classicnoise3D.cs 6.7 KB

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  1. //
  2. // GLSL textureless classic 3D noise "cnoise",
  3. // with an RSL-style periodic variant "pnoise".
  4. // Author: Stefan Gustavson (stefan.gustavson@liu.se)
  5. // Version: 2011-10-11
  6. //
  7. // Many thanks to Ian McEwan of Ashima Arts for the
  8. // ideas for permutation and gradient selection.
  9. //
  10. // Copyright (c) 2011 Stefan Gustavson. All rights reserved.
  11. // Distributed under the MIT license. See LICENSE file.
  12. // https://github.com/stegu/webgl-noise
  13. //
  14. using static Unity.Mathematics.math;
  15. namespace Unity.Mathematics
  16. {
  17. public static partial class noise
  18. {
  19. // Classic Perlin noise
  20. public static float cnoise(float3 P)
  21. {
  22. float3 Pi0 = floor(P); // Integer part for indexing
  23. float3 Pi1 = Pi0 + float3(1.0f); // Integer part + 1
  24. Pi0 = mod289(Pi0);
  25. Pi1 = mod289(Pi1);
  26. float3 Pf0 = frac(P); // Fractional part for interpolation
  27. float3 Pf1 = Pf0 - float3(1.0f); // Fractional part - 1.0
  28. float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  29. float4 iy = float4(Pi0.yy, Pi1.yy);
  30. float4 iz0 = Pi0.zzzz;
  31. float4 iz1 = Pi1.zzzz;
  32. float4 ixy = permute(permute(ix) + iy);
  33. float4 ixy0 = permute(ixy + iz0);
  34. float4 ixy1 = permute(ixy + iz1);
  35. float4 gx0 = ixy0 * (1.0f / 7.0f);
  36. float4 gy0 = frac(floor(gx0) * (1.0f / 7.0f)) - 0.5f;
  37. gx0 = frac(gx0);
  38. float4 gz0 = float4(0.5f) - abs(gx0) - abs(gy0);
  39. float4 sz0 = step(gz0, float4(0.0f));
  40. gx0 -= sz0 * (step(0.0f, gx0) - 0.5f);
  41. gy0 -= sz0 * (step(0.0f, gy0) - 0.5f);
  42. float4 gx1 = ixy1 * (1.0f / 7.0f);
  43. float4 gy1 = frac(floor(gx1) * (1.0f / 7.0f)) - 0.5f;
  44. gx1 = frac(gx1);
  45. float4 gz1 = float4(0.5f) - abs(gx1) - abs(gy1);
  46. float4 sz1 = step(gz1, float4(0.0f));
  47. gx1 -= sz1 * (step(0.0f, gx1) - 0.5f);
  48. gy1 -= sz1 * (step(0.0f, gy1) - 0.5f);
  49. float3 g000 = float3(gx0.x, gy0.x, gz0.x);
  50. float3 g100 = float3(gx0.y, gy0.y, gz0.y);
  51. float3 g010 = float3(gx0.z, gy0.z, gz0.z);
  52. float3 g110 = float3(gx0.w, gy0.w, gz0.w);
  53. float3 g001 = float3(gx1.x, gy1.x, gz1.x);
  54. float3 g101 = float3(gx1.y, gy1.y, gz1.y);
  55. float3 g011 = float3(gx1.z, gy1.z, gz1.z);
  56. float3 g111 = float3(gx1.w, gy1.w, gz1.w);
  57. float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  58. g000 *= norm0.x;
  59. g010 *= norm0.y;
  60. g100 *= norm0.z;
  61. g110 *= norm0.w;
  62. float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  63. g001 *= norm1.x;
  64. g011 *= norm1.y;
  65. g101 *= norm1.z;
  66. g111 *= norm1.w;
  67. float n000 = dot(g000, Pf0);
  68. float n100 = dot(g100, float3(Pf1.x, Pf0.yz));
  69. float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
  70. float n110 = dot(g110, float3(Pf1.xy, Pf0.z));
  71. float n001 = dot(g001, float3(Pf0.xy, Pf1.z));
  72. float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
  73. float n011 = dot(g011, float3(Pf0.x, Pf1.yz));
  74. float n111 = dot(g111, Pf1);
  75. float3 fade_xyz = fade(Pf0);
