Maze / Library /PackageCache /com.unity.mathematics@1.2.6 /Unity.Mathematics /Noise /classicnoise2D.cs
| // | |
| // GLSL textureless classic 2D noise "cnoise", | |
| // with an RSL-style periodic variant "pnoise". | |
| // Author: Stefan Gustavson (stefan.gustavson@liu.se) | |
| // Version: 2011-08-22 | |
| // | |
| // Many thanks to Ian McEwan of Ashima Arts for the | |
| // ideas for permutation and gradient selection. | |
| // | |
| // Copyright (c) 2011 Stefan Gustavson. All rights reserved. | |
| // Distributed under the MIT license. See LICENSE file. | |
| // https://github.com/stegu/webgl-noise | |
| // | |
| using static Unity.Mathematics.math; | |
| namespace Unity.Mathematics | |
| { | |
| public static partial class noise | |
| { | |
| /// <summary> | |
| /// Classic Perlin noise | |
| /// </summary> | |
| /// <param name="P">Point on a 2D grid of gradient vectors.</param> | |
| /// <returns>Noise value.</returns> | |
| public static float cnoise(float2 P) | |
| { | |
| float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f); | |
| float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f); | |
| Pi = mod289(Pi); // To avoid truncation effects in permutation | |
| float4 ix = Pi.xzxz; | |
| float4 iy = Pi.yyww; | |
| float4 fx = Pf.xzxz; | |
| float4 fy = Pf.yyww; | |
| float4 i = permute(permute(ix) + iy); | |
| float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f; | |
| float4 gy = abs(gx) - 0.5f; | |
| float4 tx = floor(gx + 0.5f); | |
| gx = gx - tx; | |
| float2 g00 = float2(gx.x, gy.x); | |
| float2 g10 = float2(gx.y, gy.y); | |
| float2 g01 = float2(gx.z, gy.z); | |
| float2 g11 = float2(gx.w, gy.w); | |
| float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); | |
| g00 *= norm.x; | |
| g01 *= norm.y; | |
| g10 *= norm.z; | |
| g11 *= norm.w; | |
| float n00 = dot(g00, float2(fx.x, fy.x)); | |
| float n10 = dot(g10, float2(fx.y, fy.y)); | |
| float n01 = dot(g01, float2(fx.z, fy.z)); | |
| float n11 = dot(g11, float2(fx.w, fy.w)); | |
| float2 fade_xy = fade(Pf.xy); | |
| float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); | |
| float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); | |
| return 2.3f * n_xy; | |
| } | |
| /// <summary> | |
| /// Classic Perlin noise, periodic variant | |
| /// </summary> | |
| /// <param name="P">Point on a 2D grid of gradient vectors.</param> | |
| /// <param name="rep">Period of repetition.</param> | |
| /// <returns>Noise value.</returns> | |
| public static float pnoise(float2 P, float2 rep) | |
| { | |
| float4 Pi = floor(P.xyxy) + float4(0.0f, 0.0f, 1.0f, 1.0f); | |
| float4 Pf = frac(P.xyxy) - float4(0.0f, 0.0f, 1.0f, 1.0f); | |
| Pi = fmod(Pi, rep.xyxy); // To create noise with explicit period | |
| Pi = mod289(Pi); // To avoid truncation effects in permutation | |
| float4 ix = Pi.xzxz; | |
| float4 iy = Pi.yyww; | |
| float4 fx = Pf.xzxz; | |
| float4 fy = Pf.yyww; | |
| float4 i = permute(permute(ix) + iy); | |
| float4 gx = frac(i * (1.0f / 41.0f)) * 2.0f - 1.0f; | |
| float4 gy = abs(gx) - 0.5f; | |
| float4 tx = floor(gx + 0.5f); | |
| gx = gx - tx; | |
| float2 g00 = float2(gx.x, gy.x); | |
| float2 g10 = float2(gx.y, gy.y); | |
| float2 g01 = float2(gx.z, gy.z); | |
| float2 g11 = float2(gx.w, gy.w); | |
| float4 norm = taylorInvSqrt(float4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11))); | |
| g00 *= norm.x; | |
| g01 *= norm.y; | |
| g10 *= norm.z; | |
| g11 *= norm.w; | |
| float n00 = dot(g00, float2(fx.x, fy.x)); | |
| float n10 = dot(g10, float2(fx.y, fy.y)); | |
| float n01 = dot(g01, float2(fx.z, fy.z)); | |
| float n11 = dot(g11, float2(fx.w, fy.w)); | |
| float2 fade_xy = fade(Pf.xy); | |
| float2 n_x = lerp(float2(n00, n01), float2(n10, n11), fade_xy.x); | |
| float n_xy = lerp(n_x.x, n_x.y, fade_xy.y); | |
| return 2.3f * n_xy; | |
| } | |
| } | |
| } | |