--- ray/src/rt/noise3.c 1990/10/30 21:03:49 1.3 +++ ray/src/rt/noise3.c 2013/10/08 18:59:44 2.13 @@ -1,182 +1,96 @@ -/* Copyright (c) 1988 Regents of the University of California */ - #ifndef lint -static char SCCSid[] = "$SunId$ LBL"; +static const char RCSid[] = "$Id: noise3.c,v 2.13 2013/10/08 18:59:44 greg Exp $"; #endif - /* * noise3.c - noise functions for random textures. * - * Credit for the smooth algorithm goes to Ken Perlin. - * (ref. SIGGRAPH Vol 19, No 3, pp 287-96) - * - * 4/15/86 - * 5/19/88 Added fractal noise function + * Credit for the smooth algorithm goes to Ken Perlin, and code + * translation/implementation to Rahul Narain. + * (ref. Improving Noise, Computer Graphics; Vol. 35 No. 3., 2002) */ +#include "copyright.h" -#define A 0 -#define B 1 -#define C 2 -#define D 3 +#include "ray.h" +#include "func.h" -#define rand3a(x,y,z) frand(67*(x)+59*(y)+71*(z)) -#define rand3b(x,y,z) frand(73*(x)+79*(y)+83*(z)) -#define rand3c(x,y,z) frand(89*(x)+97*(y)+101*(z)) -#define rand3d(x,y,z) frand(103*(x)+107*(y)+109*(z)) +static char noise_name[4][8] = {"noise3x", "noise3y", "noise3z", "noise3"}; +static char fnoise_name[] = "fnoise3"; -#define hermite(p0,p1,r0,r1,t) ( p0*((2.0*t-3.0)*t*t+1.0) + \ - p1*(-2.0*t+3.0)*t*t + \ - r0*((t-2.0)*t+1.0)*t + \ - r1*(t-1.0)*t*t ) +#define EPSILON .0005 /* error allowed in fractal */ -double *noise3(), noise3coef(), argument(), frand(); - -static long xlim[3][2]; -static double xarg[3]; - -#define EPSILON .0001 /* error allowed in fractal */ - #define frand3(x,y,z) frand(17*(x)+23*(y)+29*(z)) -double fnoise3(); +static double l_noise3(char *nam); +static double noise3(double xnew[3], int i); +static double noise3partial(double f3, double x[3], int i); +static double perlin_noise (double x, double y, double z); +static double frand(long s); +static double fnoise3(double x[3]); -double -l_noise3() /* compute 3-dimensional noise function */ -{ - return(noise3coef(D)); -} - - -double -l_noise3a() /* compute x slope of noise function */ -{ - return(noise3coef(A)); -} - - -double -l_noise3b() /* compute y slope of noise function */ -{ - return(noise3coef(B)); -} - - -double -l_noise3c() /* compute z slope of noise function */ -{ - return(noise3coef(C)); -} - - -double -l_fnoise3() /* compute fractal noise function */ -{ - double x[3]; - - x[0] = argument(1); - x[1] = argument(2); - x[2] = argument(3); - - return(fnoise3(x)); -} - - static double -noise3coef(coef) /* return coefficient of noise function */ -int coef; +l_noise3( /* compute a noise function */ + char *nam +) { + int i; double x[3]; - + /* get point */ x[0] = argument(1); x[1] = argument(2); x[2] = argument(3); - - return(noise3(x)[coef]); + /* make appropriate call */ + if (nam == fnoise_name) + return(fnoise3(x)); + i = 4; + while (i--) + if (nam == noise_name[i]) + return(noise3(x,i)); + eputs(nam); + eputs(": called l_noise3!\n"); + quit(1); + return 1; /* pro forma return */ } -double * -noise3(xnew) /* compute the noise function */ -register double xnew[3]; +void +setnoisefuncs(void) /* add noise functions to library */ { - extern double floor(); - static double x[3] = {-100000.0, -100000.0, -100000.0}; - static double f[4]; + int i; - if (x[0]==xnew[0] && x[1]==xnew[1] && x[2]==xnew[2]) - return(f); - x[0] = xnew[0]; x[1] = xnew[1]; x[2] = xnew[2]; - xlim[0][0] = floor(x[0]); xlim[0][1] = xlim[0][0] + 1; - xlim[1][0] = floor(x[1]); xlim[1][1] = xlim[1][0] + 1; - xlim[2][0] = floor(x[2]); xlim[2][1] = xlim[2][0] + 1; - xarg[0] = x[0] - xlim[0][0]; - xarg[1] = x[1] - xlim[1][0]; - xarg[2] = x[2] - xlim[2][0]; - interpolate(f, 0, 3); - return(f); + funset(fnoise_name, 3, ':', l_noise3); + i = 4; + while (i--) + funset(noise_name[i], 3, ':', l_noise3); } -static -interpolate(f, i, n) -double f[4]; -register int i, n; +static double +frand( /* get random number from seed */ + long s +) { - double f0[4], f1[4]; - - if (n == 0) { - f[A] = rand3a(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); - f[B] = rand3b(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); - f[C] = rand3c(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); - f[D] = rand3d(xlim[0][i&1],xlim[1][i>>1&1],xlim[2][i>>2]); - } else { - n--; - interpolate(f0, i, n); - interpolate(f1, i | 1<>= 1; + fc = 0.0; + for (j = 0; j < 8; j++) + fc += fval[j]; + fc *= 0.125; + if ((s >>= 1) == 0) + return(fc); /* close enough */ branch = 0; for (i = 0; i < 3; i++) { /* do center */ v[i] = beg[i] + s; @@ -196,12 +115,6 @@ double p[3]; branch |= 1<>i & 1)) { + f[i] = noise3partial(f[3], x, i); + gotV |= 1<