* Example usage with fnlGetNoise3D:
* ```
* fnlDomainWarp3D(&state, &x, &y, &z);
* noise = fnlGetNoise3D(&state, x, y, z);
* ```
*/
void fnlDomainWarp3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z);
// ====================
// Below this line is the implementation
// ====================
#if defined(FNL_IMPL)
// Constants
static const float GRADIENTS_2D[] =
{
0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.608761429008721f,
0.793353340291235f,
0.793353340291235f,
0.608761429008721f,
0.923879532511287f,
0.38268343236509f,
0.99144486137381f,
0.130526192220051f,
0.99144486137381f,
-0.130526192220051f,
0.923879532511287f,
-0.38268343236509f,
0.793353340291235f,
-0.60876142900872f,
0.608761429008721f,
-0.793353340291235f,
0.38268343236509f,
-0.923879532511287f,
0.130526192220052f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
-0.38268343236509f,
-0.923879532511287f,
-0.608761429008721f,
-0.793353340291235f,
-0.793353340291235f,
-0.608761429008721f,
-0.923879532511287f,
-0.38268343236509f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
0.130526192220051f,
-0.923879532511287f,
0.38268343236509f,
-0.793353340291235f,
0.608761429008721f,
-0.608761429008721f,
0.793353340291235f,
-0.38268343236509f,
0.923879532511287f,
-0.130526192220052f,
0.99144486137381f,
0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.608761429008721f,
0.793353340291235f,
0.793353340291235f,
0.608761429008721f,
0.923879532511287f,
0.38268343236509f,
0.99144486137381f,
0.130526192220051f,
0.99144486137381f,
-0.130526192220051f,
0.923879532511287f,
-0.38268343236509f,
0.793353340291235f,
-0.60876142900872f,
0.608761429008721f,
-0.793353340291235f,
0.38268343236509f,
-0.923879532511287f,
0.130526192220052f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
-0.38268343236509f,
-0.923879532511287f,
-0.608761429008721f,
-0.793353340291235f,
-0.793353340291235f,
-0.608761429008721f,
-0.923879532511287f,
-0.38268343236509f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
0.130526192220051f,
-0.923879532511287f,
0.38268343236509f,
-0.793353340291235f,
0.608761429008721f,
-0.608761429008721f,
0.793353340291235f,
-0.38268343236509f,
0.923879532511287f,
-0.130526192220052f,
0.99144486137381f,
0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.608761429008721f,
0.793353340291235f,
0.793353340291235f,
0.608761429008721f,
0.923879532511287f,
0.38268343236509f,
0.99144486137381f,
0.130526192220051f,
0.99144486137381f,
-0.130526192220051f,
0.923879532511287f,
-0.38268343236509f,
0.793353340291235f,
-0.60876142900872f,
0.608761429008721f,
-0.793353340291235f,
0.38268343236509f,
-0.923879532511287f,
0.130526192220052f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
-0.38268343236509f,
-0.923879532511287f,
-0.608761429008721f,
-0.793353340291235f,
-0.793353340291235f,
-0.608761429008721f,
-0.923879532511287f,
-0.38268343236509f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
0.130526192220051f,
-0.923879532511287f,
0.38268343236509f,
-0.793353340291235f,
0.608761429008721f,
-0.608761429008721f,
0.793353340291235f,
-0.38268343236509f,
0.923879532511287f,
-0.130526192220052f,
0.99144486137381f,
0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.608761429008721f,
0.793353340291235f,
0.793353340291235f,
0.608761429008721f,
0.923879532511287f,
0.38268343236509f,
0.99144486137381f,
0.130526192220051f,
0.99144486137381f,
-0.130526192220051f,
0.923879532511287f,
-0.38268343236509f,
0.793353340291235f,
-0.60876142900872f,
0.608761429008721f,
-0.793353340291235f,
0.38268343236509f,
-0.923879532511287f,
0.130526192220052f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
-0.38268343236509f,
-0.923879532511287f,
-0.608761429008721f,
-0.793353340291235f,
-0.793353340291235f,
-0.608761429008721f,
-0.923879532511287f,
-0.38268343236509f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
0.130526192220051f,
-0.923879532511287f,
0.38268343236509f,
-0.793353340291235f,
0.608761429008721f,
-0.608761429008721f,
0.793353340291235f,
-0.38268343236509f,
0.923879532511287f,
-0.130526192220052f,
0.99144486137381f,
0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.608761429008721f,
0.793353340291235f,
0.793353340291235f,
0.608761429008721f,
0.923879532511287f,
0.38268343236509f,
0.99144486137381f,
0.130526192220051f,
0.99144486137381f,
-0.130526192220051f,
0.923879532511287f,
-0.38268343236509f,
0.793353340291235f,
-0.60876142900872f,
0.608761429008721f,
-0.793353340291235f,
0.38268343236509f,
-0.923879532511287f,
0.130526192220052f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
-0.38268343236509f,
-0.923879532511287f,
-0.608761429008721f,
-0.793353340291235f,
-0.793353340291235f,
-0.608761429008721f,
-0.923879532511287f,
-0.38268343236509f,
-0.99144486137381f,
-0.130526192220052f,
-0.99144486137381f,
0.130526192220051f,
-0.923879532511287f,
0.38268343236509f,
-0.793353340291235f,
0.608761429008721f,
-0.608761429008721f,
0.793353340291235f,
-0.38268343236509f,
0.923879532511287f,
-0.130526192220052f,
0.99144486137381f,
0.38268343236509f,
0.923879532511287f,
0.923879532511287f,
0.38268343236509f,
0.923879532511287f,
-0.38268343236509f,
0.38268343236509f,
-0.923879532511287f,
-0.38268343236509f,
-0.923879532511287f,
-0.923879532511287f,
-0.38268343236509f,
-0.923879532511287f,
0.38268343236509f,
-0.38268343236509f,
0.923879532511287f,
};
static const float RAND_VECS_2D[] =
{
-0.2700222198f,
-0.9628540911f,
0.3863092627f,
-0.9223693152f,
0.04444859006f,
-0.999011673f,
-0.5992523158f,
-0.8005602176f,
-0.7819280288f,
0.6233687174f,
0.9464672271f,
0.3227999196f,
-0.6514146797f,
-0.7587218957f,
0.9378472289f,
0.347048376f,
-0.8497875957f,
-0.5271252623f,
-0.879042592f,
0.4767432447f,
-0.892300288f,
-0.4514423508f,
-0.379844434f,
-0.9250503802f,
-0.9951650832f,
0.0982163789f,
0.7724397808f,
-0.6350880136f,
0.7573283322f,
-0.6530343002f,
-0.9928004525f,
-0.119780055f,
-0.0532665713f,
0.9985803285f,
0.9754253726f,
-0.2203300762f,
-0.7665018163f,
0.6422421394f,
0.991636706f,
0.1290606184f,
-0.994696838f,
0.1028503788f,
-0.5379205513f,
-0.84299554f,
