aboutsummaryrefslogtreecommitdiff
path: root/APEX_1.4/common/include/SimplexNoise.h
blob: 08876369a16b85f3df74f0ec4bbe6246aec843f5 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions
// are met:
//  * Redistributions of source code must retain the above copyright
//    notice, this list of conditions and the following disclaimer.
//  * Redistributions in binary form must reproduce the above copyright
//    notice, this list of conditions and the following disclaimer in the
//    documentation and/or other materials provided with the distribution.
//  * Neither the name of NVIDIA CORPORATION nor the names of its
//    contributors may be used to endorse or promote products derived
//    from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY
// EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
// PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL THE COPYRIGHT OWNER OR
// CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
// EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
// PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
// PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
// OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
// OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//
// Copyright (c) 2018 NVIDIA Corporation. All rights reserved.



#ifndef SIMPLEX_NOISE_H
#define SIMPLEX_NOISE_H

#include "PxVec4.h"

namespace nvidia
{
namespace apex
{

class SimplexNoise
{
	static const int X_NOISE_GEN = 1619;
	static const int Y_NOISE_GEN = 31337;
	static const int Z_NOISE_GEN = 6971;
	static const int W_NOISE_GEN = 1999;
	static const int SEED_NOISE_GEN = 1013;
	static const int SHIFT_NOISE_GEN = 8;

	PX_CUDA_CALLABLE static PX_INLINE int fastfloor(float x)
	{
		return (x >= 0) ? (int)x : (int)(x - 1);
	}

public:

	// 4D simplex noise
	// returns: (x,y,z) = noise grad, w = noise value
	PX_CUDA_CALLABLE static physx::PxVec4 eval4D(float x, float y, float z, float w, int seed)
	{
		// The skewing and unskewing factors are hairy again for the 4D case
		const float F4 = (physx::PxSqrt(5.0f) - 1.0f) / 4.0f;
		const float G4 = (5.0f - physx::PxSqrt(5.0f)) / 20.0f;
		// Skew the (x,y,z,w) space to determine which cell of 24 simplices we're in
		float s = (x + y + z + w) * F4; // Factor for 4D skewing
		int ix = fastfloor(x + s);
		int iy = fastfloor(y + s);
		int iz = fastfloor(z + s);
		int iw = fastfloor(w + s);
		float t = (ix + iy + iz + iw) * G4; // Factor for 4D unskewing
		// Unskew the cell origin back to (x,y,z,w) space
		float x0 = x - (ix - t); // The x,y,z,w distances from the cell origin
		float y0 = y - (iy - t);
		float z0 = z - (iz - t);
		float w0 = w - (iw - t);

		int c  = (x0 > y0) ? (1 << 0) : (1 << 2);
		c += (x0 > z0) ? (1 << 0) : (1 << 4);
		c += (x0 > w0) ? (1 << 0) : (1 << 6);
		c += (y0 > z0) ? (1 << 2) : (1 << 4);
		c += (y0 > w0) ? (1 << 2) : (1 << 6);
		c += (z0 > w0) ? (1 << 4) : (1 << 6);

		physx::PxVec4 res;
		res.setZero();

		// Calculate the contribution from the five corners
#ifdef __CUDACC__
#pragma unroll
#endif
		for (int p = 4; p >= 0; --p)
		{
			int ixp = ((c >> 0) & 3) >= p ? 1 : 0;
			int iyp = ((c >> 2) & 3) >= p ? 1 : 0;
			int izp = ((c >> 4) & 3) >= p ? 1 : 0;
			int iwp = ((c >> 6) & 3) >= p ? 1 : 0;

			float xp = x0 - ixp + (4 - p) * G4;
			float yp = y0 - iyp + (4 - p) * G4;
			float zp = z0 - izp + (4 - p) * G4;
			float wp = w0 - iwp + (4 - p) * G4;

			float t = 0.6f - xp * xp - yp * yp - zp * zp - wp * wp;
			if (t > 0)
			{
				//get index
				int gradIndex = int((
				                    X_NOISE_GEN    * (ix + ixp)
				                    + Y_NOISE_GEN    * (iy + iyp)
				                    + Z_NOISE_GEN    * (iz + izp)
				                    + W_NOISE_GEN    * (iw + iwp)
				                    + SEED_NOISE_GEN * seed)
				                & 0xffffffff);
				gradIndex ^= (gradIndex >> SHIFT_NOISE_GEN);
				gradIndex &= 31;

				physx::PxVec4 g;
				{
					const int h = gradIndex;
					const int hs = 2 - (h >> 4);
					const int h1 = (h >> 3);
					g.x = (h1 == 0) ? 0.0f : ((h & 4)       ? -1.0f : 1.0f);
					g.y = (h1 == 1) ? 0.0f : ((h & (hs << 1)) ? -1.0f : 1.0f);
					g.z = (h1 == 2) ? 0.0f : ((h & hs)      ? -1.0f : 1.0f);
					g.w = (h1 == 3) ? 0.0f : ((h &  1)      ? -1.0f : 1.0f);
				}
				float gdot = (g.x * xp + g.y * yp + g.z * zp + g.w * wp);

				float t2 = t * t;
				float t3 = t2 * t;
				float t4 = t3 * t;

				float dt4gdot = 8 * t3 * gdot;

				res.x += t4 * g.x - dt4gdot * xp;
				res.y += t4 * g.y - dt4gdot * yp;
				res.z += t4 * g.z - dt4gdot * zp;
				res.w += t4 * gdot;
			}
		}
		// scale the result to cover the range [-1,1]
		res *= 27;
		return res;
	}
};


}
} // namespace nvidia::apex

#endif