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BLI_INLINE uint32_t | blender::noise::hash_bit_rotate (uint32_t x, uint32_t k) |
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BLI_INLINE void | blender::noise::hash_bit_mix (uint32_t &a, uint32_t &b, uint32_t &c) |
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BLI_INLINE void | blender::noise::hash_bit_final (uint32_t &a, uint32_t &b, uint32_t &c) |
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BLI_INLINE uint32_t | blender::noise::float_as_uint (float f) |
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BLI_INLINE float | blender::noise::uint_to_float_01 (uint32_t k) |
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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.
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uint32_t | blender::noise::hash (uint32_t kx) |
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uint32_t | blender::noise::hash (uint32_t kx, uint32_t ky) |
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uint32_t | blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz) |
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uint32_t | blender::noise::hash (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw) |
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uint32_t | blender::noise::hash_float (float kx) |
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uint32_t | blender::noise::hash_float (float2 k) |
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uint32_t | blender::noise::hash_float (float3 k) |
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uint32_t | blender::noise::hash_float (float4 k) |
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float | blender::noise::hash_to_float (uint32_t kx) |
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float | blender::noise::hash_to_float (uint32_t kx, uint32_t ky) |
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float | blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz) |
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float | blender::noise::hash_to_float (uint32_t kx, uint32_t ky, uint32_t kz, uint32_t kw) |
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float | blender::noise::hash_float_to_float (float k) |
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float | blender::noise::hash_float_to_float (float2 k) |
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float | blender::noise::hash_float_to_float (float3 k) |
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float | blender::noise::hash_float_to_float (float4 k) |
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float2 | blender::noise::hash_float_to_float2 (float2 k) |
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float3 | blender::noise::hash_float_to_float3 (float k) |
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float3 | blender::noise::hash_float_to_float3 (float2 k) |
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float3 | blender::noise::hash_float_to_float3 (float3 k) |
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float3 | blender::noise::hash_float_to_float3 (float4 k) |
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float4 | blender::noise::hash_float_to_float4 (float4 k) |
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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.
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BLI_INLINE float | blender::noise::mix (float v0, float v1, float x) |
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BLI_INLINE float | blender::noise::mix (float v0, float v1, float v2, float v3, float x, float y) |
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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) |
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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) |
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BLI_INLINE float | blender::noise::fade (float t) |
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BLI_INLINE float | blender::noise::negate_if (float value, uint32_t condition) |
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BLI_INLINE float | blender::noise::noise_grad (uint32_t hash, float x) |
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BLI_INLINE float | blender::noise::noise_grad (uint32_t hash, float x, float y) |
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BLI_INLINE float | blender::noise::noise_grad (uint32_t hash, float x, float y, float z) |
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BLI_INLINE float | blender::noise::noise_grad (uint32_t hash, float x, float y, float z, float w) |
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BLI_INLINE float | blender::noise::floor_fraction (float x, int &i) |
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BLI_INLINE float | blender::noise::perlin_noise (float position) |
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BLI_INLINE float | blender::noise::perlin_noise (float2 position) |
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BLI_INLINE float | blender::noise::perlin_noise (float3 position) |
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BLI_INLINE float | blender::noise::perlin_noise (float4 position) |
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float | blender::noise::perlin_signed (float position) |
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float | blender::noise::perlin_signed (float2 position) |
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float | blender::noise::perlin_signed (float3 position) |
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float | blender::noise::perlin_signed (float4 position) |
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float | blender::noise::perlin (float position) |
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float | blender::noise::perlin (float2 position) |
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float | blender::noise::perlin (float3 position) |
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float | blender::noise::perlin (float4 position) |
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template<typename T > |
float | blender::noise::perlin_fractal_template (T position, float octaves, float roughness) |
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float | blender::noise::perlin_fractal (float position, float octaves, float roughness) |
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float | blender::noise::perlin_fractal (float2 position, float octaves, float roughness) |
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float | blender::noise::perlin_fractal (float3 position, float octaves, float roughness) |
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float | blender::noise::perlin_fractal (float4 position, float octaves, float roughness) |
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BLI_INLINE float | blender::noise::random_float_offset (float seed) |
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BLI_INLINE float2 | blender::noise::random_float2_offset (float seed) |
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BLI_INLINE float3 | blender::noise::random_float3_offset (float seed) |
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BLI_INLINE float4 | blender::noise::random_float4_offset (float seed) |
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BLI_INLINE float | blender::noise::perlin_distortion (float position, float strength) |
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BLI_INLINE float2 | blender::noise::perlin_distortion (float2 position, float strength) |
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BLI_INLINE float3 | blender::noise::perlin_distortion (float3 position, float strength) |
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BLI_INLINE float4 | blender::noise::perlin_distortion (float4 position, float strength) |