0.5022815471f,
-0.8647041387f,
0.4559821461f,
-0.8899889226f,
-0.8659131224f,
-0.5001944266f,
0.0879458407f,
-0.9961252577f,
-0.5051684983f,
0.8630207346f,
0.7753185226f,
-0.6315704146f,
-0.6921944612f,
0.7217110418f,
-0.5191659449f,
-0.8546734591f,
0.8978622882f,
-0.4402764035f,
-0.1706774107f,
0.9853269617f,
-0.9353430106f,
-0.3537420705f,
-0.9992404798f,
0.03896746794f,
-0.2882064021f,
-0.9575683108f,
-0.9663811329f,
0.2571137995f,
-0.8759714238f,
-0.4823630009f,
-0.8303123018f,
-0.5572983775f,
0.05110133755f,
-0.9986934731f,
-0.8558373281f,
-0.5172450752f,
0.09887025282f,
0.9951003332f,
0.9189016087f,
0.3944867976f,
-0.2439375892f,
-0.9697909324f,
-0.8121409387f,
-0.5834613061f,
-0.9910431363f,
0.1335421355f,
0.8492423985f,
-0.5280031709f,
-0.9717838994f,
-0.2358729591f,
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};
static const float GRADIENTS_3D[] =
{
0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
0, 1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0,
1, 0, 1, 0, -1, 0, 1, 0, 1, 0, -1, 0, -1, 0, -1, 0,
1, 1, 0, 0, -1, 1, 0, 0, 1, -1, 0, 0, -1, -1, 0, 0,
1, 1, 0, 0, 0, -1, 1, 0, -1, 1, 0, 0, 0, -1, -1, 0};
static const float RAND_VECS_3D[] =
{
-0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, -0.2881560924f, -0.5815838982f, 0.7607405838f, 0,
0.5849561111f, -0.662820239f, -0.4674352136f, 0, 0.3307171178f, 0.0391653737f, 0.94291689f, 0, 0.8712121778f, -0.4113374369f, -0.2679381538f, 0, 0.580981015f, 0.7021915846f, 0.4115677815f, 0, 0.503756873f, 0.6330056931f, -0.5878203852f, 0, 0.4493712205f, 0.601390195f, 0.6606022552f, 0, -0.6878403724f, 0.09018890807f, -0.7202371714f, 0, -0.5958956522f, -0.6469350577f, 0.475797649f, 0,
-0.5127052122f, 0.1946921978f, -0.8361987284f, 0, -0.9911507142f, -0.05410276466f, -0.1212153153f, 0, -0.2149721042f, 0.9720882117f, -0.09397607749f, 0, -0.7518650936f, -0.5428057603f, 0.3742469607f, 0, 0.5237068895f, 0.8516377189f, -0.02107817834f, 0, 0.6333504779f, 0.1926167129f, -0.7495104896f, 0, -0.06788241606f, 0.3998305789f, 0.9140719259f, 0, -0.5538628599f, -0.4729896695f, -0.6852128902f, 0,
-0.7261455366f, -0.5911990757f, 0.3509933228f, 0, -0.9229274737f, -0.1782808786f, 0.3412049336f, 0, -0.6968815002f, 0.6511274338f, 0.3006480328f, 0, 0.9608044783f, -0.2098363234f, -0.1811724921f, 0, 0.06817146062f, -0.9743405129f, 0.2145069156f, 0, -0.3577285196f, -0.6697087264f, -0.6507845481f, 0, -0.1868621131f, 0.7648617052f, -0.6164974636f, 0, -0.6541697588f, 0.3967914832f, 0.6439087246f, 0,
0.6993340405f, -0.6164538506f, 0.3618239211f, 0, -0.1546665739f, 0.6291283928f, 0.7617583057f, 0, -0.6841612949f, -0.2580482182f, -0.6821542638f, 0, 0.5383980957f, 0.4258654885f, 0.7271630328f, 0, -0.5026987823f, -0.7939832935f, -0.3418836993f, 0, 0.3202971715f, 0.2834415347f, 0.9039195862f, 0, 0.8683227101f, -0.0003762656404f, -0.4959995258f, 0, 0.791120031f, -0.08511045745f, 0.6057105799f, 0,
-0.04011016052f, -0.4397248749f, 0.8972364289f, 0, 0.9145119872f, 0.3579346169f, -0.1885487608f, 0, -0.9612039066f, -0.2756484276f, 0.01024666929f, 0, 0.6510361721f, -0.2877799159f, -0.7023778346f, 0, -0.2041786351f, 0.7365237271f, 0.644859585f, 0, -0.7718263711f, 0.3790626912f, 0.5104855816f, 0, -0.3060082741f, -0.7692987727f, 0.5608371729f, 0, 0.454007341f, -0.5024843065f, 0.7357899537f, 0,
0.4816795475f, 0.6021208291f, -0.6367380315f, 0, 0.6961980369f, -0.3222197429f, 0.641469197f, 0, -0.6532160499f, -0.6781148932f, 0.3368515753f, 0, 0.5089301236f, -0.6154662304f, -0.6018234363f, 0, -0.1635919754f, -0.9133604627f, -0.372840892f, 0, 0.52408019f, -0.8437664109f, 0.1157505864f, 0, 0.5902587356f, 0.4983817807f, -0.6349883666f, 0, 0.5863227872f, 0.494764745f, 0.6414307729f, 0,
0.6779335087f, 0.2341345225f, 0.6968408593f, 0, 0.7177054546f, -0.6858979348f, 0.120178631f, 0, -0.5328819713f, -0.5205125012f, 0.6671608058f, 0, -0.8654874251f, -0.0700727088f, -0.4960053754f, 0, -0.2861810166f, 0.7952089234f, 0.5345495242f, 0, -0.04849529634f, 0.9810836427f, -0.1874115585f, 0, -0.6358521667f, 0.6058348682f, 0.4781800233f, 0, 0.6254794696f, -0.2861619734f, 0.7258696564f, 0,
-0.2585259868f, 0.5061949264f, -0.8227581726f, 0, 0.02136306781f, 0.5064016808f, -0.8620330371f, 0, 0.200111773f, 0.8599263484f, 0.4695550591f, 0, 0.4743561372f, 0.6014985084f, -0.6427953014f, 0, 0.6622993731f, -0.5202474575f, -0.5391679918f, 0, 0.08084972818f, -0.6532720452f, 0.7527940996f, 0, -0.6893687501f, 0.0592860349f, 0.7219805347f, 0, -0.1121887082f, -0.9673185067f, 0.2273952515f, 0,
0.7344116094f, 0.5979668656f, -0.3210532909f, 0, 0.5789393465f, -0.2488849713f, 0.7764570201f, 0, 0.6988182827f, 0.3557169806f, -0.6205791146f, 0, -0.8636845529f, -0.2748771249f, -0.4224826141f, 0, -0.4247027957f, -0.4640880967f, 0.777335046f, 0, 0.5257722489f, -0.8427017621f, 0.1158329937f, 0, 0.9343830603f, 0.316302472f, -0.1639543925f, 0, -0.1016836419f, -0.8057303073f, -0.5834887393f, 0,
-0.6529238969f, 0.50602126f, -0.5635892736f, 0, -0.2465286165f, -0.9668205684f, -0.06694497494f, 0, -0.9776897119f, -0.2099250524f, -0.007368825344f, 0, 0.7736893337f, 0.5734244712f, 0.2694238123f, 0, -0.6095087895f, 0.4995678998f, 0.6155736747f, 0, 0.5794535482f, 0.7434546771f, 0.3339292269f, 0, -0.8226211154f, 0.08142581855f, 0.5627293636f, 0, -0.510385483f, 0.4703667658f, 0.7199039967f, 0,
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// Utilities
static inline float _fnlFastMin(float x, float y) { return x < y ? x : y; }
static inline float _fnlFastMax(float x, float y) { return x > y ? x : y; }
static inline float _fnlFastAbs(float f) { return f < 0 ? -f : f; }
static inline float _fnlCasti32Tof32(int i)
{
union
{
float f;
int32_t i;
} u;
u.i = i;
return u.f;
}
static inline int _fnlCastf32Toi32(float f)
{
union
{
float f;
int32_t i;
} u;
u.f = f;
return u.i;
}
static inline float _fnlInvSqrt(float a)
{
float xhalf = 0.5f * a;
a = _fnlCasti32Tof32(0x5f3759df - (_fnlCastf32Toi32(a) >> 1));
a = a * (1.5f - xhalf * a * a);
return a;
}
// NOTE: If your language does not support this method (seen above), then simply use the native sqrt function.
