/* Copyright (c) 1988 Regents of the University of California */ #ifndef lint static char SCCSid[] = "$SunId$ LBL"; #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 */ #define A 0 #define B 1 #define C 2 #define D 3 #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)) #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 ) 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(); 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; { double x[3]; x[0] = argument(1); x[1] = argument(2); x[2] = argument(3); return(noise3(x)[coef]); } double * noise3(xnew) /* compute the noise function */ register double xnew[3]; { extern double floor(); static double x[3] = {-100000.0, -100000.0, -100000.0}; static double f[4]; 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); } static interpolate(f, i, n) double f[4]; register int i, n; { 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; branch = 0; for (i = 0; i < 3; i++) { /* do center */ v[i] = beg[i] + s; if (t[i] > v[i]) { branch |= 1<