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float | blender::noise::perlin_fractal_distorted (float position, float octaves, float roughness, float distortion) |
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float | blender::noise::perlin_fractal_distorted (float2 position, float octaves, float roughness, float distortion) |
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float | blender::noise::perlin_fractal_distorted (float3 position, float octaves, float roughness, float distortion) |
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float | blender::noise::perlin_fractal_distorted (float4 position, float octaves, float roughness, float distortion) |
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float3 | blender::noise::perlin_float3_fractal_distorted (float position, float octaves, float roughness, float distortion) |
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float3 | blender::noise::perlin_float3_fractal_distorted (float2 position, float octaves, float roughness, float distortion) |
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float3 | blender::noise::perlin_float3_fractal_distorted (float3 position, float octaves, float roughness, float distortion) |
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float3 | blender::noise::perlin_float3_fractal_distorted (float4 position, float octaves, float roughness, float distortion) |
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float | blender::noise::musgrave_fBm (float co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_multi_fractal (float co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_hetero_terrain (float co, float H, float lacunarity, float octaves, float offset) |
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float | blender::noise::musgrave_hybrid_multi_fractal (float co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_ridged_multi_fractal (float co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_fBm (const float2 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_multi_fractal (const float2 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_hetero_terrain (const float2 co, float H, float lacunarity, float octaves, float offset) |
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float | blender::noise::musgrave_hybrid_multi_fractal (const float2 co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_ridged_multi_fractal (const float2 co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_fBm (const float3 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_multi_fractal (const float3 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_hetero_terrain (const float3 co, float H, float lacunarity, float octaves, float offset) |
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float | blender::noise::musgrave_hybrid_multi_fractal (const float3 co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_ridged_multi_fractal (const float3 co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_fBm (const float4 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_multi_fractal (const float4 co, float H, float lacunarity, float octaves) |
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float | blender::noise::musgrave_hetero_terrain (const float4 co, float H, float lacunarity, float octaves, float offset) |
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float | blender::noise::musgrave_hybrid_multi_fractal (const float4 co, float H, float lacunarity, float octaves, float offset, float gain) |
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float | blender::noise::musgrave_ridged_multi_fractal (const float4 co, float H, float lacunarity, float octaves, float offset, float gain) |
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- 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.
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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
} |
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BLI_INLINE float | blender::noise::voronoi_distance (const float a, const float b) |
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void | blender::noise::voronoi_f1 (float w, float randomness, float *r_distance, float3 *r_color, float *r_w) |
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void | blender::noise::voronoi_smooth_f1 (float w, float smoothness, float randomness, float *r_distance, float3 *r_color, float *r_w) |
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void | blender::noise::voronoi_f2 (float w, float randomness, float *r_distance, float3 *r_color, float *r_w) |
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void | blender::noise::voronoi_distance_to_edge (float w, float randomness, float *r_distance) |
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void | blender::noise::voronoi_n_sphere_radius (float w, float randomness, float *r_radius) |
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static float | blender::noise::voronoi_distance (const float2 a, const float2 b, const int metric, const float exponent) |
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void | blender::noise::voronoi_f1 (const float2 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float2 *r_position) |
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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) |
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void | blender::noise::voronoi_f2 (const float2 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float2 *r_position) |
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void | blender::noise::voronoi_distance_to_edge (const float2 coord, float randomness, float *r_distance) |
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void | blender::noise::voronoi_n_sphere_radius (const float2 coord, float randomness, float *r_radius) |
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static float | blender::noise::voronoi_distance (const float3 a, const float3 b, const int metric, const float exponent) |
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void | blender::noise::voronoi_f1 (const float3 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float3 *r_position) |
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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) |
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void | blender::noise::voronoi_f2 (const float3 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float3 *r_position) |
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void | blender::noise::voronoi_distance_to_edge (const float3 coord, float randomness, float *r_distance) |
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void | blender::noise::voronoi_n_sphere_radius (const float3 coord, float randomness, float *r_radius) |
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static float | blender::noise::voronoi_distance (const float4 a, const float4 b, const int metric, const float exponent) |
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void | blender::noise::voronoi_f1 (const float4 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float4 *r_position) |
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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) |
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void | blender::noise::voronoi_f2 (const float4 coord, float exponent, float randomness, int metric, float *r_distance, float3 *r_color, float4 *r_position) |
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void | blender::noise::voronoi_distance_to_edge (const float4 coord, float randomness, float *r_distance) |
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void | blender::noise::voronoi_n_sphere_radius (const float4 coord, float randomness, float *r_radius) |
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