diff --git a/features/Snow Cover/Shaders/Features/SnowCover.ini b/features/Snow Cover/Shaders/Features/SnowCover.ini new file mode 100644 index 000000000..19f01444d --- /dev/null +++ b/features/Snow Cover/Shaders/Features/SnowCover.ini @@ -0,0 +1,2 @@ +[Info] +Version = 1-0-0 \ No newline at end of file diff --git a/features/Snow Cover/Shaders/SnowCover/FastNoiseLite.hlsl b/features/Snow Cover/Shaders/SnowCover/FastNoiseLite.hlsl new file mode 100644 index 000000000..adc49c8bc --- /dev/null +++ b/features/Snow Cover/Shaders/SnowCover/FastNoiseLite.hlsl @@ -0,0 +1,2920 @@ + +// MIT License +// +// Copyright(c) 2023 Jordan Peck (jordan.me2@gmail.com) +// Copyright(c) 2023 Contributors +// +// Permission is hereby granted, free of charge, to any person obtaining a copy +// of this software and associated documentation files(the "Software"), to deal +// in the Software without restriction, including without limitation the rights +// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell +// copies of the Software, and to permit persons to whom the Software is +// furnished to do so, subject to the following conditions : +// +// The above copyright notice and this permission notice shall be included in all +// copies or substantial portions of the Software. +// +// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE +// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +// SOFTWARE. +// +// .'',;:cldxkO00KKXXNNWWWNNXKOkxdollcc::::::;:::ccllloooolllllllllooollc:,'... ...........',;cldxkO000Okxdlc::;;;,,;;;::cclllllll +// ..',;:ldxO0KXXNNNNNNNNXXK0kxdolcc::::::;;;,,,,,,;;;;;;;;;;:::cclllllc:;'.... ...........',;:ldxO0KXXXK0Okxdolc::;;;;::cllodddddo +// ...',:loxO0KXNNNNNXXKK0Okxdolc::;::::::::;;;,,'''''.....''',;:clllllc:;,'............''''''''',;:loxO0KXNNNNNXK0Okxdollccccllodxxxxxxd +// ....';:ldkO0KXXXKK00Okxdolcc:;;;;;::cclllcc:;;,''..... ....',;clooddolcc:;;;;,,;;;;;::::;;;;;;:cloxk0KXNWWWWWWNXKK0Okxddoooddxxkkkkkxx +// .....';:ldxkOOOOOkxxdolcc:;;;,,,;;:cllooooolcc:;'... ..,:codxkkkxddooollloooooooollcc:::::clodkO0KXNWWWWWWNNXK00Okxxxxxxxxkkkkxxx +// . ....';:cloddddo___________,,,,;;:clooddddoolc:,... ..,:ldx__00OOOkkk___kkkkkkxxdollc::::cclodkO0KXXNNNNNNXXK0OOkxxxxxxxxxxxxddd +// .......',;:cccc:| |,,,;;:cclooddddoll:;'.. ..';cox| \KKK000| |KK00OOkxdocc___;::clldxxkO0KKKKK00Okkxdddddddddddddddoo +// .......'',,,,,''| ________|',,;;::cclloooooolc:;'......___:ldk| \KK000| |XKKK0Okxolc| |;;::cclodxxkkkkxxdoolllcclllooodddooooo +// ''......''''....| | ....'',,,,;;;::cclloooollc:;,''.'| |oxk| \OOO0| |KKK00Oxdoll|___|;;;;;::ccllllllcc::;;,,;;;:cclloooooooo +// ;;,''.......... | |_____',,;;;____:___cllo________.___| |___| \xkk| |KK_______ool___:::;________;;;_______...'',;;:ccclllloo +// c:;,''......... | |:::/ ' |lo/ | | \dx| |0/ \d| |cc/ |'/ \......',,;;:ccllo +// ol:;,'..........| _____|ll/ __ |o/ ______|____ ___| | \o| |/ ___ \| |o/ ______|/ ___ \ .......'',;:clo +// dlc;,...........| |::clooo| / | |x\___ \KXKKK0| |dol| |\ \| | | | | |d\___ \..| | / / ....',:cl +// xoc;'... .....'| |llodddd| \__| |_____\ \KKK0O| |lc:| |'\ | |___| | |_____\ \.| |_/___/... ...',;:c +// dlc;'... ....',;| |oddddddo\ | |Okkx| |::;| |..\ |\ /| | | \ |... ....',;:c +// ol:,'.......',:c|___|xxxddollc\_____,___|_________/ddoll|___|,,,|___|...\_____|:\ ______/l|___|_________/...\________|'........',;::cc +// c:;'.......';:codxxkkkkxxolc::;::clodxkOO0OOkkxdollc::;;,,''''',,,,''''''''''',,'''''',;:loxkkOOkxol:;,'''',,;:ccllcc:;,'''''',;::ccll +// ;,'.......',:codxkOO0OOkxdlc:;,,;;:cldxxkkxxdolc:;;,,''.....'',;;:::;;,,,'''''........,;cldkO0KK0Okdoc::;;::cloodddoolc:;;;;;::ccllooo +// .........',;:lodxOO0000Okdoc:,,',,;:clloddoolc:;,''.......'',;:clooollc:;;,,''.......',:ldkOKXNNXX0Oxdolllloddxxxxxxdolccccccllooodddd +// . .....';:cldxkO0000Okxol:;,''',,;::cccc:;,,'.......'',;:cldxxkkxxdolc:;;,'.......';coxOKXNWWWNXKOkxddddxxkkkkkkxdoollllooddxxxxkkk +// ....',;:codxkO000OOxdoc:;,''',,,;;;;,''.......',,;:clodkO00000Okxolc::;,,''..',;:ldxOKXNWWWNNK0OkkkkkkkkkkkxxddooooodxxkOOOOO000 +// ....',;;clodxkkOOOkkdolc:;,,,,,,,,'..........,;:clodxkO0KKXKK0Okxdolcc::;;,,,;;:codkO0XXNNNNXKK0OOOOOkkkkxxdoollloodxkO0KKKXXXXX +// +// VERSION: 1.1.1 +// https://github.com/Auburn/FastNoiseLite + +// Switch between using floats or doubles for input position +typedef float FNLfloat; +//typedef double FNLfloat; + +// Noise Type +#define FNL_NOISE_OPENSIMPLEX2 0 +#define FNL_NOISE_OPENSIMPLEX2S 1 +#define FNL_NOISE_CELLULAR 2 +#define FNL_NOISE_PERLIN 3 +#define FNL_NOISE_VALUE_CUBIC 4 +#define FNL_NOISE_VALUE 5 +typedef int fnl_noise_type; + +// Rotation types +#define FNL_ROTATION_NONE 0 +#define FNL_ROTATION_IMPROVE_XY_PLANES 1 +#define FNL_ROTATION_IMPROVE_XZ_PLANES 2 +typedef int fnl_rotation_type_3d; + +// Fractal types +#define FNL_FRACTAL_NONE 0 +#define FNL_FRACTAL_FBM 1 +#define FNL_FRACTAL_RIDGED 2 +#define FNL_FRACTAL_PINGPONG 3 +#define FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE 4 +#define FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT 5 +typedef int fnl_fractal_type; + +#define FNL_CELLULAR_DISTANCE_EUCLIDEAN 0 +#define FNL_CELLULAR_DISTANCE_EUCLIDEANSQ 1 +#define FNL_CELLULAR_DISTANCE_MANHATTAN 2 +#define FNL_CELLULAR_DISTANCE_HYBRID 3 +typedef int fnl_cellular_distance_func; + +#define FNL_CELLULAR_RETURN_TYPE_CELLVALUE 0 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE 1 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2 2 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD 3 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB 4 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL 5 +#define FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV 6 +typedef int fnl_cellular_return_type; + +#define FNL_DOMAIN_WARP_OPENSIMPLEX2 0 +#define FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED 1 +#define FNL_DOMAIN_WARP_BASICGRID 2 +typedef int fnl_domain_warp_type; + +// Removes [0x80004005 - unknown error] 'internal error: no storage type for block output' +#if UNITY_VERSION +# define FNL_FLATTEN [flatten] +# define FNL_UNROLL [unroll(1)] +#else +# define FNL_FLATTEN +# define FNL_UNROLL +#endif + +/** + * Structure containing entire noise system state. + * @note Must only be created using fnlCreateState(optional: seed). To ensure defaults are set. + */ +struct fnl_state +{ + /** + * Seed used for all noise types. + * @remark Default: 1337 + */ + int seed; + + /** + * The frequency for all noise types. + * @remark Default: 0.01 + */ + float frequency; + + /** + * The noise algorithm to be used by GetNoise(...). + * @remark Default: FNL_NOISE_OPENSIMPLEX2 + */ + fnl_noise_type noise_type; + + /** + * Sets noise rotation type for 3D. + * @remark Default: FNL_ROTATION_NONE + */ + fnl_rotation_type_3d rotation_type_3d; + + /** + * The method used for combining octaves for all fractal noise types. + * @remark Default: None + * @remark FNL_FRACTAL_DOMAIN_WARP_... only effects fnlDomainWarp... + */ + fnl_fractal_type fractal_type; + + /** + * The octave count for all fractal noise types. + * @remark Default: 3 + */ + int octaves; + + /** + * The octave lacunarity for all fractal noise types. + * @remark Default: 2.0 + */ + float lacunarity; + + /** + * The octave gain for all fractal noise types. + * @remark Default: 0.5 + */ + float gain; + + /** + * The octave weighting for all none Domaain Warp fractal types. + * @remark Default: 0.0 + * @remark + */ + float weighted_strength; + + /** + * The strength of the fractal ping pong effect. + * @remark Default: 2.0 + */ + float ping_pong_strength; + + /** + * The distance function used in cellular noise calculations. + * @remark Default: FNL_CELLULAR_DISTANCE_EUCLIDEANSQ + */ + fnl_cellular_distance_func cellular_distance_func; + + /** + * The cellular return type from cellular noise calculations. + * @remark Default: FNL_CELLULAR_RETURN_TYPE_DISTANCE + */ + fnl_cellular_return_type cellular_return_type; + + /** + * The maximum distance a cellular point can move from it's grid position. + * @remark Default: 1.0 + * @note Setting this higher than 1 will cause artifacts. + */ + float cellular_jitter_mod; + + /** + * The warp