noise3Dgrad.cs 3.8 KB

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  1. //
  2. // Description : Array and textureless GLSL 2D/3D/4D simplex
  3. // noise functions.
  4. // Author : Ian McEwan, Ashima Arts.
  5. // Maintainer : stegu
  6. // Lastmath.mod : 20110822 (ijm)
  7. // License : Copyright (C) 2011 Ashima Arts. All rights reserved.
  8. // Distributed under the MIT License. See LICENSE file.
  9. // https://github.com/ashima/webgl-noise
  10. // https://github.com/stegu/webgl-noise
  11. //
  12. using static Unity.Mathematics.math;
  13. namespace Unity.Mathematics
  14. {
  15. public static partial class noise
  16. {
  17. public static float snoise(float3 v, out float3 gradient)
  18. {
  19. float2 C = float2(1.0f / 6.0f, 1.0f / 3.0f);
  20. float4 D = float4(0.0f, 0.5f, 1.0f, 2.0f);
  21. // First corner
  22. float3 i = floor(v + dot(v, C.yyy));
  23. float3 x0 = v - i + dot(i, C.xxx);
  24. // Other corners
  25. float3 g = step(x0.yzx, x0.xyz);
  26. float3 l = 1.0f - g;
  27. float3 i1 = min(g.xyz, l.zxy);
  28. float3 i2 = max(g.xyz, l.zxy);
  29. // x0 = x0 - 0.0 + 0.0 * C.xxx;
  30. // x1 = x0 - i1 + 1.0 * C.xxx;
  31. // x2 = x0 - i2 + 2.0 * C.xxx;
  32. // x3 = x0 - 1.0 + 3.0 * C.xxx;
  33. float3 x1 = x0 - i1 + C.xxx;
  34. float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
  35. float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
  36. // Permutations
  37. i = mod289(i);
  38. float4 p = permute(permute(permute(
  39. i.z + float4(0.0f, i1.z, i2.z, 1.0f))
  40. + i.y + float4(0.0f, i1.y, i2.y, 1.0f))
  41. + i.x + float4(0.0f, i1.x, i2.x, 1.0f));
  42. // Gradients: 7x7 points over a square, mapped onto an octahedron.
  43. // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
  44. float n_ = 0.142857142857f; // 1.0/7.0
  45. float3 ns = n_ * D.wyz - D.xzx;
  46. float4 j = p - 49.0f * floor(p * ns.z * ns.z); // math.mod(p,7*7)
  47. float4 x_ = floor(j * ns.z);
  48. float4 y_ = floor(j - 7.0f * x_); // math.mod(j,N)
  49. float4 x = x_ * ns.x + ns.yyyy;
  50. float4 y = y_ * ns.x + ns.yyyy;
  51. float4 h = 1.0f - abs(x) - abs(y);
  52. float4 b0 = float4(x.xy, y.xy);
  53. float4 b1 = float4(x.zw, y.zw);
  54. //float4 s0 = float4(math.lessThan(b0,0.0))*2.0 - 1.0;
  55. //float4 s1 = float4(math.lessThan(b1,0.0))*2.0 - 1.0;
  56. float4 s0 = floor(b0) * 2.0f + 1.0f;
  57. float4 s1 = floor(b1) * 2.0f + 1.0f;
  58. float4 sh = -step(h, float4(0.0f));
  59. float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
  60. float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
  61. float3 p0 = float3(a0.xy, h.x);
  62. float3 p1 = float3(a0.zw, h.y);
  63. float3 p2 = float3(a1.xy, h.z);
  64. float3 p3 = float3(a1.zw, h.w);
  65. //Normalise gradients
  66. float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
  67. p0 *= norm.x;
  68. p1 *= norm.y;
  69. p2 *= norm.z;
  70. p3 *= norm.w;
  71. // Mix final noise value
  72. float4 m = max(0.6f - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0f);
  73. float4 m2 = m * m;
  74. float4 m4 = m2 * m2;
  75. float4 pdotx = float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3));
  76. // Determath.mine noise gradient
  77. float4 temp = m2 * m * pdotx;
  78. gradient = -8.0f * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
  79. gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
  80. gradient *= 42.0f;
  81. return 42.0f * dot(m4, pdotx);
  82. }
  83. }
  84. }