  76. float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
  77. float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
  78. float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
  79. return 2.2f * n_xyz;
  80. }
  81. // Classic Perlin noise, periodic variant
  82. public static float pnoise(float3 P, float3 rep)
  83. {
  84. float3 Pi0 = fmod(floor(P), rep); // Integer part, math.modulo period
  85. float3 Pi1 = fmod(Pi0 + float3(1.0f), rep); // Integer part + 1, math.mod period
  86. Pi0 = mod289(Pi0);
  87. Pi1 = mod289(Pi1);
  88. float3 Pf0 = frac(P); // Fractional part for interpolation
  89. float3 Pf1 = Pf0 - float3(1.0f); // Fractional part - 1.0
  90. float4 ix = float4(Pi0.x, Pi1.x, Pi0.x, Pi1.x);
  91. float4 iy = float4(Pi0.yy, Pi1.yy);
  92. float4 iz0 = Pi0.zzzz;
  93. float4 iz1 = Pi1.zzzz;
  94. float4 ixy = permute(permute(ix) + iy);
  95. float4 ixy0 = permute(ixy + iz0);
  96. float4 ixy1 = permute(ixy + iz1);
  97. float4 gx0 = ixy0 * (1.0f / 7.0f);
  98. float4 gy0 = frac(floor(gx0) * (1.0f / 7.0f)) - 0.5f;
  99. gx0 = frac(gx0);
  100. float4 gz0 = float4(0.5f) - abs(gx0) - abs(gy0);
  101. float4 sz0 = step(gz0, float4(0.0f));
  102. gx0 -= sz0 * (step(0.0f, gx0) - 0.5f);
  103. gy0 -= sz0 * (step(0.0f, gy0) - 0.5f);
  104. float4 gx1 = ixy1 * (1.0f / 7.0f);
  105. float4 gy1 = frac(floor(gx1) * (1.0f / 7.0f)) - 0.5f;
  106. gx1 = frac(gx1);
  107. float4 gz1 = float4(0.5f) - abs(gx1) - abs(gy1);
  108. float4 sz1 = step(gz1, float4(0.0f));
  109. gx1 -= sz1 * (step(0.0f, gx1) - 0.5f);
  110. gy1 -= sz1 * (step(0.0f, gy1) - 0.5f);
  111. float3 g000 = float3(gx0.x, gy0.x, gz0.x);
  112. float3 g100 = float3(gx0.y, gy0.y, gz0.y);
  113. float3 g010 = float3(gx0.z, gy0.z, gz0.z);
  114. float3 g110 = float3(gx0.w, gy0.w, gz0.w);
  115. float3 g001 = float3(gx1.x, gy1.x, gz1.x);
  116. float3 g101 = float3(gx1.y, gy1.y, gz1.y);
  117. float3 g011 = float3(gx1.z, gy1.z, gz1.z);
  118. float3 g111 = float3(gx1.w, gy1.w, gz1.w);
  119. float4 norm0 = taylorInvSqrt(float4(dot(g000, g000), dot(g010, g010), dot(g100, g100), dot(g110, g110)));
  120. g000 *= norm0.x;
  121. g010 *= norm0.y;
  122. g100 *= norm0.z;
  123. g110 *= norm0.w;
  124. float4 norm1 = taylorInvSqrt(float4(dot(g001, g001), dot(g011, g011), dot(g101, g101), dot(g111, g111)));
  125. g001 *= norm1.x;
  126. g011 *= norm1.y;
  127. g101 *= norm1.z;
  128. g111 *= norm1.w;
  129. float n000 = dot(g000, Pf0);
  130. float n100 = dot(g100, float3(Pf1.x, Pf0.yz));
  131. float n010 = dot(g010, float3(Pf0.x, Pf1.y, Pf0.z));
  132. float n110 = dot(g110, float3(Pf1.xy, Pf0.z));
  133. float n001 = dot(g001, float3(Pf0.xy, Pf1.z));
  134. float n101 = dot(g101, float3(Pf1.x, Pf0.y, Pf1.z));
  135. float n011 = dot(g011, float3(Pf0.x, Pf1.yz));
  136. float n111 = dot(g111, Pf1);
  137. float3 fade_xyz = fade(Pf0);
  138. float4 n_z = lerp(float4(n000, n100, n010, n110), float4(n001, n101, n011, n111), fade_xyz.z);
  139. float2 n_yz = lerp(n_z.xy, n_z.zw, fade_xyz.y);
  140. float n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x);
  141. return 2.2f * n_xyz;
  142. }
  143. }
  144. }