static inline float _fnlFastSqrt(float a) { return a * _fnlInvSqrt(a); }
static inline int _fnlFastFloor(FNLfloat f) { return (f >= 0 ? (int)f : (int)f - 1); }
static inline int _fnlFastRound(FNLfloat f) { return (f >= 0) ? (int)(f + 0.5f) : (int)(f - 0.5f); }
static inline float _fnlLerp(float a, float b, float t) { return a + t * (b - a); }
static inline float _fnlInterpHermite(float t) { return t * t * (3 - 2 * t); }
static inline float _fnlInterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); }
static inline float _fnlCubicLerp(float a, float b, float c, float d, float t)
{
float p = (d - c) - (a - b);
return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b;
}
static inline float _fnlPingPong(float t)
{
t -= (int)(t * 0.5f) * 2;
return t < 1 ? t : 2 - t;
}
static float _fnlCalculateFractalBounding(fnl_state *state)
{
float gain = _fnlFastAbs(state->gain);
float amp = gain;
float ampFractal = 1.0f;
for (int i = 1; i < state->octaves; i++)
{
ampFractal += amp;
amp *= gain;
}
return 1.0f / ampFractal;
}
// Hashing
static const int PRIME_X = 501125321;
static const int PRIME_Y = 1136930381;
static const int PRIME_Z = 1720413743;
static inline int _fnlHash2D(int seed, int xPrimed, int yPrimed)
{
int hash = seed ^ xPrimed ^ yPrimed;
hash *= 0x27d4eb2d;
return hash;
}
static inline int _fnlHash3D(int seed, int xPrimed, int yPrimed, int zPrimed)
{
int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed;
hash *= 0x27d4eb2d;
return hash;
}
static inline float _fnlValCoord2D(int seed, int xPrimed, int yPrimed)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
hash *= hash;
hash ^= hash << 19;
return hash * (1 / 2147483648.0f);
}
static inline float _fnlValCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
hash *= hash;
hash ^= hash << 19;
return hash * (1 / 2147483648.0f);
}
static inline float _fnlGradCoord2D(int seed, int xPrimed, int yPrimed, float xd, float yd)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
hash ^= hash >> 15;
hash &= 127 << 1;
return xd * GRADIENTS_2D[hash] + yd * GRADIENTS_2D[hash | 1];
}
static inline float _fnlGradCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
hash ^= hash >> 15;
hash &= 63 << 2;
return xd * GRADIENTS_3D[hash] + yd * GRADIENTS_3D[hash | 1] + zd * GRADIENTS_3D[hash | 2];
}
static inline void _fnlGradCoordOut2D(int seed, int xPrimed, int yPrimed, float *xo, float *yo)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed) & (255 << 1);
*xo = RAND_VECS_2D[hash];
*yo = RAND_VECS_2D[hash | 1];
}
static inline void _fnlGradCoordOut3D(int seed, int xPrimed, int yPrimed, int zPrimed, float *xo, float *yo, float *zo)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
*xo = RAND_VECS_3D[hash];
*yo = RAND_VECS_3D[hash | 1];
*zo = RAND_VECS_3D[hash | 2];
}
static inline void _fnlGradCoordDual2D(int seed, int xPrimed, int yPrimed, float xd, float yd, float *xo, float *yo)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
int index1 = hash & (127 << 1);
int index2 = (hash >> 7) & (255 << 1);
float xg = GRADIENTS_2D[index1];
float yg = GRADIENTS_2D[index1 | 1];
float value = xd * xg + yd * yg;
float xgo = RAND_VECS_2D[index2];
float ygo = RAND_VECS_2D[index2 | 1];
*xo = value * xgo;
*yo = value * ygo;
}
static inline void _fnlGradCoordDual3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float *xo, float *yo, float *zo)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
int index1 = hash & (63 << 2);
int index2 = (hash >> 6) & (255 << 2);
float xg = GRADIENTS_3D[index1];
float yg = GRADIENTS_3D[index1 | 1];
float zg = GRADIENTS_3D[index1 | 2];
float value = xd * xg + yd * yg + zd * zg;
float xgo = RAND_VECS_3D[index2];
float ygo = RAND_VECS_3D[index2 | 1];
float zgo = RAND_VECS_3D[index2 | 2];
*xo = value * xgo;
*yo = value * ygo;
*zo = value * zgo;
}
// Generic Noise Gen
static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleCellular2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleCellular3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y);
static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z);
static float _fnlGenNoiseSingle2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y)
{
switch (state->noise_type)
{
case FNL_NOISE_OPENSIMPLEX2:
return _fnlSingleSimplex2D(seed, x, y);
case FNL_NOISE_OPENSIMPLEX2S:
return _fnlSingleOpenSimplex2S2D(seed, x, y);
case FNL_NOISE_CELLULAR:
return _fnlSingleCellular2D(state, seed, x, y);
case FNL_NOISE_PERLIN:
return _fnlSinglePerlin2D(seed, x, y);
case FNL_NOISE_VALUE_CUBIC:
return _fnlSingleValueCubic2D(seed, x, y);
case FNL_NOISE_VALUE:
return _fnlSingleValue2D(seed, x, y);
default:
return 0;
}
}
static float _fnlGenNoiseSingle3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
switch (state->noise_type)
{
case FNL_NOISE_OPENSIMPLEX2:
return _fnlSingleOpenSimplex23D(seed, x, y, z);
case FNL_NOISE_OPENSIMPLEX2S:
return _fnlSingleOpenSimplex2S3D(seed, x, y, z);
case FNL_NOISE_CELLULAR:
return _fnlSingleCellular3D(state, seed, x, y, z);
case FNL_NOISE_PERLIN:
return _fnlSinglePerlin3D(seed, x, y, z);
case FNL_NOISE_VALUE_CUBIC:
return _fnlSingleValueCubic3D(seed, x, y, z);
case FNL_NOISE_VALUE:
return _fnlSingleValue3D(seed, x, y, z);
default:
return 0;
}
}
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
static void _fnlTransformNoiseCoordinate2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
*x *= state->frequency;
*y *= state->frequency;
switch (state->noise_type)
{
case FNL_NOISE_OPENSIMPLEX2:
case FNL_NOISE_OPENSIMPLEX2S:
{
const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
const FNLfloat F2 = 0.5f * (SQRT3 - 1);
FNLfloat t = (*x + *y) * F2;
*x += t;
*y += t;
}
break;
default:
break;
}
}
static void _fnlTransformNoiseCoordinate3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
*x *= state->frequency;
*y *= state->frequency;
*z *= state->frequency;
switch (state->rotation_type_3d)
{
case FNL_ROTATION_IMPROVE_XY_PLANES:
{
FNLfloat xy = *x + *y;
FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
*z *= (FNLfloat)0.577350269189626;
*x += s2 - *z;
*y = *y + s2 - *z;
*z += xy * (FNLfloat)0.577350269189626;
}
break;
case FNL_ROTATION_IMPROVE_XZ_PLANES:
{
FNLfloat xz = *x + *z;
FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
*y *= (FNLfloat)0.577350269189626;
*x += s2 - *y;
*z += s2 - *y;
*y += xz * (FNLfloat)0.577350269189626;
}
break;
default:
switch (state->noise_type)
{
case FNL_NOISE_OPENSIMPLEX2:
case FNL_NOISE_OPENSIMPLEX2S:
{
const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew
*x = r - *x;
*y = r - *y;
*z = r - *z;
}
break;
default:
break;
}
}
}
// Domain Warp Coordinate Transforms
static void _fnlTransformDomainWarpCoordinate2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
switch (state->domain_warp_type)
{
case FNL_DOMAIN_WARP_OPENSIMPLEX2:
case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
{
const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
const FNLfloat F2 = 0.5f * (SQRT3 - 1);
FNLfloat t = (*x + *y) * F2;
*x += t;
*y += t;
}
break;
default:
break;
}
}
static void _fnlTransformDomainWarpCoordinate3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
switch (state->rotation_type_3d)
{
case FNL_ROTATION_IMPROVE_XY_PLANES:
{
FNLfloat xy = *x + *y;
FNLfloat s2 = xy * -(FNLfloat)0.211324865405187;
*z *= (FNLfloat)0.577350269189626;
*x += s2 - *z;
*y = *y + s2 - *z;
*z += xy * (FNLfloat)0.577350269189626;
}
break;
case FNL_ROTATION_IMPROVE_XZ_PLANES:
{
FNLfloat xz = *x + *z;
FNLfloat s2 = xz * -(FNLfloat)0.211324865405187;
*y *= (FNLfloat)0.577350269189626;
*x += s2 - *y;
*z += s2 - *y;
*y += xz * (FNLfloat)0.577350269189626;
}
break;
default:
switch (state->domain_warp_type)
{
case FNL_DOMAIN_WARP_OPENSIMPLEX2:
case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
{
const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
FNLfloat r = (*x + *y + *z) * R3; // Rotation, not skew
*x = r - *x;
*y = r - *y;
*z = r - *z;
}
break;
default:
break;
}
}
}
// Fractal FBm
