/** * @file noise.cpp * @brief Perlin noise routines for procedural textures, etc * * Copyright (c) 2000-$CurrentYear$, Linden Research, Inc. * $License$ */ #include "llviewerprecompiledheaders.h" #include "noise.h" #include "llrand.h" // static #define B 0x100 S32 p[B + B + 2]; F32 g3[B + B + 2][3]; F32 g2[B + B + 2][2]; F32 g1[B + B + 2]; S32 gNoiseStart = 1; F32 noise2(F32 *vec) { U8 bx0, bx1, by0, by1; U32 b00, b10, b01, b11; F32 rx0, rx1, ry0, ry1, *q, sx, sy, a, b, u, v; S32 i, j; if (gNoiseStart) { gNoiseStart = 0; init(); } fast_setup(*vec, bx0, bx1, rx0, rx1); fast_setup(*(vec + 1), by0, by1, ry0, ry1); i = *(p + bx0); j = *(p + bx1); b00 = *(p + i + by0); b10 = *(p + j + by0); b01 = *(p + i + by1); b11 = *(p + j + by1); sx = s_curve(rx0); sy = s_curve(ry0); q = *(g2 + b00); u = fast_at2(rx0, ry0, q); q = *(g2 + b10); v = fast_at2(rx1, ry0, q); a = lerp_m(sx, u, v); q = *(g2 + b01); u = fast_at2(rx0,ry1,q); q = *(g2 + b11); v = fast_at2(rx1,ry1,q); b = lerp_m(sx, u, v); return lerp_m(sy, a, b); }