algorithm when using fnlDomainWarp... + * @remark Default: OpenSimplex2 + */ + fnl_domain_warp_type domain_warp_type; + + /** + * The maximum warp distance from original position when using fnlDomainWarp... + * @remark Default: 1.0 + */ + float domain_warp_amp; +}; + +/** + * Creates a noise state with default values. + * @param seed Optionally set the state seed. + */ +fnl_state fnlCreateState(int seed = 1337); + +/** + * 2D noise at given position using the state settings + * @returns Noise output bounded between -1 and 1. + */ +float fnlGetNoise2D(fnl_state state, FNLfloat x, FNLfloat y); + +/** + * 3D noise at given position using the state settings + * @returns Noise output bounded between -1 and 1. + */ +float fnlGetNoise3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z); + +/** + * 2D warps the input position using current domain warp settings. + * + * Example usage with fnlGetNoise2D: + * ``` + * fnlDomainWarp2D(state, x, y); + * noise = fnlGetNoise2D(state, x, y); + * ``` + */ +void fnlDomainWarp2D(fnl_state state, inout FNLfloat x, inout FNLfloat y); + +/** + * 3D warps the input position using current domain warp settings. + * + * Example usage with fnlGetNoise3D: + * ``` + * fnlDomainWarp3D(state, x, y, z); + * noise = fnlGetNoise3D(state, x, y, z); + * ``` + */ +void fnlDomainWarp3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z); + +// From here on, this is private implementation + +// Constants + +static const float GRADIENTS_2D[] = { + 0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.608761429008721f, + 0.793353340291235f, + 0.793353340291235f, + 0.608761429008721f, + 0.923879532511287f, + 0.38268343236509f, + 0.99144486137381f, + 0.130526192220051f, + 0.99144486137381f, + -0.130526192220051f, + 0.923879532511287f, + -0.38268343236509f, + 0.793353340291235f, + -0.60876142900872f, + 0.608761429008721f, + -0.793353340291235f, + 0.38268343236509f, + -0.923879532511287f, + 0.130526192220052f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + -0.38268343236509f, + -0.923879532511287f, + -0.608761429008721f, + -0.793353340291235f, + -0.793353340291235f, + -0.608761429008721f, + -0.923879532511287f, + -0.38268343236509f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + 0.130526192220051f, + -0.923879532511287f, + 0.38268343236509f, + -0.793353340291235f, + 0.608761429008721f, + -0.608761429008721f, + 0.793353340291235f, + -0.38268343236509f, + 0.923879532511287f, + -0.130526192220052f, + 0.99144486137381f, + 0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.608761429008721f, + 0.793353340291235f, + 0.793353340291235f, + 0.608761429008721f, + 0.923879532511287f, + 0.38268343236509f, + 0.99144486137381f, + 0.130526192220051f, + 0.99144486137381f, + -0.130526192220051f, + 0.923879532511287f, + -0.38268343236509f, + 0.793353340291235f, + -0.60876142900872f, + 0.608761429008721f, + -0.793353340291235f, + 0.38268343236509f, + -0.923879532511287f, + 0.130526192220052f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + -0.38268343236509f, + -0.923879532511287f, + -0.608761429008721f, + -0.793353340291235f, + -0.793353340291235f, + -0.608761429008721f, + -0.923879532511287f, + -0.38268343236509f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + 0.130526192220051f, + -0.923879532511287f, + 0.38268343236509f, + -0.793353340291235f, + 0.608761429008721f, + -0.608761429008721f, + 0.793353340291235f, + -0.38268343236509f, + 0.923879532511287f, + -0.130526192220052f, + 0.99144486137381f, + 0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.608761429008721f, + 0.793353340291235f, + 0.793353340291235f, + 0.608761429008721f, + 0.923879532511287f, + 0.38268343236509f, + 0.99144486137381f, + 0.130526192220051f, + 0.99144486137381f, + -0.130526192220051f, + 0.923879532511287f, + -0.38268343236509f, + 0.793353340291235f, + -0.60876142900872f, + 0.608761429008721f, + -0.793353340291235f, + 0.38268343236509f, + -0.923879532511287f, + 0.130526192220052f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + -0.38268343236509f, + -0.923879532511287f, + -0.608761429008721f, + -0.793353340291235f, + -0.793353340291235f, + -0.608761429008721f, + -0.923879532511287f, + -0.38268343236509f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + 0.130526192220051f, + -0.923879532511287f, + 0.38268343236509f, + -0.793353340291235f, + 0.608761429008721f, + -0.608761429008721f, + 0.793353340291235f, + -0.38268343236509f, + 0.923879532511287f, + -0.130526192220052f, + 0.99144486137381f, + 0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.608761429008721f, + 0.793353340291235f, + 0.793353340291235f, + 0.608761429008721f, + 0.923879532511287f, + 0.38268343236509f, + 0.99144486137381f, + 0.130526192220051f, + 0.99144486137381f, + -0.130526192220051f, + 0.923879532511287f, + -0.38268343236509f, + 0.793353340291235f, + -0.60876142900872f, + 0.608761429008721f, + -0.793353340291235f, + 0.38268343236509f, + -0.923879532511287f, + 0.130526192220052f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + -0.38268343236509f, + -0.923879532511287f, + -0.608761429008721f, + -0.793353340291235f, + -0.793353340291235f, + -0.608761429008721f, + -0.923879532511287f, + -0.38268343236509f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + 0.130526192220051f, + -0.923879532511287f, + 0.38268343236509f, + -0.793353340291235f, + 0.608761429008721f, + -0.608761429008721f, + 0.793353340291235f, + -0.38268343236509f, + 0.923879532511287f, + -0.130526192220052f, + 0.99144486137381f, + 0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.608761429008721f, + 0.793353340291235f, + 0.793353340291235f, + 0.608761429008721f, + 0.923879532511287f, + 0.38268343236509f, + 0.99144486137381f, + 0.130526192220051f, + 0.99144486137381f, + -0.130526192220051f, + 0.923879532511287f, + -0.38268343236509f, + 0.793353340291235f, + -0.60876142900872f, + 0.608761429008721f, + -0.793353340291235f, + 0.38268343236509f, + -0.923879532511287f, + 0.130526192220052f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + -0.38268343236509f, + -0.923879532511287f, + -0.608761429008721f, + -0.793353340291235f, + -0.793353340291235f, + -0.608761429008721f, + -0.923879532511287f, + -0.38268343236509f, + -0.99144486137381f, + -0.130526192220052f, + -0.99144486137381f, + 0.130526192220051f, + -0.923879532511287f, + 0.38268343236509f, + -0.793353340291235f, + 0.608761429008721f, + -0.608761429008721f, + 0.793353340291235f, + -0.38268343236509f, + 0.923879532511287f, + -0.130526192220052f, + 0.99144486137381f, + 0.38268343236509f, + 0.923879532511287f, + 0.923879532511287f, + 0.38268343236509f, + 0.923879532511287f, + -0.38268343236509f, + 0.38268343236509f, + -0.923879532511287f, + -0.38268343236509f, + -0.923879532511287f, + -0.923879532511287f, + -0.38268343236509f, + -0.923879532511287f, + 0.38268343236509f, + -0.38268343236509f, + 0.923879532511287f, +}; + +static const float RAND_VECS_2D[] = { + -0.2700222198f, + -0.9628540911f, + 0.3863092627f, + -0.9223693152f, + 0.04444859006f, + -0.999011673f, + -0.5992523158f, + -0.8005602176f, + -0.7819280288f, + 0.6233687174f, + 0.9464672271f, + 0.3227999196f, + -0.6514146797f, + -0.7587218957f, + 0.9378472289f, + 0.347048376f, + -0.8497875957f, + -0.5271252623f, + -0.879042592f, + 0.4767432447f, + -0.892300288f, + -0.4514423508f, + -0.379844434f, + -0.9250503802f, + -0.9951650832f, + 0.0982163789f, + 0.7724397808f, + -0.6350880136f, + 0.7573283322f, + -0.6530343002f, + -0.9928004525f, + -0.119780055f, + -0.0532665713f, + 0.9985803285f, + 0.9754253726f, + -0.2203300762f, + -0.7665018163f, + 0.6422421394f, + 0.991636706f, + 0.1290606184f, + -0.994696838f, + 0.1028503788f, + -0.5379205513f, + -0.84299554f, + 0.5022815471f, + -0.8647041387f, + 0.4559821461f, + -0.8899889226f, + -0.8659131224f, + -0.5001944266f, + 0.0879458407f, + 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0, -1, -1, 0 +}; + +static const float RAND_VECS_3D[] = { + -0.7292736885f, -0.6618439697f, 0.1735581948f, 0, 0.790292081f, -0.5480887466f, -0.2739291014f, 0, 0.7217578935f, 0.6226212466f, -0.3023380997f, 0, 0.565683137f, -0.8208298145f, -0.0790000257f, 0, 0.760049034f, -0.5555979497f, -0.3370999617f, 