static float _fnlGenFractalFBM2D(fnl_state *state, FNLfloat x, FNLfloat y)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlGenNoiseSingle2D(state, seed++, x, y);
sum += noise * amp;
amp *= _fnlLerp(1.0f, _fnlFastMin(noise + 1, 2) * 0.5f, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
static float _fnlGenFractalFBM3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlGenNoiseSingle3D(state, seed++, x, y, z);
sum += noise * amp;
amp *= _fnlLerp(1.0f, (noise + 1) * 0.5f, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
z *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
// Fractal Ridged
static float _fnlGenFractalRidged2D(fnl_state *state, FNLfloat x, FNLfloat y)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlFastAbs(_fnlGenNoiseSingle2D(state, seed++, x, y));
sum += (noise * -2 + 1) * amp;
amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
static float _fnlGenFractalRidged3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlFastAbs(_fnlGenNoiseSingle3D(state, seed++, x, y, z));
sum += (noise * -2 + 1) * amp;
amp *= _fnlLerp(1.0f, 1 - noise, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
z *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
// Fractal PingPong
static float _fnlGenFractalPingPong2D(fnl_state *state, FNLfloat x, FNLfloat y)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlPingPong((_fnlGenNoiseSingle2D(state, seed++, x, y) + 1) * state->ping_pong_strength);
sum += (noise - 0.5f) * 2 * amp;
amp *= _fnlLerp(1.0f, noise, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
static float _fnlGenFractalPingPong3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
{
int seed = state->seed;
float sum = 0;
float amp = _fnlCalculateFractalBounding(state);
for (int i = 0; i < state->octaves; i++)
{
float noise = _fnlPingPong((_fnlGenNoiseSingle3D(state, seed++, x, y, z) + 1) * state->ping_pong_strength);
sum += (noise - 0.5f) * 2 * amp;
amp *= _fnlLerp(1.0f, noise, state->weighted_strength);
x *= state->lacunarity;
y *= state->lacunarity;
z *= state->lacunarity;
amp *= state->gain;
}
return sum;
}
// Simplex/OpenSimplex2 Noise
static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y)
{
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
const float SQRT3 = 1.7320508075688772935274463415059f;
const float G2 = (3 - SQRT3) / 6;
/*
* --- Skew moved to TransformNoiseCoordinate method ---
* const FNLfloat F2 = 0.5f * (SQRT3 - 1);
* FNLfloat s = (x + y) * F2;
* x += s; y += s;
*/
int i = _fnlFastFloor(x);
int j = _fnlFastFloor(y);
float xi = (float)(x - i);
float yi = (float)(y - j);
float t = (xi + yi) * G2;
float x0 = (float)(xi - t);
float y0 = (float)(yi - t);
i *= PRIME_X;
j *= PRIME_Y;
float n0, n1, n2;
float a = 0.5f - x0 * x0 - y0 * y0;
if (a <= 0)
n0 = 0;
else
{
n0 = (a * a) * (a * a) * _fnlGradCoord2D(seed, i, j, x0, y0);
}
float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
if (c <= 0)
n2 = 0;
else
{
float x2 = x0 + (2 * (float)G2 - 1);
float y2 = y0 + (2 * (float)G2 - 1);
n2 = (c * c) * (c * c) * _fnlGradCoord2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2);
}
if (y0 > x0)
{
float x1 = x0 + (float)G2;
float y1 = y0 + ((float)G2 - 1);
float b = 0.5f - x1 * x1 - y1 * y1;
if (b <= 0)
n1 = 0;
else
{
n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x1, y1);
}
}
else
{
float x1 = x0 + ((float)G2 - 1);
float y1 = y0 + (float)G2;
float b = 0.5f - x1 * x1 - y1 * y1;
if (b <= 0)
n1 = 0;
else
{
n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i + PRIME_X, j, x1, y1);
}
}
return (n0 + n1 + n2) * 99.83685446303647f;
}
static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
// 3D OpenSimplex2 case uses two offset rotated cube grids.
/*
* --- Rotation moved to TransformNoiseCoordinate method ---
* const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
* FNLfloat r = (x + y + z) * R3; // Rotation, not skew
* x = r - x; y = r - y; z = r - z;
*/
int i = _fnlFastRound(x);
int j = _fnlFastRound(y);
int k = _fnlFastRound(z);
float x0 = (float)(x - i);
float y0 = (float)(y - j);
float z0 = (float)(z - k);
int xNSign = (int)(-1.0f - x0) | 1;
int yNSign = (int)(-1.0f - y0) | 1;
int zNSign = (int)(-1.0f - z0) | 1;
float ax0 = xNSign * -x0;
float ay0 = yNSign * -y0;
float az0 = zNSign * -z0;
i *= PRIME_X;
j *= PRIME_Y;
k *= PRIME_Z;
float value = 0;
float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
for (int l = 0;; l++)
{
if (a > 0)
{
value += (a * a) * (a * a) * _fnlGradCoord3D(seed, i, j, k, x0, y0, z0);
}
float b = a + 1;
int i1 = i;
int j1 = j;
int k1 = k;
float x1 = x0;
float y1 = y0;
float z1 = z0;
if (ax0 >= ay0 && ax0 >= az0)
{
x1 += xNSign;
b -= xNSign * 2 * x1;
i1 -= xNSign * PRIME_X;
}
else if (ay0 > ax0 && ay0 >= az0)
{
y1 += yNSign;
b -= yNSign * 2 * y1;
j1 -= yNSign * PRIME_Y;
}
else
{
z1 += zNSign;
b -= zNSign * 2 * z1;
k1 -= zNSign * PRIME_Z;
}
if (b > 0)
{
value += (b * b) * (b * b) * _fnlGradCoord3D(seed, i1, j1, k1, x1, y1, z1);
}
if (l == 1)
break;
ax0 = 0.5f - ax0;
ay0 = 0.5f - ay0;
az0 = 0.5f - az0;
x0 = xNSign * ax0;
y0 = yNSign * ay0;
z0 = zNSign * az0;
a += (0.75f - ax0) - (ay0 + az0);
i += (xNSign >> 1) & PRIME_X;
j += (yNSign >> 1) & PRIME_Y;
k += (zNSign >> 1) & PRIME_Z;
xNSign = -xNSign;
yNSign = -yNSign;
zNSign = -zNSign;
seed = ~seed;
}
return value * 32.69428253173828125f;
}
// OpenSimplex2S Noise
static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y)
{
// 2D OpenSimplex2S case is a modified 2D simplex noise.
const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059;
const FNLfloat G2 = (3 - SQRT3) / 6;
/*
* --- Skew moved to TransformNoiseCoordinate method ---
* const FNLfloat F2 = 0.5f * (SQRT3 - 1);
* FNLfloat s = (x + y) * F2;
* x += s; y += s;
*/
int i = _fnlFastFloor(x);
int j = _fnlFastFloor(y);
float xi = (float)(x - i);
float yi = (float)(y - j);
i *= PRIME_X;
j *= PRIME_Y;
int i1 = i + PRIME_X;
int j1 = j + PRIME_Y;
float t = (xi + yi) * (float)G2;
float x0 = xi - t;
float y0 = yi - t;
float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0;
float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0);
float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0);
float x1 = x0 - (float)(1 - 2 * G2);
float y1 = y0 - (float)(1 - 2 * G2);
value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1);
// Nested conditionals were faster than compact bit logic/arithmetic.
float xmyi = xi - yi;
if (t > G2)
{
if (xi + xmyi > 1)
{
float x2 = x0 + (float)(3 * G2 - 2);
float y2 = y0 + (float)(3 * G2 - 1);
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + (PRIME_X << 1), j + PRIME_Y, x2, y2);
}
}
else
{
float x2 = x0 + (float)G2;
float y2 = y0 + (float)(G2 - 1);
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2);
}
}
if (yi - xmyi > 1)
{
float x3 = x0 + (float)(3 * G2 - 1);
float y3 = y0 + (float)(3 * G2 - 2);
float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
if (a3 > 0)
{
value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j + (PRIME_Y << 1), x3, y3);
}
}
else
{
float x3 = x0 + (float)(G2 - 1);
float y3 = y0 + (float)G2;
float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3;
if (a3 > 0)
{
value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + PRIME_X, j, x3, y3);
}
}
}
else
{
if (xi + xmyi < 0)
{
float x2 = x0 + (float)(1 - G2);
float y2 = y0 - (float)G2;
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i - PRIME_X, j, x2, y2);
}
}
else
{
float x2 = x0 + (float)(G2 - 1);
float y2 = y0 + (float)G2;
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i + PRIME_X, j, x2, y2);
}
}
if (yi < xmyi)
{
float x2 = x0 - (float)G2;
float y2 = y0 - (float)(G2 - 1);
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j - PRIME_Y, x2, y2);
}
}
else
{
float x2 = x0 + (float)G2;
float y2 = y0 + (float)(G2 - 1);
float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2;
if (a2 > 0)
{
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x2, y2);
}
}
}
return value * 18.24196194486065f;
}
static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
// 3D OpenSimplex2S case uses two offset rotated cube grids.
