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examples/cpu/noise/noise_serial.cpp
115 строк
6 KB
Dmitry Babokin
Remove the phrase "All rights reserved."
01 апр 2023, 03:48
01 апр 2023, 03:48
33bd2b4
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/* Copyright (c) 2010-2023, Intel Corporation SPDX-License-Identifier: BSD-3-Clause */ #include <math.h> #define NOISE_PERM_SIZE 256 static int NoisePerm[2 * NOISE_PERM_SIZE] = { 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180, 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36, 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75, 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149, 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166, 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46, 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187, 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186, 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212, 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248, 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253, 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34, 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107, 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4, 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66, 215, 61, 156, 180}; inline float Clamp(float v, float low, float high) { return v < low ? low : ((v > high) ? high : v); } inline float SmoothStep(float low, float high, float value) { float v = Clamp((value - low) / (high - low), 0.f, 1.f); return v * v * (-2.f * v + 3.f); } inline int Floor2Int(float val) { return (int)floorf(val); } inline float Grad(int x, int y, int z, float dx, float dy, float dz) { int h = NoisePerm[NoisePerm[NoisePerm[x] + y] + z]; h &= 15; float u = h < 8 || h == 12 || h == 13 ? dx : dy; float v = h < 4 || h == 12 || h == 13 ? dy : dz; return ((h & 1) ? -u : u) + ((h & 2) ? -v : v); } inline float NoiseWeight(float t) { float t3 = t * t * t; float t4 = t3 * t; return 6.f * t4 * t - 15.f * t4 + 10.f * t3; } inline float Lerp(float t, float low, float high) { return (1.f - t) * low + t * high; } static float Noise(float x, float y, float z) { // Compute noise cell coordinates and offsets int ix = Floor2Int(x), iy = Floor2Int(y), iz = Floor2Int(z); float dx = x - ix, dy = y - iy, dz = z - iz; // Compute gradient weights ix &= (NOISE_PERM_SIZE - 1); iy &= (NOISE_PERM_SIZE - 1); iz &= (NOISE_PERM_SIZE - 1); float w000 = Grad(ix, iy, iz, dx, dy, dz); float w100 = Grad(ix + 1, iy, iz, dx - 1, dy, dz); float w010 = Grad(ix, iy + 1, iz, dx, dy - 1, dz); float w110 = Grad(ix + 1, iy + 1, iz, dx - 1, dy - 1, dz); float w001 = Grad(ix, iy, iz + 1, dx, dy, dz - 1); float w101 = Grad(ix + 1, iy, iz + 1, dx - 1, dy, dz - 1); float w011 = Grad(ix, iy + 1, iz + 1, dx, dy - 1, dz - 1); float w111 = Grad(ix + 1, iy + 1, iz + 1, dx - 1, dy - 1, dz - 1); // Compute trilinear interpolation of weights float wx = NoiseWeight(dx), wy = NoiseWeight(dy), wz = NoiseWeight(dz); float x00 = Lerp(wx, w000, w100); float x10 = Lerp(wx, w010, w110); float x01 = Lerp(wx, w001, w101); float x11 = Lerp(wx, w011, w111); float y0 = Lerp(wy, x00, x10); float y1 = Lerp(wy, x01, x11); return Lerp(wz, y0, y1); } static float Turbulence(float x, float y, float z, int octaves) { float omega = 0.6; float sum = 0., lambda = 1., o = 1.; for (int i = 0; i < octaves; ++i) { sum += fabsf(o * Noise(lambda * x, lambda * y, lambda * z)); lambda *= 1.99f; o *= omega; } return sum * 0.5f; } void noise_serial(float x0, float y0, float x1, float y1, int width, int height, float output[]) { float dx = (x1 - x0) / width; float dy = (y1 - y0) / height; for (int j = 0; j < height; j++) { for (int i = 0; i < width; ++i) { float x = x0 + i * dx; float y = y0 + j * dy; int index = (j * width + i); output[index] = Turbulence(x, y, 0.6f, 8); } } }