0, 0.3713945616f, 0.5011264475f, 0.7816254623f, 0, -0.1277062463f, -0.4254438999f, -0.8959289049f, 0, -0.2881560924f, -0.5815838982f, 0.7607405838f, 0, + 0.5849561111f, -0.662820239f, -0.4674352136f, 0, 0.3307171178f, 0.0391653737f, 0.94291689f, 0, 0.8712121778f, -0.4113374369f, -0.2679381538f, 0, 0.580981015f, 0.7021915846f, 0.4115677815f, 0, 0.503756873f, 0.6330056931f, -0.5878203852f, 0, 0.4493712205f, 0.601390195f, 0.6606022552f, 0, -0.6878403724f, 0.09018890807f, -0.7202371714f, 0, -0.5958956522f, -0.6469350577f, 0.475797649f, 0, + -0.5127052122f, 0.1946921978f, -0.8361987284f, 0, -0.9911507142f, -0.05410276466f, -0.1212153153f, 0, -0.2149721042f, 0.9720882117f, -0.09397607749f, 0, 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-0.1780209141f, -0.4026575304f, 0, + 0.2178065647f, -0.9698322841f, -0.1094789531f, 0, -0.1518031304f, -0.7788918132f, -0.6085091231f, 0, -0.2600384876f, -0.4755398075f, -0.8403819825f, 0, 0.572313509f, -0.7474340931f, -0.3373418503f, 0, -0.7174141009f, 0.1699017182f, -0.6756111411f, 0, -0.684180784f, 0.02145707593f, -0.7289967412f, 0, -0.2007447902f, 0.06555605789f, -0.9774476623f, 0, -0.1148803697f, -0.8044887315f, 0.5827524187f, 0, + -0.7870349638f, 0.03447489231f, 0.6159443543f, 0, -0.2015596421f, 0.6859872284f, 0.6991389226f, 0, -0.08581082512f, -0.10920836f, -0.9903080513f, 0, 0.5532693395f, 0.7325250401f, -0.396610771f, 0, -0.1842489331f, -0.9777375055f, -0.1004076743f, 0, 0.0775473789f, -0.9111505856f, 0.4047110257f, 0, 0.1399838409f, 0.7601631212f, -0.6344734459f, 0, 0.4484419361f, -0.845289248f, 0.2904925424f, 0 +}; + +// Utilities + +static inline float _fnlFastMin(float x, float y) { return x < y ? x : y; } + +static inline float _fnlFastMax(float x, float y) { return x > y ? x : y; } + +static inline float _fnlFastAbs(float f) { return f < 0 ? -f : f; } + +static inline float _fnlFastSqrt(float a) { return sqrt(a); } + +static inline int _fnlFastFloor(FNLfloat f) { return (f >= 0 ? (int)f : (int)f - 1); } + +static inline int _fnlFastRound(FNLfloat f) { return (f >= 0) ? (int)(f + 0.5f) : (int)(f - 0.5f); } + +static inline float _fnlLerp(float a, float b, float t) { return a + t * (b - a); } + +static inline float _fnlInterpHermite(float t) { return t * t * (3 - 2 * t); } + +static inline float _fnlInterpQuintic(float t) { return t * t * t * (t * (t * 6 - 15) + 10); } + +static inline float _fnlCubicLerp(float a, float b, float c, float d, float t) +{ + float p = (d - c) - (a - b); + return t * t * t * p + t * t * ((a - b) - p) + t * (c - a) + b; +} + +static inline float _fnlPingPong(float t) +{ + t -= (int)(t * 0.5f) * 2; + return t < 1 ? t : 2 - t; +} + +static float _fnlCalculateFractalBounding(fnl_state state) +{ + float gain = _fnlFastAbs(state.gain); + float amp = gain; + float ampFractal = 1.0f; + for (int i = 1; i < state.octaves; i++) { + ampFractal += amp; + amp *= gain; + } + return 1.0f / ampFractal; +} + +// Hashing + +static const int PRIME_X = 501125321; +static const int PRIME_Y = 1136930381; +static const int PRIME_Z = 1720413743; + +static inline int _fnlHash2D(int seed, int xPrimed, int yPrimed) +{ + int hash = seed ^ xPrimed ^ yPrimed; + + hash *= 0x27d4eb2d; + return hash; +} + +static inline int _fnlHash3D(int seed, int xPrimed, int yPrimed, int zPrimed) +{ + int hash = seed ^ xPrimed ^ yPrimed ^ zPrimed; + + hash *= 0x27d4eb2d; + return hash; +} + +static inline float _fnlValCoord2D(int seed, int xPrimed, int yPrimed) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); +} + +static inline float _fnlValCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + hash *= hash; + hash ^= hash << 19; + return hash * (1 / 2147483648.0f); +} + +static inline float _fnlGradCoord2D(int seed, int xPrimed, int yPrimed, float xd, float yd) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + hash ^= hash >> 15; + hash &= 127 << 1; + return xd * GRADIENTS_2D[hash] + yd * GRADIENTS_2D[hash | 1]; +} + +static inline float _fnlGradCoord3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + hash ^= hash >> 15; + hash &= 63 << 2; + return xd * GRADIENTS_3D[hash] + yd * GRADIENTS_3D[hash | 1] + zd * GRADIENTS_3D[hash | 2]; +} + +static inline void _fnlGradCoordOut2D(int seed, int xPrimed, int yPrimed, out float xo, out float yo) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed) & (255 << 1); + + xo = RAND_VECS_2D[hash]; + yo = RAND_VECS_2D[hash | 1]; +} + +static inline void _fnlGradCoordOut3D(int seed, int xPrimed, int yPrimed, int zPrimed, out float xo, out float yo, out float zo) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed) & (255 << 2); + + xo = RAND_VECS_3D[hash]; + yo = RAND_VECS_3D[hash | 1]; + zo = RAND_VECS_3D[hash | 2]; +} + +static inline void _fnlGradCoordDual2D(int seed, int xPrimed, int yPrimed, float xd, float yd, out float xo, out float yo) +{ + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int index1 = hash & (127 << 1); + int index2 = (hash >> 7) & (255 << 1); + + float xg = GRADIENTS_2D[index1]; + float yg = GRADIENTS_2D[index1 | 1]; + float value = xd * xg + yd * yg; + + float xgo = RAND_VECS_2D[index2]; + float ygo = RAND_VECS_2D[index2 | 1]; + + xo = value * xgo; + yo = value * ygo; +} + +static inline void _fnlGradCoordDual3D(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, out float xo, out float yo, out float zo) +{ + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int index1 = hash & (63 << 2); + int index2 = (hash >> 6) & (255 << 2); + + float xg = GRADIENTS_3D[index1]; + float yg = GRADIENTS_3D[index1 | 1]; + float zg = GRADIENTS_3D[index1 | 2]; + float value = xd * xg + yd * yg + zd * zg; + + float xgo = RAND_VECS_3D[index2]; + float ygo = RAND_VECS_3D[index2 | 1]; + float zgo = RAND_VECS_3D[index2 | 2]; + + xo = value * xgo; + yo = value * ygo; + zo = value * zgo; +} + +// Generic Noise Gen + +static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleCellular2D(fnl_state state, int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleCellular3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); +static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y); +static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z); + +static float _fnlGenNoiseSingle2D(fnl_state state, int seed, FNLfloat x, FNLfloat y) +{ + FNL_FLATTEN switch (state.noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + return _fnlSingleSimplex2D(seed, x, y); + case FNL_NOISE_OPENSIMPLEX2S: + return _fnlSingleOpenSimplex2S2D(seed, x, y); + case FNL_NOISE_CELLULAR: + return _fnlSingleCellular2D(state, seed, x, y); + case FNL_NOISE_PERLIN: + return _fnlSinglePerlin2D(seed, x, y); + case FNL_NOISE_VALUE_CUBIC: + return _fnlSingleValueCubic2D(seed, x, y); + case FNL_NOISE_VALUE: + return _fnlSingleValue2D(seed, x, y); + default: + return 0; + } +} + +static float _fnlGenNoiseSingle3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + FNL_FLATTEN switch (state.noise_type) + { + case FNL_NOISE_OPENSIMPLEX2: + return _fnlSingleOpenSimplex23D(seed, x, y, z); + case FNL_NOISE_OPENSIMPLEX2S: + return _fnlSingleOpenSimplex2S3D(seed, x, y, z); + case FNL_NOISE_CELLULAR: + return _fnlSingleCellular3D(state, seed, x, y, z); + case FNL_NOISE_PERLIN: + return _fnlSinglePerlin3D(seed, x, y, z); + case FNL_NOISE_VALUE_CUBIC: + return _fnlSingleValueCubic3D(seed, x, y, z); + case FNL_NOISE_VALUE: + return _fnlSingleValue3D(seed, x, y, z); + default: + return 0; + } +} + +// Noise Coordinate Transforms (frequency, and possible skew or rotation) + +static void _fnlTransformNoiseCoordinate2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + x *= state.frequency; + y *= state.frequency; + + switch (state.noise_type) { + case FNL_NOISE_OPENSIMPLEX2: + case FNL_NOISE_OPENSIMPLEX2S: + { + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat F2 = 0.5f * (SQRT3 - 1); + FNLfloat t = (x + y) * F2; + x += t; + y += t; + } + break; + default: + break; + } +} + +static void _fnlTransformNoiseCoordinate3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + x *= state.frequency; + y *= state.frequency; + z *= state.frequency; + + switch (state.rotation_type_3d) { + case FNL_ROTATION_IMPROVE_XY_PLANES: + { + FNLfloat xy = x + y; + FNLfloat s2 = xy * -(FNLfloat)0.211324865405187; + z *= (FNLfloat)0.577350269189626; + x += s2 - z; + y = y + s2 - z; + z += xy * (FNLfloat)0.577350269189626; + } + break; + case FNL_ROTATION_IMPROVE_XZ_PLANES: + { + FNLfloat xz = x + z; + FNLfloat s2 = xz * -(FNLfloat)0.211324865405187; + y *= (FNLfloat)0.577350269189626; + x += s2 - y; + z += s2 - y; + y += xz * (FNLfloat)0.577350269189626; + } + break; + default: + switch (state.noise_type) { + case FNL_NOISE_OPENSIMPLEX2: + case FNL_NOISE_OPENSIMPLEX2S: + { + const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + FNLfloat r = (x + y + z) * R3; // Rotation, not skew + x = r - x; + y = r - y; + z = r - z; + } + break; + default: + break; + } + break; + } +} + +// Domain Warp Coordinate Transforms + +static void _fnlTransformDomainWarpCoordinate2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + switch (state.domain_warp_type) { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + { + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat F2 = 0.5f * (SQRT3 - 1); + FNLfloat t = (x + y) * F2; + x += t; + y += t; + } + break; + default: + break; + } +} + +static void _fnlTransformDomainWarpCoordinate3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + switch (state.rotation_type_3d) { + case FNL_ROTATION_IMPROVE_XY_PLANES: + { + FNLfloat xy = x + y; + FNLfloat s2 = xy * -(FNLfloat)0.211324865405187; + z *= (FNLfloat)0.577350269189626; + x += s2 - z; + y = y + s2 - z; + z += xy * (FNLfloat)0.577350269189626; + } + break; + case FNL_ROTATION_IMPROVE_XZ_PLANES: + { + FNLfloat xz = x + z; + FNLfloat s2 = xz * -(FNLfloat)0.211324865405187; + y *= (FNLfloat)0.577350269189626; + x += s2 - y; + z += s2 - y; + y += xz * (FNLfloat)0.577350269189626; + } + break; + default: + switch (state.domain_warp_type) { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + { + const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + FNLfloat r = (x + y + z) * R3; // Rotation, not skew + x = r - x; + y = r - y; + z = r - z; + } + break; + default: + break; + } + break; + } +} + +// Fractal FBm + +static float _fnlGenFractalFBM2D(fnl_state state, FNLfloat x, FNLfloat y) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlGenNoiseSingle2D(state, seed++, x, y); + sum += noise * amp; + amp *= _fnlLerp(1.0f, _fnlFastMin(noise + 1, 2) * 0.5f, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +static float _fnlGenFractalFBM3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlGenNoiseSingle3D(state, seed++, x, y, z); + sum += noise * amp; + amp *= _fnlLerp(1.0f, (noise + 1) * 0.5f, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + z *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +// Fractal Ridged + +static float _fnlGenFractalRidged2D(fnl_state state, FNLfloat x, FNLfloat y) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlFastAbs(_fnlGenNoiseSingle2D(state, seed++, x, y)); + sum += (noise * -2 + 1) * amp; + amp *= _fnlLerp(1.0f, 1 - noise, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +static float _fnlGenFractalRidged3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlFastAbs(_fnlGenNoiseSingle3D(state, seed++, x, y, z)); + sum += (noise * -2 + 1) * amp; + amp *= _fnlLerp(1.0f, 1 - noise, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + z *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +// Fractal PingPong + +static float _fnlGenFractalPingPong2D(fnl_state state, FNLfloat x, FNLfloat y) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlPingPong((_fnlGenNoiseSingle2D(state, seed++, x, y) + 1) * state.ping_pong_strength); + sum += (noise - 0.5f) * 2 * amp; + amp *= _fnlLerp(1.0f, noise, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +static float _fnlGenFractalPingPong3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int seed = state.seed; + float sum = 0; + float amp = _fnlCalculateFractalBounding(state); + + for (int i = 0; i < state.octaves; i++) { + float noise = _fnlPingPong((_fnlGenNoiseSingle3D(state, seed++, x, y, z) + 1) * state.ping_pong_strength); + sum += (noise - 0.5f) * 2 * amp; + amp *= _fnlLerp(1.0f, noise, state.weighted_strength); + + x *= state.lacunarity; + y *= state.lacunarity; + z *= state.lacunarity; + amp *= state.gain; + } + + return sum; +} + +// Simplex/OpenSimplex2 Noise + +static float _fnlSingleSimplex2D(int seed, FNLfloat x, FNLfloat y) +{ + // 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex. + + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PRIME_X; + j *= PRIME_Y; + + float n0, n1, n2; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a <= 0) + n0 = 0; + else { + n0 = (a * a) * (a * a) * _fnlGradCoord2D(seed, i, j, x0, y0); + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c <= 0) + n2 = 0; + else { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + n2 = (c * c) * (c * c) * _fnlGradCoord2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2); + } + + if (y0 > x0) { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) + n1 = 0; + else { + n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i, j + PRIME_Y, x1, y1); + } + } else { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b <= 0) + n1 = 0; + else { + n1 = (b * b) * (b * b) * _fnlGradCoord2D(seed, i + PRIME_X, j, x1, y1); + } + } + + return (n0 + n1 + n2) * 99.83685446303647f; +} + +static float _fnlSingleOpenSimplex23D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + // 3D OpenSimplex2 case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastRound(x); + int j = _fnlFastRound(y); + int k = _fnlFastRound(z); + float x0 = (float)(x - i); + float y0 = (float)(y - j); + float z0 = (float)(z - k); + + int xNSign = (int)(-1.0f - x0) | 1; + int yNSign = (int)(-1.0f - y0) | 1; + int zNSign = (int)(-1.0f - z0) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + + float value = 0; + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + + FNL_UNROLL for (int l = 0;; l++) + { + if (a > 0) { + value += (a * a) * (a * a) * _fnlGradCoord3D(seed, i, j, k, x0, y0, z0); + } + + float b = a + 1; + int i1 = i; + int j1 = j; + int k1 = k; + float x1 = x0; + float y1 = y0; + float z1 = z0; + if (ax0 >= ay0 && ax0 >= az0) { + x1 += xNSign; + b -= xNSign * 2 * x1; + i1 -= xNSign * PRIME_X; + } else if (ay0 > ax0 && ay0 >= az0) { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PRIME_Y; + } else { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PRIME_Z; + } + + if (b > 0) { + value += (b * b) * (b * b) * _fnlGradCoord3D(seed, i1, j1, k1, x1, y1, z1); + } + + if (l == 1) + break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PRIME_X; + j += (yNSign >> 1) & PRIME_Y; + k += (zNSign >> 1) & PRIME_Z; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed = ~seed; + } + + return value * 32.69428253173828125f; +} + +// OpenSimplex2S Noise + +static float _fnlSingleOpenSimplex2S2D(int seed, FNLfloat x, FNLfloat y) +{ + // 2D OpenSimplex2S case is a modified 2D simplex noise. + + const FNLfloat SQRT3 = (FNLfloat)1.7320508075688772935274463415059; + const FNLfloat G2 = (3 - SQRT3) / 6; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + i *= PRIME_X; + j *= PRIME_Y; + int i1 = i + PRIME_X; + int j1 = j + PRIME_Y; + + float t = (xi + yi) * (float)G2; + float x0 = xi - t; + float y0 = yi - t; + + int aMask = (int)((xi + yi + 1) * -0.5f); + int bMask = (int)((xi - (aMask + 2)) * 0.5f - yi); + int cMask = (int)((yi - (aMask + 2)) * 0.5f - xi); + + float a0 = (2.0f / 3.0f) - x0 * x0 - y0 * y0; + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord2D(seed, i, j, x0, y0); + + float a1 = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a0); + float x1 = x0 - (float)(1 - 2 * G2); + float y1 = y0 - (float)(1 - 2 * G2); + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord2D(seed, i1, j1, x1, y1); + + int di2 = ~(aMask | cMask) | 1; + int ndj2 = (aMask & bMask) << 1; + float t2 = (di2 - ndj2) * (float)G2; + float x2 = x0 - di2 + t2; + float y2 = y0 + ndj2 + t2; + float a2 = (2.0f / 3.0f) - x2 * x2 - y2 * y2; + if (a2 > 0) { + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord2D(seed, i1 + (di2 & (-PRIME_X << 1)), j + (ndj2 & (PRIME_Y << 