/*
* --- Rotation moved to TransformNoiseCoordinate method ---
* const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
* FNLfloat r = (x + y + z) * R3; // Rotation, not skew
* x = r - x; y = r - y; z = r - z;
*/
int i = _fnlFastFloor(x);
int j = _fnlFastFloor(y);
int k = _fnlFastFloor(z);
float xi = (float)(x - i);
float yi = (float)(y - j);
float zi = (float)(z - k);
i *= PRIME_X;
j *= PRIME_Y;
k *= PRIME_Z;
int seed2 = seed + 1293373;
int xNMask = (int)(-0.5f - xi);
int yNMask = (int)(-0.5f - yi);
int zNMask = (int)(-0.5f - zi);
float x0 = xi + xNMask;
float y0 = yi + yNMask;
float z0 = zi + zNMask;
float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0;
float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0);
float x1 = xi - 0.5f;
float y1 = yi - 0.5f;
float z1 = zi - 0.5f;
float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1;
value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1);
float xAFlipMask0 = ((xNMask | 1) << 1) * x1;
float yAFlipMask0 = ((yNMask | 1) << 1) * y1;
float zAFlipMask0 = ((zNMask | 1) << 1) * z1;
float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f;
float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f;
float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f;
bool skip5 = false;
float a2 = xAFlipMask0 + a0;
if (a2 > 0)
{
float x2 = x0 - (xNMask | 1);
float y2 = y0;
float z2 = z0;
value += (a2 * a2) * (a2 * a2) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x2, y2, z2);
}
else
{
float a3 = yAFlipMask0 + zAFlipMask0 + a0;
if (a3 > 0)
{
float x3 = x0;
float y3 = y0 - (yNMask | 1);
float z3 = z0 - (zNMask | 1);
value += (a3 * a3) * (a3 * a3) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x3, y3, z3);
}
float a4 = xAFlipMask1 + a1;
if (a4 > 0)
{
float x4 = (xNMask | 1) + x1;
float y4 = y1;
float z4 = z1;
value += (a4 * a4) * (a4 * a4) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + PRIME_Z, x4, y4, z4);
skip5 = true;
}
}
bool skip9 = false;
float a6 = yAFlipMask0 + a0;
if (a6 > 0)
{
float x6 = x0;
float y6 = y0 - (yNMask | 1);
float z6 = z0;
value += (a6 * a6) * (a6 * a6) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x6, y6, z6);
}
else
{
float a7 = xAFlipMask0 + zAFlipMask0 + a0;
if (a7 > 0)
{
float x7 = x0 - (xNMask | 1);
float y7 = y0;
float z7 = z0 - (zNMask | 1);
value += (a7 * a7) * (a7 * a7) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x7, y7, z7);
}
float a8 = yAFlipMask1 + a1;
if (a8 > 0)
{
float x8 = x1;
float y8 = (yNMask | 1) + y1;
float z8 = z1;
value += (a8 * a8) * (a8 * a8) * _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, x8, y8, z8);
skip9 = true;
}
}
bool skipD = false;
float aA = zAFlipMask0 + a0;
if (aA > 0)
{
float xA = x0;
float yA = y0;
float zA = z0 - (zNMask | 1);
value += (aA * aA) * (aA * aA) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), xA, yA, zA);
}
else
{
float aB = xAFlipMask0 + yAFlipMask0 + a0;
if (aB > 0)
{
float xB = x0 - (xNMask | 1);
float yB = y0 - (yNMask | 1);
float zB = z0;
value += (aB * aB) * (aB * aB) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), xB, yB, zB);
}
float aC = zAFlipMask1 + a1;
if (aC > 0)
{
float xC = x1;
float yC = y1;
float zC = (zNMask | 1) + z1;
value += (aC * aC) * (aC * aC) * _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), xC, yC, zC);
skipD = true;
}
}
if (!skip5)
{
float a5 = yAFlipMask1 + zAFlipMask1 + a1;
if (a5 > 0)
{
float x5 = x1;
float y5 = (yNMask | 1) + y1;
float z5 = (zNMask | 1) + z1;
value += (a5 * a5) * (a5 * a5) * _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + (zNMask & (PRIME_Z << 1)), x5, y5, z5);
}
}
if (!skip9)
{
float a9 = xAFlipMask1 + zAFlipMask1 + a1;
if (a9 > 0)
{
float x9 = (xNMask | 1) + x1;
float y9 = y1;
float z9 = (zNMask | 1) + z1;
value += (a9 * a9) * (a9 * a9) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), x9, y9, z9);
}
}
if (!skipD)
{
float aD = xAFlipMask1 + yAFlipMask1 + a1;
if (aD > 0)
{
float xD = (xNMask | 1) + x1;
float yD = (yNMask | 1) + y1;
float zD = z1;
value += (aD * aD) * (aD * aD) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X << 1)), j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, xD, yD, zD);
}
}
return value * 9.046026385208288f;
}
// Cellular Noise
static float _fnlSingleCellular2D(fnl_state *state, int seed, FNLfloat x, FNLfloat y)
{
int xr = _fnlFastRound(x);
int yr = _fnlFastRound(y);
float distance0 = FLT_MAX;
float distance1 = FLT_MAX;
int closestHash = 0;
float cellularJitter = 0.5f * state->cellular_jitter_mod;
int xPrimed = (xr - 1) * PRIME_X;
int yPrimedBase = (yr - 1) * PRIME_Y;
switch (state->cellular_distance_func)
{
default:
case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
int idx = hash & (255 << 1);
float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
float newDistance = vecX * vecX + vecY * vecY;
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
case FNL_CELLULAR_DISTANCE_MANHATTAN:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
int idx = hash & (255 << 1);
float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY);
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
case FNL_CELLULAR_DISTANCE_HYBRID:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int hash = _fnlHash2D(seed, xPrimed, yPrimed);
int idx = hash & (255 << 1);
float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter;
float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY)) + (vecX * vecX + vecY * vecY);
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
}
if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE)
{
distance0 = _fnlFastSqrt(distance0);
if (state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE2)
distance1 = _fnlFastSqrt(distance1);
}
switch (state->cellular_return_type)
{
case FNL_CELLULAR_RETURN_VALUE_CELLVALUE:
return closestHash * (1 / 2147483648.0f);
case FNL_CELLULAR_RETURN_VALUE_DISTANCE:
return distance0 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2:
return distance1 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD:
return (distance1 + distance0) * 0.5f - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB:
return distance1 - distance0 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL:
return distance1 * distance0 * 0.5f - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV:
return distance0 / distance1 - 1;
default:
return 0;
}
}
static float _fnlSingleCellular3D(fnl_state *state, int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
int xr = _fnlFastRound(x);
int yr = _fnlFastRound(y);
int zr = _fnlFastRound(z);
float distance0 = FLT_MAX;
float distance1 = FLT_MAX;
int closestHash = 0;
float cellularJitter = 0.39614353f * state->cellular_jitter_mod;
int xPrimed = (xr - 1) * PRIME_X;
int yPrimedBase = (yr - 1) * PRIME_Y;
int zPrimedBase = (zr - 1) * PRIME_Z;
switch (state->cellular_distance_func)
{
default:
case FNL_CELLULAR_DISTANCE_EUCLIDEAN:
case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int zPrimed = zPrimedBase;
for (int zi = zr - 1; zi <= zr + 1; zi++)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
int idx = hash & (255 << 2);
float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ;
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
zPrimed += PRIME_Z;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
case FNL_CELLULAR_DISTANCE_MANHATTAN:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int zPrimed = zPrimedBase;
for (int zi = zr - 1; zi <= zr + 1; zi++)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
