rimworld-animation-studio/Library/PackageCache/com.unity.mathematics@1.1.0/Unity.Mathematics/Noise/noise3Dgrad.cs
2022-09-13 00:36:34 -05:00

102 lines
3.8 KiB
C#

//
// Description : Array and textureless GLSL 2D/3D/4D simplex
// noise functions.
// Author : Ian McEwan, Ashima Arts.
// Maintainer : stegu
// Lastmath.mod : 20110822 (ijm)
// License : Copyright (C) 2011 Ashima Arts. All rights reserved.
// Distributed under the MIT License. See LICENSE file.
// https://github.com/ashima/webgl-noise
// https://github.com/stegu/webgl-noise
//
using static Unity.Mathematics.math;
namespace Unity.Mathematics
{
public static partial class noise
{
public static float snoise(float3 v, out float3 gradient)
{
float2 C = float2(1.0f / 6.0f, 1.0f / 3.0f);
float4 D = float4(0.0f, 0.5f, 1.0f, 2.0f);
// First corner
float3 i = floor(v + dot(v, C.yyy));
float3 x0 = v - i + dot(i, C.xxx);
// Other corners
float3 g = step(x0.yzx, x0.xyz);
float3 l = 1.0f - g;
float3 i1 = min(g.xyz, l.zxy);
float3 i2 = max(g.xyz, l.zxy);
// x0 = x0 - 0.0 + 0.0 * C.xxx;
// x1 = x0 - i1 + 1.0 * C.xxx;
// x2 = x0 - i2 + 2.0 * C.xxx;
// x3 = x0 - 1.0 + 3.0 * C.xxx;
float3 x1 = x0 - i1 + C.xxx;
float3 x2 = x0 - i2 + C.yyy; // 2.0*C.x = 1/3 = C.y
float3 x3 = x0 - D.yyy; // -1.0+3.0*C.x = -0.5 = -D.y
// Permutations
i = mod289(i);
float4 p = permute(permute(permute(
i.z + float4(0.0f, i1.z, i2.z, 1.0f))
+ i.y + float4(0.0f, i1.y, i2.y, 1.0f))
+ i.x + float4(0.0f, i1.x, i2.x, 1.0f));
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
float n_ = 0.142857142857f; // 1.0/7.0
float3 ns = n_ * D.wyz - D.xzx;
float4 j = p - 49.0f * floor(p * ns.z * ns.z); // math.mod(p,7*7)
float4 x_ = floor(j * ns.z);
float4 y_ = floor(j - 7.0f * x_); // math.mod(j,N)
float4 x = x_ * ns.x + ns.yyyy;
float4 y = y_ * ns.x + ns.yyyy;
float4 h = 1.0f - abs(x) - abs(y);
float4 b0 = float4(x.xy, y.xy);
float4 b1 = float4(x.zw, y.zw);
//float4 s0 = float4(math.lessThan(b0,0.0))*2.0 - 1.0;
//float4 s1 = float4(math.lessThan(b1,0.0))*2.0 - 1.0;
float4 s0 = floor(b0) * 2.0f + 1.0f;
float4 s1 = floor(b1) * 2.0f + 1.0f;
float4 sh = -step(h, float4(0.0f));
float4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;
float4 a1 = b1.xzyw + s1.xzyw * sh.zzww;
float3 p0 = float3(a0.xy, h.x);
float3 p1 = float3(a0.zw, h.y);
float3 p2 = float3(a1.xy, h.z);
float3 p3 = float3(a1.zw, h.w);
//Normalise gradients
float4 norm = taylorInvSqrt(float4(dot(p0, p0), dot(p1, p1), dot(p2, p2), dot(p3, p3)));
p0 *= norm.x;
p1 *= norm.y;
p2 *= norm.z;
p3 *= norm.w;
// Mix final noise value
float4 m = max(0.6f - float4(dot(x0, x0), dot(x1, x1), dot(x2, x2), dot(x3, x3)), 0.0f);
float4 m2 = m * m;
float4 m4 = m2 * m2;
float4 pdotx = float4(dot(p0, x0), dot(p1, x1), dot(p2, x2), dot(p3, x3));
// Determath.mine noise gradient
float4 temp = m2 * m * pdotx;
gradient = -8.0f * (temp.x * x0 + temp.y * x1 + temp.z * x2 + temp.w * x3);
gradient += m4.x * p0 + m4.y * p1 + m4.z * p2 + m4.w * p3;
gradient *= 42.0f;
return 42.0f * dot(m4, pdotx);
}
}
}