Blender  V3.3
Namespaces
noise.cc File Reference
#include <algorithm>
#include <cmath>
#include <cstdint>
#include "BLI_math_base_safe.h"
#include "BLI_math_vector.hh"
#include "BLI_noise.hh"
#include "BLI_utildefines.h"

Go to the source code of this file.

Namespaces

 blender
 
 blender::noise
 

Functions

Jenkins Lookup3 Hash Functions
BLI_INLINE uint32_t blender::noise::hash_bit_rotate (uint32_t x, uint32_t k)
 
BLI_INLINE void blender::noise::hash_bit_mix (uint32_t &a, uint32_t &b, uint32_t &c)
 
BLI_INLINE void blender::noise::hash_bit_final (uint32_t &a, uint32_t &b, uint32_t &c)
 
BLI_INLINE uint32_t blender::noise::float_as_uint (float f)
 
BLI_INLINE float blender::noise::uint_to_float_01 (uint32_t k)
 
Hash Functions

Create a randomized hash from the given inputs. Contrary to hash functions in BLI_hash.hh these functions produce better randomness but are more expensive to compute.

uint32_t blender::noise::hash (uint32_t kx)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz)
 
uint32_t blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw)
 
uint32_t blender::noise::hash_float (float kx)
 
uint32_t blender::noise::hash_float (float2 k)
 
uint32_t blender::noise::hash_float (float3 k)
 
uint32_t blender::noise::hash_float (float4 k)
 
float blender::noise::hash_to_float (uint32_t kx)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz)
 
float blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw)
 
float blender::noise::hash_float_to_float (float k)
 
float blender::noise::hash_float_to_float (float2 k)
 
float blender::noise::hash_float_to_float (float3 k)
 
float blender::noise::hash_float_to_float (float4 k)
 
float2 blender::noise::hash_float_to_float2 (float2 k)
 
float3 blender::noise::hash_float_to_float3 (float k)
 
float3 blender::noise::hash_float_to_float3 (float2 k)
 
float3 blender::noise::hash_float_to_float3 (float3 k)
 
float3 blender::noise::hash_float_to_float3 (float4 k)
 
float4 blender::noise::hash_float_to_float4 (float4 k)
 
Perlin Noise

Perlin, Ken. "Improving noise." Proceedings of the 29th annual conference on Computer graphics and interactive techniques. 2002.

This implementation is functionally identical to the implementations in EEVEE, OSL, and SVM. So any changes should be applied in all relevant implementations.

BLI_INLINE float blender::noise::mix (float v0, float v1, float x)
 
BLI_INLINE float blender::noise::mix (float v0, float v1, float v2, float v3, float x, float y)
 
BLI_INLINE float blender::noise::mix (float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float x, float y, float z)
 
BLI_INLINE float blender::noise::mix (float v0, float v1, float v2, float v3, float v4, float v5, float v6, float v7, float v8, float v9, float v10, float v11, float v12, float v13, float v14, float v15, float x, float y, float z, float w)
 
BLI_INLINE float blender::noise::fade (float t)
 
BLI_INLINE float blender::noise::negate_if (float value, uint32_t condition)
 
BLI_INLINE float blender::noise::noise_grad (uint32_t hash, float x)
 
BLI_INLINE float blender::noise::noise_grad (uint32_t hash, float x, float y)
 
BLI_INLINE float blender::noise::noise_grad (uint32_t hash, float x, float y, float z)
 
BLI_INLINE float blender::noise::noise_grad (uint32_t hash, float x, float y, float z, float w)
 
BLI_INLINE float blender::noise::floor_fraction (float x, int &i)
 
BLI_INLINE float blender::noise::perlin_noise (float position)
 
BLI_INLINE float blender::noise::perlin_noise (float2 position)
 
BLI_INLINE float blender::noise::perlin_noise (float3 position)
 
BLI_INLINE float blender::noise::perlin_noise (float4 position)
 
float blender::noise::perlin_signed (float position)
 
float blender::noise::perlin_signed (float2 position)
 
float blender::noise::perlin_signed (float3 position)
 
float blender::noise::perlin_signed (float4 position)
 
float blender::noise::perlin (float position)
 
float blender::noise::perlin (float2 position)
 
float blender::noise::perlin (float3 position)
 
float blender::noise::perlin (float4 position)
 
template<typename T >
float blender::noise::perlin_fractal_template (T position, float octaves, float roughness)
 
float blender::noise::perlin_fractal (float position, float octaves, float roughness)
 
float blender::noise::perlin_fractal (float2 position, float octaves, float roughness)
 
float blender::noise::perlin_fractal (float3 position, float octaves, float roughness)
 
float blender::noise::perlin_fractal (float4 position, float octaves, float roughness)
 
BLI_INLINE float blender::noise::random_float_offset (float seed)
 
BLI_INLINE float2 blender::noise::random_float2_offset (float seed)
 
BLI_INLINE float3 blender::noise::random_float3_offset (float seed)
 
BLI_INLINE float4 blender::noise::random_float4_offset (float seed)
 
BLI_INLINE float blender::noise::perlin_distortion (float position, float strength)
 
BLI_INLINE float2 blender::noise::perlin_distortion (float2 position, float strength)
 
BLI_INLINE float3 blender::noise::perlin_distortion (float3 position, float strength)
 
