ftp.nice.ch/pub/next/unix/graphics/rayshade.4.0.s.tar.gz#/rayshade.4.0/libtext/noise.c

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/*
 * noise.c
 *
 * Copyright (C) 1989, 1991, Robert Skinner, Craig E. Kolb
 * All rights reserved.
 *
 * This software may be freely copied, modified, and redistributed
 * provided that this copyright notice is preserved on all copies.
 *
 * You may not distribute this software, in whole or in part, as part of
 * any commercial product without the express consent of the authors.
 *
 * There is no warranty or other guarantee of fitness of this software
 * for any purpose.  It is provided solely "as is".
 *
 * $Id$
 *
 * $Log$
 */
#include "libcommon/common.h"

#define MINX		-1000000
#define MINY		MINX
#define MINZ		MINX

#define SCURVE(a) ((a)*(a)*(3.0-2.0*(a)))
#define REALSCALE ( 2.0 / 65536.0 )
#define NREALSCALE ( 2.0 / 4096.0 )
#define Hash3d(a,b,c) hashTable[hashTable[hashTable[(a) & 0xfff] ^ ((b) & 0xfff)] ^ ((c) & 0xfff)]
#define Hash(a,b,c) (xtab[(xtab[(xtab[(a) & 0xff] ^ (b)) & 0xff] ^ (c)) & 0xff] & 0xff)

#define INCRSUM(m,s,x,y,z)	((s)*(RTable[m]*0.5		\
					+ RTable[m+1]*(x)	\
					+ RTable[m+2]*(y)	\
					+ RTable[m+3]*(z)))	\


#define MAXSIZE 267

Float		RTable[MAXSIZE];
static short	*hashTable;

static unsigned short xtab[256] =
{
   0x0000, 0xc0c1, 0xc181, 0x0140, 0xc301, 0x03c0, 0x0280, 0xc241,
   0xc601, 0x06c0, 0x0780, 0xc741, 0x0500, 0xc5c1, 0xc481, 0x0440,
   0xcc01, 0x0cc0, 0x0d80, 0xcd41, 0x0f00, 0xcfc1, 0xce81, 0x0e40,
   0x0a00, 0xcac1, 0xcb81, 0x0b40, 0xc901, 0x09c0, 0x0880, 0xc841,
   0xd801, 0x18c0, 0x1980, 0xd941, 0x1b00, 0xdbc1, 0xda81, 0x1a40,
   0x1e00, 0xdec1, 0xdf81, 0x1f40, 0xdd01, 0x1dc0, 0x1c80, 0xdc41,
   0x1400, 0xd4c1, 0xd581, 0x1540, 0xd701, 0x17c0, 0x1680, 0xd641,
   0xd201, 0x12c0, 0x1380, 0xd341, 0x1100, 0xd1c1, 0xd081, 0x1040,
   0xf001, 0x30c0, 0x3180, 0xf141, 0x3300, 0xf3c1, 0xf281, 0x3240,
   0x3600, 0xf6c1, 0xf781, 0x3740, 0xf501, 0x35c0, 0x3480, 0xf441,
   0x3c00, 0xfcc1, 0xfd81, 0x3d40, 0xff01, 0x3fc0, 0x3e80, 0xfe41,
   0xfa01, 0x3ac0, 0x3b80, 0xfb41, 0x3900, 0xf9c1, 0xf881, 0x3840,
   0x2800, 0xe8c1, 0xe981, 0x2940, 0xeb01, 0x2bc0, 0x2a80, 0xea41,
   0xee01, 0x2ec0, 0x2f80, 0xef41, 0x2d00, 0xedc1, 0xec81, 0x2c40,
   0xe401, 0x24c0, 0x2580, 0xe541, 0x2700, 0xe7c1, 0xe681, 0x2640,
   0x2200, 0xe2c1, 0xe381, 0x2340, 0xe101, 0x21c0, 0x2080, 0xe041,
   0xa001, 0x60c0, 0x6180, 0xa141, 0x6300, 0xa3c1, 0xa281, 0x6240,
   0x6600, 0xa6c1, 0xa781, 0x6740, 0xa501, 0x65c0, 0x6480, 0xa441,
   0x6c00, 0xacc1, 0xad81, 0x6d40, 0xaf01, 0x6fc0, 0x6e80, 0xae41,
   0xaa01, 0x6ac0, 0x6b80, 0xab41, 0x6900, 0xa9c1, 0xa881, 0x6840,
   0x7800, 0xb8c1, 0xb981, 0x7940, 0xbb01, 0x7bc0, 0x7a80, 0xba41,
   0xbe01, 0x7ec0, 0x7f80, 0xbf41, 0x7d00, 0xbdc1, 0xbc81, 0x7c40,
   0xb401, 0x74c0, 0x7580, 0xb541, 0x7700, 0xb7c1, 0xb681, 0x7640,
   0x7200, 0xb2c1, 0xb381, 0x7340, 0xb101, 0x71c0, 0x7080, 0xb041,
   0x5000, 0x90c1, 0x9181, 0x5140, 0x9301, 0x53c0, 0x5280, 0x9241,
   0x9601, 0x56c0, 0x5780, 0x9741, 0x5500, 0x95c1, 0x9481, 0x5440,
   0x9c01, 0x5cc0, 0x5d80, 0x9d41, 0x5f00, 0x9fc1, 0x9e81, 0x5e40,
   0x5a00, 0x9ac1, 0x9b81, 0x5b40, 0x9901, 0x59c0, 0x5880, 0x9841,
   0x8801, 0x48c0, 0x4980, 0x8941, 0x4b00, 0x8bc1, 0x8a81, 0x4a40,
   0x4e00, 0x8ec1, 0x8f81, 0x4f40, 0x8d01, 0x4dc0, 0x4c80, 0x8c41,
   0x4400, 0x84c1, 0x8581, 0x4540, 0x8701, 0x47c0, 0x4680, 0x8641,
   0x8201, 0x42c0, 0x4380, 0x8341, 0x4100, 0x81c1, 0x8081, 0x4040
};