int idx = hash & (255 << 2);
float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ);
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
zPrimed += PRIME_Z;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
case FNL_CELLULAR_DISTANCE_HYBRID:
for (int xi = xr - 1; xi <= xr + 1; xi++)
{
int yPrimed = yPrimedBase;
for (int yi = yr - 1; yi <= yr + 1; yi++)
{
int zPrimed = zPrimedBase;
for (int zi = zr - 1; zi <= zr + 1; zi++)
{
int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed);
int idx = hash & (255 << 2);
float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter;
float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter;
float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter;
float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ);
distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0);
if (newDistance < distance0)
{
distance0 = newDistance;
closestHash = hash;
}
zPrimed += PRIME_Z;
}
yPrimed += PRIME_Y;
}
xPrimed += PRIME_X;
}
break;
}
if (state->cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE)
{
distance0 = _fnlFastSqrt(distance0);
if (state->cellular_return_type >= FNL_CELLULAR_RETURN_VALUE_DISTANCE2)
distance1 = _fnlFastSqrt(distance1);
}
switch (state->cellular_return_type)
{
case FNL_CELLULAR_RETURN_VALUE_CELLVALUE:
return closestHash * (1 / 2147483648.0f);
case FNL_CELLULAR_RETURN_VALUE_DISTANCE:
return distance0 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2:
return distance1 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2ADD:
return (distance1 + distance0) * 0.5f - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2SUB:
return distance1 - distance0 - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2MUL:
return distance1 * distance0 * 0.5f - 1;
case FNL_CELLULAR_RETURN_VALUE_DISTANCE2DIV:
return distance0 / distance1 - 1;
default:
return 0;
}
}
// Perlin Noise
static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y)
{
int x0 = _fnlFastFloor(x);
int y0 = _fnlFastFloor(y);
float xd0 = (float)(x - x0);
float yd0 = (float)(y - y0);
float xd1 = xd0 - 1;
float yd1 = yd0 - 1;
float xs = _fnlInterpQuintic(xd0);
float ys = _fnlInterpQuintic(yd0);
x0 *= PRIME_X;
y0 *= PRIME_Y;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
float xf0 = _fnlLerp(_fnlGradCoord2D(seed, x0, y0, xd0, yd0), _fnlGradCoord2D(seed, x1, y0, xd1, yd0), xs);
float xf1 = _fnlLerp(_fnlGradCoord2D(seed, x0, y1, xd0, yd1), _fnlGradCoord2D(seed, x1, y1, xd1, yd1), xs);
return _fnlLerp(xf0, xf1, ys) * 1.4247691104677813f;
}
static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
int x0 = _fnlFastFloor(x);
int y0 = _fnlFastFloor(y);
int z0 = _fnlFastFloor(z);
float xd0 = (float)(x - x0);
float yd0 = (float)(y - y0);
float zd0 = (float)(z - z0);
float xd1 = xd0 - 1;
float yd1 = yd0 - 1;
float zd1 = zd0 - 1;
float xs = _fnlInterpQuintic(xd0);
float ys = _fnlInterpQuintic(yd0);
float zs = _fnlInterpQuintic(zd0);
x0 *= PRIME_X;
y0 *= PRIME_Y;
z0 *= PRIME_Z;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
int z1 = z0 + PRIME_Z;
float xf00 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z0, xd0, yd0, zd0), _fnlGradCoord3D(seed, x1, y0, z0, xd1, yd0, zd0), xs);
float xf10 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z0, xd0, yd1, zd0), _fnlGradCoord3D(seed, x1, y1, z0, xd1, yd1, zd0), xs);
float xf01 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z1, xd0, yd0, zd1), _fnlGradCoord3D(seed, x1, y0, z1, xd1, yd0, zd1), xs);
float xf11 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z1, xd0, yd1, zd1), _fnlGradCoord3D(seed, x1, y1, z1, xd1, yd1, zd1), xs);
float yf0 = _fnlLerp(xf00, xf10, ys);
float yf1 = _fnlLerp(xf01, xf11, ys);
return _fnlLerp(yf0, yf1, zs) * 0.964921414852142333984375f;
}
// Value Cubic
static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y)
{
int x1 = _fnlFastFloor(x);
int y1 = _fnlFastFloor(y);
float xs = x - (float)x1;
float ys = y - (float)y1;
x1 *= PRIME_X;
y1 *= PRIME_Y;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int x3 = x1 + (int)((long)PRIME_X << 1);
int y3 = y1 + (int)((long)PRIME_Y << 1);
return _fnlCubicLerp(
_fnlCubicLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), _fnlValCoord2D(seed, x2, y0), _fnlValCoord2D(seed, x3, y0),
xs),
_fnlCubicLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), _fnlValCoord2D(seed, x2, y1), _fnlValCoord2D(seed, x3, y1),
xs),
_fnlCubicLerp(_fnlValCoord2D(seed, x0, y2), _fnlValCoord2D(seed, x1, y2), _fnlValCoord2D(seed, x2, y2), _fnlValCoord2D(seed, x3, y2),
xs),
_fnlCubicLerp(_fnlValCoord2D(seed, x0, y3), _fnlValCoord2D(seed, x1, y3), _fnlValCoord2D(seed, x2, y3), _fnlValCoord2D(seed, x3, y3),
xs),
ys) *
(1 / (1.5f * 1.5f));
}
static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
int x1 = _fnlFastFloor(x);
int y1 = _fnlFastFloor(y);
int z1 = _fnlFastFloor(z);
float xs = x - (float)x1;
float ys = y - (float)y1;
float zs = z - (float)z1;
x1 *= PRIME_X;
y1 *= PRIME_Y;
z1 *= PRIME_Z;
int x0 = x1 - PRIME_X;
int y0 = y1 - PRIME_Y;
int z0 = z1 - PRIME_Z;
int x2 = x1 + PRIME_X;
int y2 = y1 + PRIME_Y;
int z2 = z1 + PRIME_Z;
int x3 = x1 + (int)((long)PRIME_X << 1);
int y3 = y1 + (int)((long)PRIME_Y << 1);
int z3 = z1 + (int)((long)PRIME_Z << 1);
return _fnlCubicLerp(
_fnlCubicLerp(
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), _fnlValCoord3D(seed, x2, y0, z0), _fnlValCoord3D(seed, x3, y0, z0), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), _fnlValCoord3D(seed, x2, y1, z0), _fnlValCoord3D(seed, x3, y1, z0), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z0), _fnlValCoord3D(seed, x1, y2, z0), _fnlValCoord3D(seed, x2, y2, z0), _fnlValCoord3D(seed, x3, y2, z0), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z0), _fnlValCoord3D(seed, x1, y3, z0), _fnlValCoord3D(seed, x2, y3, z0), _fnlValCoord3D(seed, x3, y3, z0), xs),
ys),
_fnlCubicLerp(
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), _fnlValCoord3D(seed, x2, y0, z1), _fnlValCoord3D(seed, x3, y0, z1), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), _fnlValCoord3D(seed, x2, y1, z1), _fnlValCoord3D(seed, x3, y1, z1), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z1), _fnlValCoord3D(seed, x1, y2, z1), _fnlValCoord3D(seed, x2, y2, z1), _fnlValCoord3D(seed, x3, y2, z1), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z1), _fnlValCoord3D(seed, x1, y3, z1), _fnlValCoord3D(seed, x2, y3, z1), _fnlValCoord3D(seed, x3, y3, z1), xs),
ys),
_fnlCubicLerp(
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z2), _fnlValCoord3D(seed, x1, y0, z2), _fnlValCoord3D(seed, x2, y0, z2), _fnlValCoord3D(seed, x3, y0, z2), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z2), _fnlValCoord3D(seed, x1, y1, z2), _fnlValCoord3D(seed, x2, y1, z2), _fnlValCoord3D(seed, x3, y1, z2), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z2), _fnlValCoord3D(seed, x1, y2, z2), _fnlValCoord3D(seed, x2, y2, z2), _fnlValCoord3D(seed, x3, y2, z2), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z2), _fnlValCoord3D(seed, x1, y3, z2), _fnlValCoord3D(seed, x2, y3, z2), _fnlValCoord3D(seed, x3, y3, z2), xs),
ys),
_fnlCubicLerp(
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z3), _fnlValCoord3D(seed, x1, y0, z3), _fnlValCoord3D(seed, x2, y0, z3), _fnlValCoord3D(seed, x3, y0, z3), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z3), _fnlValCoord3D(seed, x1, y1, z3), _fnlValCoord3D(seed, x2, y1, z3), _fnlValCoord3D(seed, x3, y1, z3), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z3), _fnlValCoord3D(seed, x1, y2, z3), _fnlValCoord3D(seed, x2, y2, z3), _fnlValCoord3D(seed, x3, y2, z3), xs),
_fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z3), _fnlValCoord3D(seed, x1, y3, z3), _fnlValCoord3D(seed, x2, y3, z3), _fnlValCoord3D(seed, x3, y3, z3), xs),
ys),
zs) *
(1 / 1.5f * 1.5f * 1.5f);
}
// Value noise
static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y)
{
int x0 = _fnlFastFloor(x);
int y0 = _fnlFastFloor(y);
float xs = _fnlInterpHermite((float)(x - x0));
float ys = _fnlInterpHermite((float)(y - y0));
x0 *= PRIME_X;
y0 *= PRIME_Y;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
float xf0 = _fnlLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), xs);
float xf1 = _fnlLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), xs);
return _fnlLerp(xf0, xf1, ys);
}
static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z)
{
int x0 = _fnlFastFloor(x);
int y0 = _fnlFastFloor(y);
int z0 = _fnlFastFloor(z);
float xs = _fnlInterpHermite((float)(x - x0));
float ys = _fnlInterpHermite((float)(y - y0));
float zs = _fnlInterpHermite((float)(z - z0));
x0 *= PRIME_X;
y0 *= PRIME_Y;
z0 *= PRIME_Z;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
int z1 = z0 + PRIME_Z;
float xf00 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), xs);
float xf10 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), xs);
float xf01 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), xs);
float xf11 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), xs);
float yf0 = _fnlLerp(xf00, xf10, ys);
float yf1 = _fnlLerp(xf01, xf11, ys);
return _fnlLerp(yf0, yf1, zs);
}
// Domain Warp
// Forward declare
static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp);
static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp);
static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xr, FNLfloat *yr, bool outGradOnly);
static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xr, FNLfloat *yr, FNLfloat *zr, bool outGradOnly);
static inline void _fnlDoSingleDomainWarp2D(fnl_state *state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp)
{
switch (state->domain_warp_type)
{
case FNL_DOMAIN_WARP_OPENSIMPLEX2:
_fnlSingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xp, yp, false);
break;
case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
_fnlSingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xp, yp, true);
break;
case FNL_DOMAIN_WARP_BASICGRID:
_fnlSingleDomainWarpBasicGrid2D(seed, amp, freq, x, y, xp, yp);
break;
}
}
static inline void _fnlDoSingleDomainWarp3D(fnl_state *state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp)
{
switch (state->domain_warp_type)
{
case FNL_DOMAIN_WARP_OPENSIMPLEX2:
_fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xp, yp, zp, false);
break;
case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED:
_fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xp, yp, zp, true);
break;
case FNL_DOMAIN_WARP_BASICGRID:
_fnlSingleDomainWarpBasicGrid3D(seed, amp, freq, x, y, z, xp, yp, zp);
break;
}
}
// Domain Warp Single Wrapper
static void _fnlDomainWarpSingle2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
FNLfloat xs = *x;
FNLfloat ys = *y;
_fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
_fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
}
static void _fnlDomainWarpSingle3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
FNLfloat xs = *x;
FNLfloat ys = *y;
FNLfloat zs = *z;
_fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
_fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
}
// Domain Warp Fractal Progressive
static void _fnlDomainWarpFractalProgressive2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
for (int i = 0; i < state->octaves; i++)
{
FNLfloat xs = *x;
FNLfloat ys = *y;
_fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
_fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
seed++;
amp *= state->gain;
freq *= state->lacunarity;
}
}
static void _fnlDomainWarpFractalProgressive3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
for (int i = 0; i < state->octaves; i++)
{
FNLfloat xs = *x;
FNLfloat ys = *y;
FNLfloat zs = *z;
_fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
_fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
seed++;
amp *= state->gain;
freq *= state->lacunarity;
}
}
// Domain Warp Fractal Independent
static void _fnlDomainWarpFractalIndependent2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
FNLfloat xs = *x;
FNLfloat ys = *y;
_fnlTransformDomainWarpCoordinate2D(state, &xs, &ys);
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
for (int i = 0; i < state->octaves; i++)
{
_fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y);
seed++;
amp *= state->gain;
freq *= state->lacunarity;
}
}
static void _fnlDomainWarpFractalIndependent3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
FNLfloat xs = *x;
FNLfloat ys = *y;
FNLfloat zs = *z;
_fnlTransformDomainWarpCoordinate3D(state, &xs, &ys, &zs);
int seed = state->seed;
float amp = state->domain_warp_amp * _fnlCalculateFractalBounding(state);
float freq = state->frequency;
for (int i = 0; i < state->octaves; i++)
{
_fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z);
seed++;
amp *= state->gain;
freq *= state->lacunarity;
}
}
// Domain Warp Basic Grid
static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xp, FNLfloat *yp)
{
FNLfloat xf = x * frequency;
FNLfloat yf = y * frequency;
int x0 = _fnlFastFloor(xf);
int y0 = _fnlFastFloor(yf);
float xs = _fnlInterpHermite((float)(xf - x0));
float ys = _fnlInterpHermite((float)(yf - y0));
x0 *= PRIME_X;
y0 *= PRIME_Y;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
int idx0 = _fnlHash2D(seed, x0, y0) & (255 << 1);
int idx1 = _fnlHash2D(seed, x1, y0) & (255 << 1);
float lx0x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
float ly0x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);
idx0 = _fnlHash2D(seed, x0, y1) & (255 << 1);
idx1 = _fnlHash2D(seed, x1, y1) & (255 << 1);
float lx1x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs);
float ly1x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs);
*xp += _fnlLerp(lx0x, lx1x, ys) * warpAmp;
*yp += _fnlLerp(ly0x, ly1x, ys) * warpAmp;
}
static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xp, FNLfloat *yp, FNLfloat *zp)
{
FNLfloat xf = x * frequency;
FNLfloat yf = y * frequency;
FNLfloat zf = z * frequency;
int x0 = _fnlFastFloor(xf);
int y0 = _fnlFastFloor(yf);
int z0 = _fnlFastFloor(zf);
float xs = _fnlInterpHermite((float)(xf - x0));
float ys = _fnlInterpHermite((float)(yf - y0));
float zs = _fnlInterpHermite((float)(zf - z0));
x0 *= PRIME_X;
y0 *= PRIME_Y;
z0 *= PRIME_Z;
int x1 = x0 + PRIME_X;
int y1 = y0 + PRIME_Y;
int z1 = z0 + PRIME_Z;
int idx0 = _fnlHash3D(seed, x0, y0, z0) & (255 << 2);
int idx1 = _fnlHash3D(seed, x1, y0, z0) & (255 << 2);
float lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
float ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
float lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
idx0 = _fnlHash3D(seed, x0, y1, z0) & (255 << 2);
idx1 = _fnlHash3D(seed, x1, y1, z0) & (255 << 2);
float lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
float ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
float lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
float lx0y = _fnlLerp(lx0x, lx1x, ys);