1)), x2, y2); + } + + int ndi3 = (aMask & cMask) << 1; + int dj3 = ~(aMask | bMask) | 1; + float t3 = (dj3 - ndi3) * (float)G2; + float x3 = x0 + ndi3 + t3; + float y3 = y0 - dj3 + t3; + float a3 = (2.0f / 3.0f) - x3 * x3 - y3 * y3; + if (a3 > 0) { + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord2D(seed, i + (ndi3 & (PRIME_X << 1)), j1 + (dj3 & (-PRIME_Y << 1)), x3, y3); + } + + return value * 18.24196194486065f; +} + +static float _fnlSingleOpenSimplex2S3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + // 3D OpenSimplex2S case uses two offset rotated cube grids. + + /* + * --- Rotation moved to TransformNoiseCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + int k = _fnlFastFloor(z); + float xi = (float)(x - i); + float yi = (float)(y - j); + float zi = (float)(z - k); + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + int seed2 = seed + 1293373; + + int xNMask = (int)(-0.5f - xi); + int yNMask = (int)(-0.5f - yi); + int zNMask = (int)(-0.5f - zi); + + float x0 = xi + xNMask; + float y0 = yi + yNMask; + float z0 = zi + zNMask; + float a0 = 0.75f - x0 * x0 - y0 * y0 - z0 * z0; + float value = (a0 * a0) * (a0 * a0) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x0, y0, z0); + + float x1 = xi - 0.5f; + float y1 = yi - 0.5f; + float z1 = zi - 0.5f; + float a1 = 0.75f - x1 * x1 - y1 * y1 - z1 * z1; + value += (a1 * a1) * (a1 * a1) * _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y, k + PRIME_Z, x1, y1, z1); + + float xAFlipMask0 = ((xNMask | 1) << 1) * x1; + float yAFlipMask0 = ((yNMask | 1) << 1) * y1; + float zAFlipMask0 = ((zNMask | 1) << 1) * z1; + float xAFlipMask1 = (-2 - (xNMask << 2)) * x1 - 1.0f; + float yAFlipMask1 = (-2 - (yNMask << 2)) * y1 - 1.0f; + float zAFlipMask1 = (-2 - (zNMask << 2)) * z1 - 1.0f; + + bool skip5 = false; + float a2 = xAFlipMask0 + a0; + if (a2 > 0) { + float x2 = x0 - (xNMask | 1); + float y2 = y0; + float z2 = z0; + value += (a2 * a2) * (a2 * a2) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x2, y2, z2); + } else { + float a3 = yAFlipMask0 + zAFlipMask0 + a0; + if (a3 > 0) { + float x3 = x0; + float y3 = y0 - (yNMask | 1); + float z3 = z0 - (zNMask | 1); + value += (a3 * a3) * (a3 * a3) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x3, y3, z3); + } + + float a4 = xAFlipMask1 + a1; + if (a4 > 0) { + float x4 = (xNMask | 1) + x1; + float y4 = y1; + float z4 = z1; + value += (a4 * a4) * (a4 * a4) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + PRIME_Z, x4, y4, z4); + skip5 = true; + } + } + + bool skip9 = false; + float a6 = yAFlipMask0 + a0; + if (a6 > 0) { + float x6 = x0; + float y6 = y0 - (yNMask | 1); + float z6 = z0; + value += (a6 * a6) * (a6 * a6) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), x6, y6, z6); + } else { + float a7 = xAFlipMask0 + zAFlipMask0 + a0; + if (a7 > 0) { + float x7 = x0 - (xNMask | 1); + float y7 = y0; + float z7 = z0 - (zNMask | 1); + value += (a7 * a7) * (a7 * a7) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), x7, y7, z7); + } + + float a8 = yAFlipMask1 + a1; + if (a8 > 0) { + float x8 = x1; + float y8 = (yNMask | 1) + y1; + float z8 = z1; + value += (a8 * a8) * (a8 * a8) * _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, x8, y8, z8); + skip9 = true; + } + } + + bool skipD = false; + float aA = zAFlipMask0 + a0; + if (aA > 0) { + float xA = x0; + float yA = y0; + float zA = z0 - (zNMask | 1); + value += (aA * aA) * (aA * aA) * _fnlGradCoord3D(seed, i + (xNMask & PRIME_X), j + (yNMask & PRIME_Y), k + (~zNMask & PRIME_Z), xA, yA, zA); + } else { + float aB = xAFlipMask0 + yAFlipMask0 + a0; + if (aB > 0) { + float xB = x0 - (xNMask | 1); + float yB = y0 - (yNMask | 1); + float zB = z0; + value += (aB * aB) * (aB * aB) * _fnlGradCoord3D(seed, i + (~xNMask & PRIME_X), j + (~yNMask & PRIME_Y), k + (zNMask & PRIME_Z), xB, yB, zB); + } + + float aC = zAFlipMask1 + a1; + if (aC > 0) { + float xC = x1; + float yC = y1; + float zC = (zNMask | 1) + z1; + value += (aC * aC) * (aC * aC) * _fnlGradCoord3D(seed2, i + PRIME_X, j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), xC, yC, zC); + skipD = true; + } + } + + if (!skip5) { + float a5 = yAFlipMask1 + zAFlipMask1 + a1; + if (a5 > 0) { + float x5 = x1; + float y5 = (yNMask | 1) + y1; + float z5 = (zNMask | 1) + z1; + value += (a5 * a5) * (a5 * a5) * _fnlGradCoord3D(seed2, i + PRIME_X, j + (yNMask & (PRIME_Y << 1)), k + (zNMask & (PRIME_Z << 1)), x5, y5, z5); + } + } + + if (!skip9) { + float a9 = xAFlipMask1 + zAFlipMask1 + a1; + if (a9 > 0) { + float x9 = (xNMask | 1) + x1; + float y9 = y1; + float z9 = (zNMask | 1) + z1; + value += (a9 * a9) * (a9 * a9) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X * 2)), j + PRIME_Y, k + (zNMask & (PRIME_Z << 1)), x9, y9, z9); + } + } + + if (!skipD) { + float aD = xAFlipMask1 + yAFlipMask1 + a1; + if (aD > 0) { + float xD = (xNMask | 1) + x1; + float yD = (yNMask | 1) + y1; + float zD = z1; + value += (aD * aD) * (aD * aD) * _fnlGradCoord3D(seed2, i + (xNMask & (PRIME_X << 1)), j + (yNMask & (PRIME_Y << 1)), k + PRIME_Z, xD, yD, zD); + } + } + + return value * 9.046026385208288f; +} + +// Cellular Noise + +static float _fnlSingleCellular2D(fnl_state state, int seed, FNLfloat x, FNLfloat y) +{ + int xr = _fnlFastRound(x); + int yr = _fnlFastRound(y); + + float distance0 = 1e10f; + float distance1 = 1e10f; + int closestHash = 0; + + float cellularJitter = 0.43701595f * state.cellular_jitter_mod; + + int xPrimed = (xr - 1) * PRIME_X; + int yPrimedBase = (yr - 1) * PRIME_Y; + + FNL_FLATTEN switch (state.cellular_distance_func) + { + default: + case FNL_CELLULAR_DISTANCE_EUCLIDEAN: + case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY; + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + case FNL_CELLULAR_DISTANCE_MANHATTAN: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + case FNL_CELLULAR_DISTANCE_HYBRID: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int hash = _fnlHash2D(seed, xPrimed, yPrimed); + int idx = hash & (255 << 1); + + float vecX = (float)(xi - x) + RAND_VECS_2D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_2D[idx | 1] * cellularJitter; + + float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY)) + (vecX * vecX + vecY * vecY); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + } + + FNL_FLATTEN if (state.cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE) + { + distance0 = _fnlFastSqrt(distance0); + if (state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2) + distance1 = _fnlFastSqrt(distance1); + } + + switch (state.cellular_return_type) { + case FNL_CELLULAR_RETURN_TYPE_CELLVALUE: + return closestHash * (1 / 2147483648.0f); + case FNL_CELLULAR_RETURN_TYPE_DISTANCE: + return distance0 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2: + return distance1 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD: + return (distance1 + distance0) * 0.5f - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB: + return distance1 - distance0 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL: + return distance1 * distance0 * 0.5f - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV: + return distance0 / distance1 - 1; + default: + return 0; + } +} + +static float _fnlSingleCellular3D(fnl_state state, int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int xr = _fnlFastRound(x); + int yr = _fnlFastRound(y); + int zr = _fnlFastRound(z); + + float distance0 = 1e10f; + float distance1 = 1e10f; + int closestHash = 0; + + float cellularJitter = 0.39614353f * state.cellular_jitter_mod; + + int xPrimed = (xr - 1) * PRIME_X; + int yPrimedBase = (yr - 1) * PRIME_Y; + int zPrimedBase = (zr - 1) * PRIME_Z; + + switch (state.cellular_distance_func) { + default: + case FNL_CELLULAR_DISTANCE_EUCLIDEAN: + case FNL_CELLULAR_DISTANCE_EUCLIDEANSQ: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = vecX * vecX + vecY * vecY + vecZ * vecZ; + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + case FNL_CELLULAR_DISTANCE_MANHATTAN: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = _fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + case FNL_CELLULAR_DISTANCE_HYBRID: + { + for (int xi = xr - 1; xi <= xr + 1; xi++) { + int yPrimed = yPrimedBase; + + for (int yi = yr - 1; yi <= yr + 1; yi++) { + int zPrimed = zPrimedBase; + + for (int zi = zr - 1; zi <= zr + 1; zi++) { + int hash = _fnlHash3D(seed, xPrimed, yPrimed, zPrimed); + int idx = hash & (255 << 2); + + float vecX = (float)(xi - x) + RAND_VECS_3D[idx] * cellularJitter; + float vecY = (float)(yi - y) + RAND_VECS_3D[idx | 1] * cellularJitter; + float vecZ = (float)(zi - z) + RAND_VECS_3D[idx | 2] * cellularJitter; + + float newDistance = (_fnlFastAbs(vecX) + _fnlFastAbs(vecY) + _fnlFastAbs(vecZ)) + (vecX * vecX + vecY * vecY + vecZ * vecZ); + + distance1 = _fnlFastMax(_fnlFastMin(distance1, newDistance), distance0); + if (newDistance < distance0) { + distance0 = newDistance; + closestHash = hash; + } + zPrimed += PRIME_Z; + } + yPrimed += PRIME_Y; + } + xPrimed += PRIME_X; + } + break; + } + } + + if (state.cellular_distance_func == FNL_CELLULAR_DISTANCE_EUCLIDEAN && state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE) { + distance0 = _fnlFastSqrt(distance0); + if (state.cellular_return_type >= FNL_CELLULAR_RETURN_TYPE_DISTANCE2) + distance1 = _fnlFastSqrt(distance1); + } + + switch (state.cellular_return_type) { + case FNL_CELLULAR_RETURN_TYPE_CELLVALUE: + return closestHash * (1 / 2147483648.0f); + case FNL_CELLULAR_RETURN_TYPE_DISTANCE: + return distance0 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2: + return distance1 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2ADD: + return (distance1 + distance0) * 0.5f - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2SUB: + return distance1 - distance0 - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2MUL: + return distance1 * distance0 * 0.5f - 1; + case FNL_CELLULAR_RETURN_TYPE_DISTANCE2DIV: + return distance0 / distance1 - 1; + default: + return 0; + } +} + +// Perlin Noise + +static float _fnlSinglePerlin2D(int seed, FNLfloat x, FNLfloat y) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + + float xs = _fnlInterpQuintic(xd0); + float ys = _fnlInterpQuintic(yd0); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + float xf0 = _fnlLerp(_fnlGradCoord2D(seed, x0, y0, xd0, yd0), _fnlGradCoord2D(seed, x1, y0, xd1, yd0), xs); + float xf1 = _fnlLerp(_fnlGradCoord2D(seed, x0, y1, xd0, yd1), _fnlGradCoord2D(seed, x1, y1, xd1, yd1), xs); + + return _fnlLerp(xf0, xf1, ys) * 1.4247691104677813f; +} + +static float _fnlSinglePerlin3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + int z0 = _fnlFastFloor(z); + + float xd0 = (float)(x - x0); + float yd0 = (float)(y - y0); + float zd0 = (float)(z - z0); + float xd1 = xd0 - 1; + float yd1 = yd0 - 1; + float zd1 = zd0 - 1; + + float xs = _fnlInterpQuintic(xd0); + float ys = _fnlInterpQuintic(yd0); + float zs = _fnlInterpQuintic(zd0); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + float xf00 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z0, xd0, yd0, zd0), _fnlGradCoord3D(seed, x1, y0, z0, xd1, yd0, zd0), xs); + float xf10 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z0, xd0, yd1, zd0), _fnlGradCoord3D(seed, x1, y1, z0, xd1, yd1, zd0), xs); + float xf01 = _fnlLerp(_fnlGradCoord3D(seed, x0, y0, z1, xd0, yd0, zd1), _fnlGradCoord3D(seed, x1, y0, z1, xd1, yd0, zd1), xs); + float xf11 = _fnlLerp(_fnlGradCoord3D(seed, x0, y1, z1, xd0, yd1, zd1), _fnlGradCoord3D(seed, x1, y1, z1, xd1, yd1, zd1), xs); + + float yf0 = _fnlLerp(xf00, xf10, ys); + float yf1 = _fnlLerp(xf01, xf11, ys); + + return _fnlLerp(yf0, yf1, zs) * 0.964921414852142333984375f; +} + +// Value Cubic + +static float _fnlSingleValueCubic2D(int seed, FNLfloat x, FNLfloat y) +{ + int x1 = _fnlFastFloor(x); + int y1 = _fnlFastFloor(y); + + float xs = x - (float)x1; + float ys = y - (float)y1; + + x1 *= PRIME_X; + y1 *= PRIME_Y; + + int x0 = x1 - PRIME_X; + int y0 = y1 - PRIME_Y; + int x2 = x1 + PRIME_X; + int y2 = y1 + PRIME_Y; + int x3 = x1 + PRIME_X * 2; + int y3 = y1 + PRIME_Y * 2; + + return _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), _fnlValCoord2D(seed, x2, y0), _fnlValCoord2D(seed, x3, y0), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), _fnlValCoord2D(seed, x2, y1), _fnlValCoord2D(seed, x3, y1), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y2), _fnlValCoord2D(seed, x1, y2), _fnlValCoord2D(seed, x2, y2), _fnlValCoord2D(seed, x3, y2), + xs), + _fnlCubicLerp(_fnlValCoord2D(seed, x0, y3), _fnlValCoord2D(seed, x1, y3), _fnlValCoord2D(seed, x2, y3), _fnlValCoord2D(seed, x3, y3), + xs), + ys) * + (1 / (1.5f * 1.5f)); +} + +static float _fnlSingleValueCubic3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x1 = _fnlFastFloor(x); + int y1 = _fnlFastFloor(y); + int z1 = _fnlFastFloor(z); + + float xs = x - (float)x1; + float ys = y - (float)y1; + float zs = z - (float)z1; + + x1 *= PRIME_X; + y1 *= PRIME_Y; + z1 *= PRIME_Z; + + int x0 = x1 - PRIME_X; + int y0 = y1 - PRIME_Y; + int z0 = z1 - PRIME_Z; + int x2 = x1 + PRIME_X; + int y2 = y1 + PRIME_Y; + int z2 = z1 + PRIME_Z; + int x3 = x1 + PRIME_X * 2; + int y3 = y1 + PRIME_Y * 2; + int z3 = z1 + PRIME_Z * 2; + + return _fnlCubicLerp( + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), _fnlValCoord3D(seed, x2, y0, z0), _fnlValCoord3D(seed, x3, y0, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), _fnlValCoord3D(seed, x2, y1, z0), _fnlValCoord3D(seed, x3, y1, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z0), _fnlValCoord3D(seed, x1, y2, z0), _fnlValCoord3D(seed, x2, y2, z0), _fnlValCoord3D(seed, x3, y2, z0), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z0), _fnlValCoord3D(seed, x1, y3, z0), _fnlValCoord3D(seed, x2, y3, z0), _fnlValCoord3D(seed, x3, y3, z0), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), _fnlValCoord3D(seed, x2, y0, z1), _fnlValCoord3D(seed, x3, y0, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), _fnlValCoord3D(seed, x2, y1, z1), _fnlValCoord3D(seed, x3, y1, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z1), _fnlValCoord3D(seed, x1, y2, z1), _fnlValCoord3D(seed, x2, y2, z1), _fnlValCoord3D(seed, x3, y2, z1), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z1), _fnlValCoord3D(seed, x1, y3, z1), _fnlValCoord3D(seed, x2, y3, z1), _fnlValCoord3D(seed, x3, y3, z1), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z2), _fnlValCoord3D(seed, x1, y0, z2), _fnlValCoord3D(seed, x2, y0, z2), _fnlValCoord3D(seed, x3, y0, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z2), _fnlValCoord3D(seed, x1, y1, z2), _fnlValCoord3D(seed, x2, y1, z2), _fnlValCoord3D(seed, x3, y1, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z2), _fnlValCoord3D(seed, x1, y2, z2), _fnlValCoord3D(seed, x2, y2, z2), _fnlValCoord3D(seed, x3, y2, z2), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z2), _fnlValCoord3D(seed, x1, y3, z2), _fnlValCoord3D(seed, x2, y3, z2), _fnlValCoord3D(seed, x3, y3, z2), xs), + ys), + _fnlCubicLerp( + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y0, z3), _fnlValCoord3D(seed, x1, y0, z3), _fnlValCoord3D(seed, x2, y0, z3), _fnlValCoord3D(seed, x3, y0, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y1, z3), _fnlValCoord3D(seed, x1, y1, z3), _fnlValCoord3D(seed, x2, y1, z3), _fnlValCoord3D(seed, x3, y1, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y2, z3), _fnlValCoord3D(seed, x1, y2, z3), _fnlValCoord3D(seed, x2, y2, z3), _fnlValCoord3D(seed, x3, y2, z3), xs), + _fnlCubicLerp(_fnlValCoord3D(seed, x0, y3, z3), _fnlValCoord3D(seed, x1, y3, z3), _fnlValCoord3D(seed, x2, y3, z3), _fnlValCoord3D(seed, x3, y3, z3), xs), + ys), + zs) * + (1 / (1.5f * 1.5f * 1.5f)); +} + +// Value noise + +static float _fnlSingleValue2D(int seed, FNLfloat x, FNLfloat y) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + + float xs = _fnlInterpHermite((float)(x - x0)); + float ys = _fnlInterpHermite((float)(y - y0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + float xf0 = _fnlLerp(_fnlValCoord2D(seed, x0, y0), _fnlValCoord2D(seed, x1, y0), xs); + float xf1 = _fnlLerp(_fnlValCoord2D(seed, x0, y1), _fnlValCoord2D(seed, x1, y1), xs); + + return _fnlLerp(xf0, xf1, ys); +} + +static float _fnlSingleValue3D(int seed, FNLfloat x, FNLfloat y, FNLfloat z) +{ + int x0 = _fnlFastFloor(x); + int