BLI_INLINE float4 blender::noise::perlin_distortion (float4 position, float strength)
 
float blender::noise::perlin_fractal_distorted (float position, float octaves, float roughness, float distortion)
 
float blender::noise::perlin_fractal_distorted (float2 position, float octaves, float roughness, float distortion)
 
float blender::noise::perlin_fractal_distorted (float3 position, float octaves, float roughness, float distortion)
 
float blender::noise::perlin_fractal_distorted (float4 position, float octaves, float roughness, float distortion)
 
float3 blender::noise::perlin_float3_fractal_distorted (float position, float octaves, float roughness, float distortion)
 
float3 blender::noise::perlin_float3_fractal_distorted (float2 position, float octaves, float roughness, float distortion)
 
float3 blender::noise::perlin_float3_fractal_distorted (float3 position, float octaves, float roughness, float distortion)
 
float3 blender::noise::perlin_float3_fractal_distorted (float4 position, float octaves, float roughness, float distortion)
 
Musgrave Multi Fractal
float blender::noise::musgrave_fBm (float co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_multi_fractal (float co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_hetero_terrain (float co, float H, float lacunarity, float octaves, float offset)
 
float blender::noise::musgrave_hybrid_multi_fractal (float co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_ridged_multi_fractal (float co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_fBm (const float2 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_multi_fractal (const float2 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_hetero_terrain (const float2 co, float H, float lacunarity, float octaves, float offset)
 
float blender::noise::musgrave_hybrid_multi_fractal (const float2 co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_ridged_multi_fractal (const float2 co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_fBm (const float3 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_multi_fractal (const float3 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_hetero_terrain (const float3 co, float H, float lacunarity, float octaves, float offset)
 
float blender::noise::musgrave_hybrid_multi_fractal (const float3 co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_ridged_multi_fractal (const float3 co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_fBm (const float4 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_multi_fractal (const float4 co, float H, float lacunarity, float octaves)
 
float blender::noise::musgrave_hetero_terrain (const float4 co, float H, float lacunarity, float octaves, float offset)
 
float blender::noise::musgrave_hybrid_multi_fractal (const float4 co, float H, float lacunarity, float octaves, float offset, float gain)
 
float blender::noise::musgrave_ridged_multi_fractal (const float4 co, float H, float lacunarity, float octaves, float offset, float gain)
 

Voronoi Noise

Note
Ported from Cycles code.

Original code is under the MIT License, Copyright (c) 2013 Inigo Quilez.

Smooth Voronoi:

Distance To Edge based on:

With optimization to change -2..2 scan window to -1..1 for better performance, as explained in https://www.shadertoy.com/view/llG3zy.

enum  { blender::noise::NOISE_SHD_VORONOI_EUCLIDEAN = 0 , blender::noise::NOISE_SHD_VORONOI_MANHATTAN = 1 , blender::noise::NOISE_SHD_VORONOI_CHEBYCHEV = 2 , blender::noise::NOISE_SHD_VORONOI_MINKOWSKI = 3 }
 
BLI_INLINE float blender::noise::voronoi_distance (const float a, const float b)
 
void blender::noise::voronoi_f1 (float w, float randomness, float *r_distance, float3 *r_color, float *r_w)
 
void blender::noise::voronoi_smooth_f1 (float w, float smoothness, float randomness, float *r_distance, float3 *r_color, float *r_w)
 
void blender::noise::voronoi_f2 (float w, float randomness, float *r_distance, float3 *r_color, float *r_w)
 
void blender::noise::voronoi_distance_to_edge (float w, float randomness, float *r_distance)
 
void blender::noise::voronoi_n_sphere_radius (float w, float randomness, float *r_radius)
 
static float blender::noise::voronoi_distance (const float2 a, const float2 b, const int metric, const float exponent)
 
void blender::noise::voronoi_f1 (const float2 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float2 *r_position)
 
void blender::noise::voronoi_smooth_f1 (const float2 coord, float smoothness, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float2 *r_position)
 
void blender::noise::voronoi_f2 (const float2 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float2 *r_position)
 
void blender::noise::voronoi_distance_to_edge (const float2 coord, float randomness, float *r_distance)
 
void blender::noise::voronoi_n_sphere_radius (const float2 coord, float randomness, float *r_radius)
 
static float blender::noise::voronoi_distance (const float3 a, const float3 b, const int metric, const float exponent)
 
void blender::noise::voronoi_f1 (const float3 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float3 *r_position)
 
void blender::noise::voronoi_smooth_f1 (const float3 coord, float smoothness, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float3 *r_position)
 
void blender::noise::voronoi_f2 (const float3 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float3 *r_position)
 
void blender::noise::voronoi_distance_to_edge (const float3 coord, float randomness, float *r_distance)
 
void blender::noise::voronoi_n_sphere_radius (const float3 coord, float randomness, float *r_radius)
 
static float blender::noise::voronoi_distance (const float4 a, const float4 b, const int metric, const float exponent)
 
void blender::noise::voronoi_f1 (const float4 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float4 *r_position)
 
void blender::noise::voronoi_smooth_f1 (const float4 coord, float smoothness, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float4 *r_position)
 
void blender::noise::voronoi_f2 (const float4 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float4 *r_position)
 
void blender::noise::voronoi_distance_to_edge (const float4 coord, float randomness, float *r_distance)
 
void blender::noise::voronoi_n_sphere_radius (const float4 coord, float randomness, float *r_radius)