float ly0y = _fnlLerp(ly0x, ly1x, ys);
float lz0y = _fnlLerp(lz0x, lz1x, ys);
idx0 = _fnlHash3D(seed, x0, y0, z1) & (255 << 2);
idx1 = _fnlHash3D(seed, x1, y0, z1) & (255 << 2);
lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
idx0 = _fnlHash3D(seed, x0, y1, z1) & (255 << 2);
idx1 = _fnlHash3D(seed, x1, y1, z1) & (255 << 2);
lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs);
ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs);
lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs);
*xp += _fnlLerp(lx0y, _fnlLerp(lx0x, lx1x, ys), zs) * warpAmp;
*yp += _fnlLerp(ly0y, _fnlLerp(ly0x, ly1x, ys), zs) * warpAmp;
*zp += _fnlLerp(lz0y, _fnlLerp(lz0x, lz1x, ys), zs) * warpAmp;
}
// Domain Warp Simplex/OpenSimplex2
static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat *xr, FNLfloat *yr, bool outGradOnly)
{
const float SQRT3 = 1.7320508075688772935274463415059f;
const float G2 = (3 - SQRT3) / 6;
x *= frequency;
y *= frequency;
/*
* --- Skew moved to TransformNoiseCoordinate method ---
* const FNLfloat F2 = 0.5f * (SQRT3 - 1);
* FNLfloat s = (x + y) * F2;
* x += s; y += s;
*/
int i = _fnlFastFloor(x);
int j = _fnlFastFloor(y);
float xi = (float)(x - i);
float yi = (float)(y - j);
float t = (xi + yi) * G2;
float x0 = (float)(xi - t);
float y0 = (float)(yi - t);
i *= PRIME_X;
j *= PRIME_Y;
float vx, vy;
vx = vy = 0;
float a = 0.5f - x0 * x0 - y0 * y0;
if (a > 0)
{
float aaaa = (a * a) * (a * a);
float xo, yo;
if (outGradOnly)
_fnlGradCoordOut2D(seed, i, j, &xo, &yo);
else
_fnlGradCoordDual2D(seed, i, j, x0, y0, &xo, &yo);
vx += aaaa * xo;
vy += aaaa * yo;
}
float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a);
if (c > 0)
{
float x2 = x0 + (2 * (float)G2 - 1);
float y2 = y0 + (2 * (float)G2 - 1);
float cccc = (c * c) * (c * c);
float xo, yo;
if (outGradOnly)
_fnlGradCoordOut2D(seed, i + PRIME_X, j + PRIME_Y, &xo, &yo);
else
_fnlGradCoordDual2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2, &xo, &yo);
vx += cccc * xo;
vy += cccc * yo;
}
if (y0 > x0)
{
float x1 = x0 + (float)G2;
float y1 = y0 + ((float)G2 - 1);
float b = 0.5f - x1 * x1 - y1 * y1;
if (b > 0)
{
float bbbb = (b * b) * (b * b);
float xo, yo;
if (outGradOnly)
_fnlGradCoordOut2D(seed, i, j + PRIME_Y, &xo, &yo);
else
_fnlGradCoordDual2D(seed, i, j + PRIME_Y, x1, y1, &xo, &yo);
vx += bbbb * xo;
vy += bbbb * yo;
}
}
else
{
float x1 = x0 + ((float)G2 - 1);
float y1 = y0 + (float)G2;
float b = 0.5f - x1 * x1 - y1 * y1;
if (b > 0)
{
float bbbb = (b * b) * (b * b);
float xo, yo;
if (outGradOnly)
_fnlGradCoordOut2D(seed, i + PRIME_X, j, &xo, &yo);
else
_fnlGradCoordDual2D(seed, i + PRIME_X, j, x1, y1, &xo, &yo);
vx += bbbb * xo;
vy += bbbb * yo;
}
}
*xr += vx * warpAmp;
*yr += vy * warpAmp;
}
static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, FNLfloat *xr, FNLfloat *yr, FNLfloat *zr, bool outGradOnly)
{
x *= frequency;
y *= frequency;
z *= frequency;
/*
* --- Rotation moved to TransformDomainWarpCoordinate method ---
* const FNLfloat R3 = (FNLfloat)(2.0 / 3.0);
* FNLfloat r = (x + y + z) * R3; // Rotation, not skew
* x = r - x; y = r - y; z = r - z;
*/
int i = _fnlFastRound(x);
int j = _fnlFastRound(y);
int k = _fnlFastRound(z);
float x0 = (float)x - i;
float y0 = (float)y - j;
float z0 = (float)z - k;
int xNSign = (int)(-x0 - 1.0f) | 1;
int yNSign = (int)(-y0 - 1.0f) | 1;
int zNSign = (int)(-z0 - 1.0f) | 1;
float ax0 = xNSign * -x0;
float ay0 = yNSign * -y0;
float az0 = zNSign * -z0;
i *= PRIME_X;
j *= PRIME_Y;
k *= PRIME_Z;
float vx, vy, vz;
vx = vy = vz = 0;
float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0);
for (int l = 0; l < 2; l++)
{
if (a > 0)
{
float aaaa = (a * a) * (a * a);
float xo, yo, zo;
if (outGradOnly)
_fnlGradCoordOut3D(seed, i, j, k, &xo, &yo, &zo);
else
_fnlGradCoordDual3D(seed, i, j, k, x0, y0, z0, &xo, &yo, &zo);
vx += aaaa * xo;
vy += aaaa * yo;
vz += aaaa * zo;
}
float b = a + 1;
int i1 = i;
int j1 = j;
int k1 = k;
float x1 = x0;
float y1 = y0;
float z1 = z0;
if (ax0 >= ay0 && ax0 >= az0)
{
x1 += xNSign;
b -= xNSign * 2 * x1;
i1 -= xNSign * PRIME_X;
}
else if (ay0 > ax0 && ay0 >= az0)
{
y1 += yNSign;
b -= yNSign * 2 * y1;
j1 -= yNSign * PRIME_Y;
}
else
{
z1 += zNSign;
b -= zNSign * 2 * z1;
k1 -= zNSign * PRIME_Z;
}
if (b > 0)
{
float bbbb = (b * b) * (b * b);
float xo, yo, zo;
if (outGradOnly)
_fnlGradCoordOut3D(seed, i1, j1, k1, &xo, &yo, &zo);
else
_fnlGradCoordDual3D(seed, i1, j1, k1, x1, y1, z1, &xo, &yo, &zo);
vx += bbbb * xo;
vy += bbbb * yo;
vz += bbbb * zo;
}
if (l == 1)
break;
ax0 = 0.5f - ax0;
ay0 = 0.5f - ay0;
az0 = 0.5f - az0;
x0 = xNSign * ax0;
y0 = yNSign * ay0;
z0 = zNSign * az0;
a += (0.75f - ax0) - (ay0 + az0);
i += (xNSign >> 1) & PRIME_X;
j += (yNSign >> 1) & PRIME_Y;
k += (zNSign >> 1) & PRIME_Z;
xNSign = -xNSign;
yNSign = -yNSign;
zNSign = -zNSign;
seed += 1293373;
}
*xr += vx * warpAmp;
*yr += vy * warpAmp;
*zr += vz * warpAmp;
}
// ====================
// Public API
// ====================
fnl_state fnlCreateState()
{
fnl_state newState;
2021-11-16 13:51:37 +01:00
newState.seed = 0;
2021-11-15 23:20:38 +01:00
newState.frequency = 0.01f;
newState.noise_type = FNL_NOISE_OPENSIMPLEX2;
newState.rotation_type_3d = FNL_ROTATION_NONE;
newState.fractal_type = FNL_FRACTAL_NONE;
newState.octaves = 3;
newState.lacunarity = 2.0f;
newState.gain = 0.5f;
newState.weighted_strength = 0.0f;
newState.ping_pong_strength = 2.0f;
newState.cellular_distance_func = FNL_CELLULAR_DISTANCE_EUCLIDEANSQ;
newState.cellular_return_type = FNL_CELLULAR_RETURN_VALUE_DISTANCE;
newState.cellular_jitter_mod = 1.0f;
newState.domain_warp_amp = 30.0f;
newState.domain_warp_type = FNL_DOMAIN_WARP_OPENSIMPLEX2;
return newState;
}
float fnlGetNoise2D(fnl_state *state, FNLfloat x, FNLfloat y)
{
_fnlTransformNoiseCoordinate2D(state, &x, &y);
switch (state->fractal_type)
{
default:
return _fnlGenNoiseSingle2D(state, state->seed, x, y);
case FNL_FRACTAL_FBM:
return _fnlGenFractalFBM2D(state, x, y);
case FNL_FRACTAL_RIDGED:
return _fnlGenFractalRidged2D(state, x, y);
case FNL_FRACTAL_PINGPONG:
return _fnlGenFractalPingPong2D(state, x, y);
}
}
float fnlGetNoise3D(fnl_state *state, FNLfloat x, FNLfloat y, FNLfloat z)
{
_fnlTransformNoiseCoordinate3D(state, &x, &y, &z);
// Select a noise type
switch (state->fractal_type)
{
default:
return _fnlGenNoiseSingle3D(state, state->seed, x, y, z);
case FNL_FRACTAL_FBM:
return _fnlGenFractalFBM3D(state, x, y, z);
case FNL_FRACTAL_RIDGED:
return _fnlGenFractalRidged3D(state, x, y, z);
case FNL_FRACTAL_PINGPONG:
return _fnlGenFractalPingPong3D(state, x, y, z);
}
}
void fnlDomainWarp2D(fnl_state *state, FNLfloat *x, FNLfloat *y)
{
switch (state->fractal_type)
{
default:
_fnlDomainWarpSingle2D(state, x, y);
break;
case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
_fnlDomainWarpFractalProgressive2D(state, x, y);
break;
case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
_fnlDomainWarpFractalIndependent2D(state, x, y);
break;
}
}
void fnlDomainWarp3D(fnl_state *state, FNLfloat *x, FNLfloat *y, FNLfloat *z)
{
switch (state->fractal_type)
{
default:
_fnlDomainWarpSingle3D(state, x, y, z);
break;
case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE:
_fnlDomainWarpFractalProgressive3D(state, x, y, z);
break;
case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT:
_fnlDomainWarpFractalIndependent3D(state, x, y, z);
break;
}
}
#endif // FNL_IMPL
#if defined(__cplusplus)
}
#endif
#endif // FASTNOISELITE_H