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texture.cpp
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225 lines (193 loc) · 5.92 KB
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#include "vec3.h"
#include "math.h" // sin, floor, abs
#include "pcg.h"
#include "texture.h"
Vec3 checker_tex::sample(float u, float v, const Vec3& p) const {
#if 1
float sines = sinf(scale * p.x) * sinf(scale * p.y) * sinf(scale * p.z);
if (sines < 0)
return odd->sample(u, v, p);
else
return even->sample(u, v, p);
#else
float u_ = scale * u;
float v_ = scale * v;
int32 select = int32(floor(u_) + floor(v_));
if (select & 1) {
return odd->sample(u, v, p);
}
else
return even->sample(u, v, p);
#endif
}
////////////////////////
// PERLIN NOISE //
////////////////////////
#if 0
static float trilerp(float c[2][2][2], float u, float v, float w) {
Vec3 uvw(u, v, w);
// manually unrolled loop with i,j,k from 0 to 1 each
float acc = 0;
Vec3 ijk1(0, 0, 0);
Vec3 ijk2(0, 0, 1);
Vec3 ijk3(0, 1, 0);
Vec3 ijk4(0, 1, 1);
for (int i = 0; i < 2; i++) {
{
Vec3 a = ijk1 * uvw + (Vec3(1) - ijk1) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * c[i][0][0];
}
{
Vec3 a = ijk2 * uvw + (Vec3(1) - ijk2) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * c[i][0][1];
}
{
Vec3 a = ijk3 * uvw + (Vec3(1) - ijk3) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * c[i][1][0];
}
{
Vec3 a = ijk4 * uvw + (Vec3(1) - ijk4) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * c[i][1][1];
}
ijk1 += Vec3(1, 0, 0);
ijk2 += Vec3(1, 0, 0);
ijk3 += Vec3(1, 0, 0);
ijk4 += Vec3(1, 0, 0);
}
return acc;
}
#endif
static float perlin_interp(Vec3 c[2][2][2], float u, float v, float w) {
Vec3 uvw_init(u, v, w);
Vec3 uvw = uvw_init * uvw_init * (Vec3(3) - 2 * uvw_init);
// manually unrolled loop with i,j,k from 0 to 1 each
float acc = 0;
Vec3 ijk1(0, 0, 0);
Vec3 ijk2(0, 0, 1);
Vec3 ijk3(0, 1, 0);
Vec3 ijk4(0, 1, 1);
for (int i = 0; i < 2; i++) {
{
Vec3 weights = uvw_init - ijk1;
Vec3 a = ijk1 * uvw + (Vec3(1) - ijk1) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * dot(c[i][0][0], weights);
}
{
Vec3 weights = uvw_init - ijk2;
Vec3 a = ijk2 * uvw + (Vec3(1) - ijk2) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * dot(c[i][0][1], weights);
}
{
Vec3 weights = uvw_init - ijk3;
Vec3 a = ijk3 * uvw + (Vec3(1) - ijk3) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * dot(c[i][1][0], weights);
}
{
Vec3 weights = uvw_init - ijk4;
Vec3 a = ijk4 * uvw + (Vec3(1) - ijk4) * (Vec3(1) - uvw);
acc += a.x * a.y * a.z * dot(c[i][1][1], weights);
}
ijk1 += Vec3(1, 0, 0);
ijk2 += Vec3(1, 0, 0);
ijk3 += Vec3(1, 0, 0);
ijk4 += Vec3(1, 0, 0);
}
return acc;
}
#define PERLIN_COUNT (1 << 8)
static Vec3 ranvec[PERLIN_COUNT];
static int perm_x[PERLIN_COUNT];
static int perm_y[PERLIN_COUNT];
static int perm_z[PERLIN_COUNT];
float perlin_noise::noise(const Vec3& p) const {
float u = p.x - floorf(p.x);
float v = p.y - floorf(p.y);
float w = p.z - floorf(p.z);
int i = (int) floorf(p.x);
int j = (int) floorf(p.y);
int k = (int) floorf(p.z);
Vec3 c[2][2][2];
#ifdef __clang__
for (int di = 0; di < 2; di++) {
for (int dj = 0; dj < 2; dj++) {
for (int dk = 0; dk < 2; dk++) {
c[di][dj][dk] = ranvec[perm_x[(i + di) & (PERLIN_COUNT - 1)] ^ perm_y[(j + dj) & (PERLIN_COUNT - 1)] ^ perm_z[(k + dk) & (PERLIN_COUNT - 1)]];
}
}
}
#else
int x0 = perm_x[(i + 0) & (PERLIN_COUNT - 1)];
int y0 = perm_y[(j + 0) & (PERLIN_COUNT - 1)];
int z0 = perm_z[(k + 0) & (PERLIN_COUNT - 1)];
int x1 = perm_x[(i + 1) & (PERLIN_COUNT - 1)];
int y1 = perm_y[(j + 1) & (PERLIN_COUNT - 1)];
int z1 = perm_z[(k + 1) & (PERLIN_COUNT - 1)];
c[0][0][0] = ranvec[x0 ^ y0 ^ z0];
c[0][0][1] = ranvec[x0 ^ y0 ^ z1];
c[0][1][0] = ranvec[x0 ^ y1 ^ z0];
c[0][1][1] = ranvec[x0 ^ y1 ^ z1];
c[1][0][0] = ranvec[x1 ^ y0 ^ z0];
c[1][0][1] = ranvec[x1 ^ y0 ^ z1];
c[1][1][0] = ranvec[x1 ^ y1 ^ z0];
c[1][1][1] = ranvec[x1 ^ y1 ^ z1];
#endif
return perlin_interp(c, u, v, w);
}
float perlin_noise::turbulence(const Vec3& p, int depth) const {
float acc = 0;
Vec3 p_copy = p;
float weight = 1.0f;
for (int i = 0; i < depth; i++) {
acc += weight * noise(p_copy);
weight *= 0.5f;
p_copy *= 2;
}
return MRT::abs(acc);
}
static Vec3* perlin_generate() {
for (int i = 0; i < PERLIN_COUNT; ++i) {
ranvec[i] = random_in_sphere_g();
}
return ranvec;
}
static void permute(int *p, int n) {
for (int i = n - 1; i > 0; i--) {
int target = int(randf_g() * (i + 1));
int tmp = p[i];
p[i] = p[target];
p[target] = tmp;
}
}
static int* perlin_generate_perm(int select) {
int* p = nullptr;
switch (select) {
case 0: p = perm_x; break;
case 1: p = perm_y; break;
case 2: p = perm_z; break;
}
for (int i = 0; i < PERLIN_COUNT; ++i) {
p[i] = i;
}
permute(p, PERLIN_COUNT);
return p;
}
// TODO does this work?
Vec3 *rv = perlin_generate();
int *px = perlin_generate_perm(0);
int *py = perlin_generate_perm(1);
int *pz = perlin_generate_perm(2);
/////////////////////////////////////////////////////////////////
Vec3 image_tex::sample(float u, float v, const Vec3& p) const {
int32 i = int32((u) * width);
int32 j = int32((1 - v) * height);
i = MRT::clamp(i, 0, width - 1);
j = MRT::clamp(j, 0, height - 1);
constexpr int bpp = 3;
constexpr float f = (1.0f / 255.0f);
size_t index = (i + width*j) * bpp;
Vec3 result;
result.r = data[index + 0];
result.g = data[index + 1];
result.b = data[index + 2];
return result * f;
}