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6c0110ecd3
There's nothing "legacy" about the OpenGL 3D renderer.
202 lines
7.0 KiB
C++
202 lines
7.0 KiB
C++
/*
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* This program source code file is part of KiCad, a free EDA CAD application.
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*
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* Copyright (C) 2016 Mario Luzeiro <mrluzeiro@ua.pt>
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* Copyright (C) 2016-2021 KiCad Developers, see AUTHORS.txt for contributors.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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/**
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* @file PerlinNoise.h
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* @brief This source code comes from the project: https://github.com/sol-prog/Perlin_Noise
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*
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* It was changed to work with floats instead of doubles
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*
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* Original copyright notice:
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*
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* Perlin_Noise
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* Here you could find the code for "Perlin noise in C++11", for more information visit the
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* project webpage at http://solarianprogrammer.com/2012/07/18/perlin-noise-cpp-11/
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* You could use this program under the terms of GPL v3, for more details see:
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* http://www.gnu.org/copyleft/gpl.html
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* Copyright 2012 Sol from www.solarianprogrammer.com
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*/
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#include "PerlinNoise.h"
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#include <cmath>
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#include <random>
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#include <algorithm>
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#include <numeric>
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// THIS IS A DIRECT TRANSLATION TO C++11 FROM THE REFERENCE
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// JAVA IMPLEMENTATION OF THE IMPROVED PERLIN FUNCTION (see http://mrl.nyu.edu/~perlin/noise/)
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// THE ORIGINAL JAVA IMPLEMENTATION IS COPYRIGHT 2002 KEN PERLIN
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// I ADDED AN EXTRA METHOD THAT GENERATES A NEW PERMUTATION VECTOR
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// (THIS IS NOT PRESENT IN THE ORIGINAL IMPLEMENTATION)
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// Initialize with the reference values for the permutation vector
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PerlinNoise::PerlinNoise()
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{
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// Initialize the permutation vector with the reference values
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p = {
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151,160,137,91,90,15,131,13,201,95,96,53,194,233,7,225,140,36,103,30,69,142,
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8,99,37,240,21,10,23,190, 6,148,247,120,234,75,0,26,197,62,94,252,219,203,117,
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35,11,32,57,177,33,88,237,149,56,87,174,20,125,136,171,168, 68,175,74,165,71,
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134,139,48,27,166,77,146,158,231,83,111,229,122,60,211,133,230,220,105,92,41,
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55,46,245,40,244,102,143,54, 65,25,63,161,1,216,80,73,209,76,132,187,208, 89,
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18,169,200,196,135,130,116,188,159,86,164,100,109,198,173,186, 3,64,52,217,226,
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250,124,123,5,202,38,147,118,126,255,82,85,212,207,206,59,227,47,16,58,17,182,
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189,28,42,223,183,170,213,119,248,152, 2,44,154,163, 70,221,153,101,155,167,
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43,172,9,129,22,39,253, 19,98,108,110,79,113,224,232,178,185, 112,104,218,246,
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97,228,251,34,242,193,238,210,144,12,191,179,162,241, 81,51,145,235,249,14,239,
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107,49,192,214, 31,181,199,106,157,184, 84,204,176,115,121,50,45,127, 4,150,254,
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138,236,205,93,222,114,67,29,24,72,243,141,128,195,78,66,215,61,156,180 };
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// Duplicate the permutation vector
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auto oldsize = p.size();
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p.resize( 2 * p.size() );
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std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
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}
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PerlinNoise::PerlinNoise( unsigned int seed )
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{
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p.resize( 256 );
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// Fill p with values from 0 to 255
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std::iota( p.begin(), p.end(), 0 );
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// Initialize a random engine with seed
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std::default_random_engine engine( seed );
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// Shuffle using the above random engine
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std::shuffle( p.begin(), p.end(), engine );
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// Duplicate the permutation vector
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auto oldsize = p.size();
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p.resize( 2 * p.size() );
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std::copy_n( p.begin(), oldsize, p.begin() + oldsize );
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}
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float PerlinNoise::noise( float x, float y, float z ) const
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{
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// Find the unit cube that contains the point
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int X = static_cast<int>( std::floor( x ) ) & 255;
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int Y = static_cast<int>( std::floor( y ) ) & 255;
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int Z = static_cast<int>( std::floor( z ) ) & 255;
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// Find relative x, y,z of point in cube
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x -= std::floor( x );
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y -= std::floor( y );
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z -= std::floor( z );
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// Compute fade curves for each of x, y, z
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const float u = fade( x );
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const float v = fade( y );
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const float w = fade( z );
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// Hash coordinates of the 8 cube corners
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const int A = p[X] + Y;
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const int AA = p[A] + Z;
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const int AB = p[A + 1] + Z;
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const int B = p[X + 1] + Y;
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const int BA = p[B] + Z;
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const int BB = p[B + 1] + Z;
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// Add blended results from 8 corners of cube
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const float res = lerp(
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w,
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lerp( v, lerp( u, grad( p[AA], x, y, z ), grad( p[BA], x - 1, y, z ) ),
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lerp( u, grad( p[AB], x, y - 1, z ), grad( p[BB], x - 1, y - 1, z ) ) ),
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lerp( v, lerp( u, grad( p[AA + 1], x, y, z - 1 ), grad( p[BA + 1], x - 1, y, z - 1 ) ),
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lerp( u, grad( p[AB + 1], x, y - 1, z - 1 ),
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grad( p[BB + 1], x - 1, y - 1, z - 1 ) ) ) );
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return (res + 1.0f) / 2.0f;
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}
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float PerlinNoise::noise( float x, float y ) const
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{
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// Find the unit cube that contains the point
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int X = static_cast<int>( std::floor( x ) ) & 255;
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int Y = static_cast<int>( std::floor( y ) ) & 255;
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// Find relative x, y,z of point in cube
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x -= std::floor( x );
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y -= std::floor( y );
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// Compute fade curves for each of x, y
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const float u = fade( x );
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const float v = fade( y );
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// Hash coordinates of the 8 cube corners
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const int A = p[X] + Y;
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const int AA = p[A] + 0;
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const int AB = p[A + 1] + 0;
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const int B = p[X + 1] + Y;
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const int BA = p[B] + 0;
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const int BB = p[B + 1] + 0;
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// Add blended results from 8 corners of cube
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const float res = lerp( v, lerp( u, grad( p[AA], x, y ), grad( p[BA], x - 1, y ) ),
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lerp( u, grad( p[AB], x, y - 1 ), grad( p[BB], x - 1, y - 1 ) ) );
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return ( res + 1.0f ) / 2.0f;
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}
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float PerlinNoise::fade( float t ) const
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{
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return t * t * t * ( t * ( t * 6.0f - 15.0f ) + 10.0f );
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}
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float PerlinNoise::lerp( float t, float a, float b ) const
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{
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return a + t * ( b - a );
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}
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float PerlinNoise::grad( int hash, float x, float y, float z ) const
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{
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const int h = hash & 15;
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// Convert lower 4 bits of hash inot 12 gradient directions
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const float u = h < 8 ? x : y;
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const float v = h < 4 ? y : h == 12 || h == 14 ? x : z;
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return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
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}
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float PerlinNoise::grad( int hash, float x, float y ) const
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{
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const int h = hash & 15;
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// Convert lower 4 bits of hash inot 12 gradient directions
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const float u = h < 8 ? x : y;
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const float v = h < 4 ? y : h == 12 || h == 14 ? x : 0.0f;
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return ( ( h & 1 ) == 0 ? u : -u ) + ( ( h & 2 ) == 0 ? v : -v );
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}
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