Float Chaos(), Marble();

void
InitTextureTable()
{
	int i, j, temp;

	seednrand(1);
	hashTable = (short *) Malloc(4096*sizeof(short int));
	for (i = 0; i < 4096; i++)
		hashTable[i] = i;
	for (i = 4095; i > 0; i--) {
		j = (int)(nrand() * 4096);
		temp = hashTable[i];
		hashTable[i] = hashTable[j];
		hashTable[j] = temp;
	}
}

void
NoiseInit()
{
	int i;
	Vector rp;

	InitTextureTable();

	for (i = 0; i < MAXSIZE; i++) {
	   	rp.x = rp.y = rp.z = (Float)i;
	   	RTable[i] = R(&rp)*REALSCALE - 1.0;
 	}
}

static int
R(v)
Vector *v;
{
	v->x *= .12345;
	v->y *= .12345;
	v->z *= .12345;

	return Crc16(v, sizeof(Vector));
}

/*
 * Note that passing a Float to Crc16 and interpreting it as
 * an array of chars means that machines with different floating-point
 * representation schemes will evaluate Noise(point) differently.
 */
static int
Crc16(buf, count)
register char *buf;
register int  count;
{
	register unsigned int crc = 0;

	while (count--)
		crc = (crc >> 8) ^ xtab[ (unsigned char) (crc ^ *buf++) ];

	return crc;
}


/*
 * Robert Skinner's Perlin-style "Noise" function
 */
Float
Noise3(point)
Vector *point;
{
	register int	ix, iy, iz, jx, jy, jz;
	Float		x, y, z;
	Float	sx, sy, sz, tx, ty, tz;
	Float	sum;
	short	m;


	/* ensures the values are positive. */
	x = point->x - MINX; y = point->y - MINY; z = point->z - MINZ;

	/* its equivalent integer lattice point. */
	ix = (int)x; iy = (int)y; iz = (int)z;
	jx = ix+1; jy = iy + 1; jz = iz + 1;

	sx = SCURVE(x - ix); sy = SCURVE(y - iy); sz = SCURVE(z - iz);

	/* the complement values of sx,sy,sz */
	tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz;

	/*
	 *  interpolate!
	 */
	m = Hash3d( ix, iy, iz ) & 0xFF;
	sum = INCRSUM(m,(tx*ty*tz),(x-ix),(y-iy),(z-iz));

	m = Hash3d( jx, iy, iz ) & 0xFF;
	sum += INCRSUM(m,(sx*ty*tz),(x-jx),(y-iy),(z-iz));

	m = Hash3d( ix, jy, iz ) & 0xFF;
	sum += INCRSUM(m,(tx*sy*tz),(x-ix),(y-jy),(z-iz));

	m = Hash3d( jx, jy, iz ) & 0xFF;
	sum += INCRSUM(m,(sx*sy*tz),(x-jx),(y-jy),(z-iz));

	m = Hash3d( ix, iy, jz ) & 0xFF;
	sum += INCRSUM(m,(tx*ty*sz),(x-ix),(y-iy),(z-jz));

	m = Hash3d( jx, iy, jz ) & 0xFF;
	sum += INCRSUM(m,(sx*ty*sz),(x-jx),(y-iy),(z-jz));

	m = Hash3d( ix, jy, jz ) & 0xFF;
	sum += INCRSUM(m,(tx*sy*sz),(x-ix),(y-jy),(z-jz));

	m = Hash3d( jx, jy, jz ) & 0xFF;
	sum += INCRSUM(m,(sx*sy*sz),(x-jx),(y-jy),(z-jz));

	return sum;

}

/*
 * Vector-valued "Noise"
 */
void
DNoise3(point, result)
Vector *point, *result;
{
	register int	ix, iy, iz, jx, jy, jz;
	Float		x, y, z;
	Float px, py, pz, s;
	Float	sx, sy, sz, tx, ty, tz;
	short	m;

	/* ensures the values are positive. */
	x = point->x - MINX; y = point->y - MINY; z = point->z - MINZ;

	/* its equivalent integer lattice point. */
	ix = (int)x; iy = (int)y; iz = (int)z;
	jx = ix+1; jy = iy + 1; jz = iz + 1;

	sx = SCURVE(x - ix); sy = SCURVE(y - iy); sz = SCURVE(z - iz);

	/* the complement values of sx,sy,sz */
	tx = 1.0 - sx; ty = 1.0 - sy; tz = 1.0 - sz;

	/*
	 *  interpolate!
	 */
	m = Hash3d( ix, iy, iz ) & 0xFF;
	px = x-ix;  py = y-iy;  pz = z-iz;
	s = tx*ty*tz;
	result->x = INCRSUM(m,s,px,py,pz);
	result->y = INCRSUM(m+4,s,px,py,pz);
	result->z = INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( jx, iy, iz ) & 0xFF;
	px = x-jx;
	s = sx*ty*tz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( jx, jy, iz ) & 0xFF;
	py = y-jy;
	s = sx*sy*tz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( ix, jy, iz ) & 0xFF;
	px = x-ix;
	s = tx*sy*tz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( ix, jy, jz ) & 0xFF;
	pz = z-jz;
	s = tx*sy*sz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( jx, jy, jz ) & 0xFF;
	px = x-jx;
	s = sx*sy*sz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( jx, iy, jz ) & 0xFF;
	py = y-iy;
	s = sx*ty*sz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);

	m = Hash3d( ix, iy, jz ) & 0xFF;
	px = x-ix;
	s = tx*ty*sz;
	result->x += INCRSUM(m,s,px,py,pz);
	result->y += INCRSUM(m+4,s,px,py,pz);
	result->z += INCRSUM(m+8,s,px,py,pz);
}

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