y0 = _fnlFastFloor(y); + int z0 = _fnlFastFloor(z); + + float xs = _fnlInterpHermite((float)(x - x0)); + float ys = _fnlInterpHermite((float)(y - y0)); + float zs = _fnlInterpHermite((float)(z - z0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + float xf00 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z0), _fnlValCoord3D(seed, x1, y0, z0), xs); + float xf10 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z0), _fnlValCoord3D(seed, x1, y1, z0), xs); + float xf01 = _fnlLerp(_fnlValCoord3D(seed, x0, y0, z1), _fnlValCoord3D(seed, x1, y0, z1), xs); + float xf11 = _fnlLerp(_fnlValCoord3D(seed, x0, y1, z1), _fnlValCoord3D(seed, x1, y1, z1), xs); + + float yf0 = _fnlLerp(xf00, xf10, ys); + float yf1 = _fnlLerp(xf01, xf11, ys); + + return _fnlLerp(yf0, yf1, zs); +} + +// Domain Warp + +// Forward declare +static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp); +static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp); +static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xr, inout FNLfloat yr, bool outGradOnly); +static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xr, inout FNLfloat yr, inout FNLfloat zr, bool outGradOnly); + +static void _fnlDoSingleDomainWarp2D(fnl_state state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp) +{ + FNL_FLATTEN switch (state.domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + _fnlSingleDomainWarpSimplexGradient(seed, amp * 38.283687591552734375f, freq, x, y, xp, yp, false); + break; + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + _fnlSingleDomainWarpSimplexGradient(seed, amp * 16.0f, freq, x, y, xp, yp, true); + break; + case FNL_DOMAIN_WARP_BASICGRID: + _fnlSingleDomainWarpBasicGrid2D(seed, amp, freq, x, y, xp, yp); + break; + } +} + +static void _fnlDoSingleDomainWarp3D(fnl_state state, int seed, float amp, float freq, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp) +{ + FNL_FLATTEN switch (state.domain_warp_type) + { + case FNL_DOMAIN_WARP_OPENSIMPLEX2: + _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 32.69428253173828125f, freq, x, y, z, xp, yp, zp, false); + break; + case FNL_DOMAIN_WARP_OPENSIMPLEX2_REDUCED: + _fnlSingleDomainWarpOpenSimplex2Gradient(seed, amp * 7.71604938271605f, freq, x, y, z, xp, yp, zp, true); + break; + case FNL_DOMAIN_WARP_BASICGRID: + _fnlSingleDomainWarpBasicGrid3D(seed, amp, freq, x, y, z, xp, yp, zp); + break; + } +} + +// Domain Warp Single Wrapper + +static void _fnlDomainWarpSingle2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + FNLfloat xs = x; + FNLfloat ys = y; + _fnlTransformDomainWarpCoordinate2D(state, xs, ys); + + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); +} + +static void _fnlDomainWarpSingle3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + FNLfloat xs = x; + FNLfloat ys = y; + FNLfloat zs = z; + _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs); + + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); +} + +// Domain Warp Fractal Progressive + +static void _fnlDomainWarpFractalProgressive2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + for (int i = 0; i < state.octaves; i++) { + FNLfloat xs = x; + FNLfloat ys = y; + _fnlTransformDomainWarpCoordinate2D(state, xs, ys); + + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= state.gain; + freq *= state.lacunarity; + } +} + +static void _fnlDomainWarpFractalProgressive3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + for (int i = 0; i < state.octaves; i++) { + FNLfloat xs = x; + FNLfloat ys = y; + FNLfloat zs = z; + _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs); + + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= state.gain; + freq *= state.lacunarity; + } +} + +// Domain Warp Fractal Independent + +static void _fnlDomainWarpFractalIndependent2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + FNLfloat xs = x; + FNLfloat ys = y; + _fnlTransformDomainWarpCoordinate2D(state, xs, ys); + + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + for (int i = 0; i < state.octaves; i++) { + _fnlDoSingleDomainWarp2D(state, seed, amp, freq, xs, ys, x, y); + + seed++; + amp *= state.gain; + freq *= state.lacunarity; + } +} + +static void _fnlDomainWarpFractalIndependent3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + FNLfloat xs = x; + FNLfloat ys = y; + FNLfloat zs = z; + _fnlTransformDomainWarpCoordinate3D(state, xs, ys, zs); + + int seed = state.seed; + float amp = state.domain_warp_amp * _fnlCalculateFractalBounding(state); + float freq = state.frequency; + + for (int i = 0; i < state.octaves; i++) { + _fnlDoSingleDomainWarp3D(state, seed, amp, freq, xs, ys, zs, x, y, z); + + seed++; + amp *= state.gain; + freq *= state.lacunarity; + } +} + +// Domain Warp Basic Grid + +static void _fnlSingleDomainWarpBasicGrid2D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xp, inout FNLfloat yp) +{ + FNLfloat xf = x * frequency; + FNLfloat yf = y * frequency; + + int x0 = _fnlFastFloor(xf); + int y0 = _fnlFastFloor(yf); + + float xs = _fnlInterpHermite((float)(xf - x0)); + float ys = _fnlInterpHermite((float)(yf - y0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + + int idx0 = _fnlHash2D(seed, x0, y0) & (255 << 1); + int idx1 = _fnlHash2D(seed, x1, y0) & (255 << 1); + + float lx0x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs); + float ly0x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs); + + idx0 = _fnlHash2D(seed, x0, y1) & (255 << 1); + idx1 = _fnlHash2D(seed, x1, y1) & (255 << 1); + + float lx1x = _fnlLerp(RAND_VECS_2D[idx0], RAND_VECS_2D[idx1], xs); + float ly1x = _fnlLerp(RAND_VECS_2D[idx0 | 1], RAND_VECS_2D[idx1 | 1], xs); + + xp += _fnlLerp(lx0x, lx1x, ys) * warpAmp; + yp += _fnlLerp(ly0x, ly1x, ys) * warpAmp; +} + +static void _fnlSingleDomainWarpBasicGrid3D(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xp, inout FNLfloat yp, inout FNLfloat zp) +{ + FNLfloat xf = x * frequency; + FNLfloat yf = y * frequency; + FNLfloat zf = z * frequency; + + int x0 = _fnlFastFloor(xf); + int y0 = _fnlFastFloor(yf); + int z0 = _fnlFastFloor(zf); + + float xs = _fnlInterpHermite((float)(xf - x0)); + float ys = _fnlInterpHermite((float)(yf - y0)); + float zs = _fnlInterpHermite((float)(zf - z0)); + + x0 *= PRIME_X; + y0 *= PRIME_Y; + z0 *= PRIME_Z; + int x1 = x0 + PRIME_X; + int y1 = y0 + PRIME_Y; + int z1 = z0 + PRIME_Z; + + int idx0 = _fnlHash3D(seed, x0, y0, z0) & (255 << 2); + int idx1 = _fnlHash3D(seed, x1, y0, z0) & (255 << 2); + + float lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + float ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + float lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + idx0 = _fnlHash3D(seed, x0, y1, z0) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y1, z0) & (255 << 2); + + float lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + float ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + float lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + float lx0y = _fnlLerp(lx0x, lx1x, ys); + float ly0y = _fnlLerp(ly0x, ly1x, ys); + float lz0y = _fnlLerp(lz0x, lz1x, ys); + + idx0 = _fnlHash3D(seed, x0, y0, z1) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y0, z1) & (255 << 2); + + lx0x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + ly0x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + lz0x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + idx0 = _fnlHash3D(seed, x0, y1, z1) & (255 << 2); + idx1 = _fnlHash3D(seed, x1, y1, z1) & (255 << 2); + + lx1x = _fnlLerp(RAND_VECS_3D[idx0], RAND_VECS_3D[idx1], xs); + ly1x = _fnlLerp(RAND_VECS_3D[idx0 | 1], RAND_VECS_3D[idx1 | 1], xs); + lz1x = _fnlLerp(RAND_VECS_3D[idx0 | 2], RAND_VECS_3D[idx1 | 2], xs); + + xp += _fnlLerp(lx0y, _fnlLerp(lx0x, lx1x, ys), zs) * warpAmp; + yp += _fnlLerp(ly0y, _fnlLerp(ly0x, ly1x, ys), zs) * warpAmp; + zp += _fnlLerp(lz0y, _fnlLerp(lz0x, lz1x, ys), zs) * warpAmp; +} + +// Domain Warp Simplex/OpenSimplex2 + +static void _fnlSingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, inout FNLfloat xr, inout FNLfloat yr, bool outGradOnly) +{ + const float SQRT3 = 1.7320508075688772935274463415059f; + const float G2 = (3 - SQRT3) / 6; + + x *= frequency; + y *= frequency; + + /* + * --- Skew moved to TransformNoiseCoordinate method --- + * const FNLfloat F2 = 0.5f * (SQRT3 - 1); + * FNLfloat s = (x + y) * F2; + * x += s; y += s; + */ + + int i = _fnlFastFloor(x); + int j = _fnlFastFloor(y); + float xi = (float)(x - i); + float yi = (float)(y - j); + + float t = (xi + yi) * G2; + float x0 = (float)(xi - t); + float y0 = (float)(yi - t); + + i *= PRIME_X; + j *= PRIME_Y; + + float vx, vy; + vx = vy = 0; + + float a = 0.5f - x0 * x0 - y0 * y0; + if (a > 0) { + float aaaa = (a * a) * (a * a); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i, j, xo, yo); + else + _fnlGradCoordDual2D(seed, i, j, x0, y0, xo, yo); + vx += aaaa * xo; + vy += aaaa * yo; + } + + float c = (float)(2 * (1 - 2 * G2) * (1 / G2 - 2)) * t + ((float)(-2 * (1 - 2 * G2) * (1 - 2 * G2)) + a); + if (c > 0) { + float x2 = x0 + (2 * (float)G2 - 1); + float y2 = y0 + (2 * (float)G2 - 1); + float cccc = (c * c) * (c * c); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i + PRIME_X, j + PRIME_Y, xo, yo); + else + _fnlGradCoordDual2D(seed, i + PRIME_X, j + PRIME_Y, x2, y2, xo, yo); + vx += cccc * xo; + vy += cccc * yo; + } + + if (y0 > x0) { + float x1 = x0 + (float)G2; + float y1 = y0 + ((float)G2 - 1); + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i, j + PRIME_Y, xo, yo); + else + _fnlGradCoordDual2D(seed, i, j + PRIME_Y, x1, y1, xo, yo); + vx += bbbb * xo; + vy += bbbb * yo; + } + } else { + float x1 = x0 + ((float)G2 - 1); + float y1 = y0 + (float)G2; + float b = 0.5f - x1 * x1 - y1 * y1; + if (b > 0) { + float bbbb = (b * b) * (b * b); + float xo, yo; + if (outGradOnly) + _fnlGradCoordOut2D(seed, i + PRIME_X, j, xo, yo); + else + _fnlGradCoordDual2D(seed, i + PRIME_X, j, x1, y1, xo, yo); + vx += bbbb * xo; + vy += bbbb * yo; + } + } + + xr += vx * warpAmp; + yr += vy * warpAmp; +} + +static void _fnlSingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNLfloat x, FNLfloat y, FNLfloat z, inout FNLfloat xr, inout FNLfloat yr, inout FNLfloat zr, bool outGradOnly) +{ + x *= frequency; + y *= frequency; + z *= frequency; + + /* + * --- Rotation moved to TransformDomainWarpCoordinate method --- + * const FNLfloat R3 = (FNLfloat)(2.0 / 3.0); + * FNLfloat r = (x + y + z) * R3; // Rotation, not skew + * x = r - x; y = r - y; z = r - z; + */ + + int i = _fnlFastRound(x); + int j = _fnlFastRound(y); + int k = _fnlFastRound(z); + float x0 = (float)x - i; + float y0 = (float)y - j; + float z0 = (float)z - k; + + int xNSign = (int)(-x0 - 1.0f) | 1; + int yNSign = (int)(-y0 - 1.0f) | 1; + int zNSign = (int)(-z0 - 1.0f) | 1; + + float ax0 = xNSign * -x0; + float ay0 = yNSign * -y0; + float az0 = zNSign * -z0; + + i *= PRIME_X; + j *= PRIME_Y; + k *= PRIME_Z; + + float vx, vy, vz; + vx = vy = vz = 0; + + float a = (0.6f - x0 * x0) - (y0 * y0 + z0 * z0); + for (int l = 0; l < 2; l++) { + if (a > 0) { + float aaaa = (a * a) * (a * a); + float xo, yo, zo; + if (outGradOnly) + _fnlGradCoordOut3D(seed, i, j, k, xo, yo, zo); + else + _fnlGradCoordDual3D(seed, i, j, k, x0, y0, z0, xo, yo, zo); + vx += aaaa * xo; + vy += aaaa * yo; + vz += aaaa * zo; + } + + float b = a + 1; + int i1 = i; + int j1 = j; + int k1 = k; + float x1 = x0; + float y1 = y0; + float z1 = z0; + if (ax0 >= ay0 && ax0 >= az0) { + x1 += xNSign; + b -= xNSign * 2 * x1; + i1 -= xNSign * PRIME_X; + } else if (ay0 > ax0 && ay0 >= az0) { + y1 += yNSign; + b -= yNSign * 2 * y1; + j1 -= yNSign * PRIME_Y; + } else { + z1 += zNSign; + b -= zNSign * 2 * z1; + k1 -= zNSign * PRIME_Z; + } + + if (b > 0) { + float bbbb = (b * b) * (b * b); + float xo, yo, zo; + if (outGradOnly) + _fnlGradCoordOut3D(seed, i1, j1, k1, xo, yo, zo); + else + _fnlGradCoordDual3D(seed, i1, j1, k1, x1, y1, z1, xo, yo, zo); + vx += bbbb * xo; + vy += bbbb * yo; + vz += bbbb * zo; + } + + if (l == 1) + break; + + ax0 = 0.5f - ax0; + ay0 = 0.5f - ay0; + az0 = 0.5f - az0; + + x0 = xNSign * ax0; + y0 = yNSign * ay0; + z0 = zNSign * az0; + + a += (0.75f - ax0) - (ay0 + az0); + + i += (xNSign >> 1) & PRIME_X; + j += (yNSign >> 1) & PRIME_Y; + k += (zNSign >> 1) & PRIME_Z; + + xNSign = -xNSign; + yNSign = -yNSign; + zNSign = -zNSign; + + seed += 1293373; + } + + xr += vx * warpAmp; + yr += vy * warpAmp; + zr += vz * warpAmp; +} + +// ==================== +// Public API +// ==================== + +fnl_state fnlCreateState(int seed) +{ + fnl_state newState; + newState.seed = seed; + newState.frequency = 0.01f; + newState.noise_type = FNL_NOISE_OPENSIMPLEX2; + newState.rotation_type_3d = FNL_ROTATION_NONE; + newState.fractal_type = FNL_FRACTAL_NONE; + newState.octaves = 3; + newState.lacunarity = 2.0f; + newState.gain = 0.5f; + newState.weighted_strength = 0.0f; + newState.ping_pong_strength = 2.0f; + newState.cellular_distance_func = FNL_CELLULAR_DISTANCE_EUCLIDEANSQ; + newState.cellular_return_type = FNL_CELLULAR_RETURN_TYPE_DISTANCE; + newState.cellular_jitter_mod = 1.0f; + newState.domain_warp_amp = 30.0f; + newState.domain_warp_type = FNL_DOMAIN_WARP_OPENSIMPLEX2; + return newState; +} + +float fnlGetNoise2D(fnl_state state, FNLfloat x, FNLfloat y) +{ + _fnlTransformNoiseCoordinate2D(state, x, y); + + FNL_FLATTEN switch (state.fractal_type) + { + default: + return _fnlGenNoiseSingle2D(state, state.seed, x, y); + case FNL_FRACTAL_FBM: + return _fnlGenFractalFBM2D(state, x, y); + case FNL_FRACTAL_RIDGED: + return _fnlGenFractalRidged2D(state, x, y); + case FNL_FRACTAL_PINGPONG: + return _fnlGenFractalPingPong2D(state, x, y); + } +} + +float fnlGetNoise3D(fnl_state state, FNLfloat x, FNLfloat y, FNLfloat z) +{ + _fnlTransformNoiseCoordinate3D(state, x, y, z); + + // Select a noise type + FNL_FLATTEN switch (state.fractal_type) + { + default: + return _fnlGenNoiseSingle3D(state, state.seed, x, y, z); + case FNL_FRACTAL_FBM: + return _fnlGenFractalFBM3D(state, x, y, z); + case FNL_FRACTAL_RIDGED: + return _fnlGenFractalRidged3D(state, x, y, z); + case FNL_FRACTAL_PINGPONG: + return _fnlGenFractalPingPong3D(state, x, y, z); + } +} + +void fnlDomainWarp2D(fnl_state state, inout FNLfloat x, inout FNLfloat y) +{ + FNL_FLATTEN switch (state.fractal_type) + { + default: + _fnlDomainWarpSingle2D(state, x, y); + break; + case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE: + _fnlDomainWarpFractalProgressive2D(state, x, y); + break; + case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT: + _fnlDomainWarpFractalIndependent2D(state, x, y); + break; + } +} + +void fnlDomainWarp3D(fnl_state state, inout FNLfloat x, inout FNLfloat y, inout FNLfloat z) +{ + FNL_FLATTEN switch (state.fractal_type) + { + default: + _fnlDomainWarpSingle3D(state, x, y, z); + break; + case FNL_FRACTAL_DOMAIN_WARP_PROGRESSIVE: + _fnlDomainWarpFractalProgressive3D(state, x, y, z); + break; + case FNL_FRACTAL_DOMAIN_WARP_INDEPENDENT: + _fnlDomainWarpFractalIndependent3D(state, x, y, z); + break; + } +} diff --git a/features/Snow Cover/Shaders/SnowCover/SnowCover.hlsli b/features/Snow Cover/Shaders/SnowCover/SnowCover.hlsli new file mode 100644 index 000000000..99ccaeb84 --- /dev/null +++ b/features/Snow Cover/Shaders/SnowCover/SnowCover.hlsli @@ -0,0 +1,95 @@ +#include "SnowCover/FastNoiseLite.hlsl" + +struct PerPassSnowCover +{ + uint Month; + float Time; + float Snowing; + float SnowAmount; + float SnowpileAmount; + + uint EnableSnowCover; + float pad[2]; +}; + +StructuredBuffer perPassSnowCover : register(t41); + + +#if !defined(WETNESS_EFFECTS) + float hash11(float p) + { + return frac(sin(p) * 1e4); + } + +// https://blog.selfshadow.com/publications/blending-in-detail/ +// for when s = (0,0,1) +float3 ReorientNormal(float3 n1, float3 n2) +{ + n1 += float3(0, 0, 1); + n2 *= float3(-1, -1, 1); + + return n1 * dot(n1, n2) / n1.z - n2; +} + +#endif + +// stolen from wetness effects +float SnowNoise(float3 pos) +{ + // https://github.com/BelmuTM/Noble/blob/master/LICENSE.txt + + const float3 step = float3(110.0, 241.0, 171.0); + float3 i = floor(pos); + float3 f = frac(pos); + float n = dot(i, step); + + float3 u = f * f * (3.0 - 2.0 * f); + return lerp(lerp(lerp(hash11(n + dot(step, float3(0.0, 0.0, 0.0))), hash11(n + dot(step, float3(1.0, 0.0, 0.0))), u.x), + lerp(hash11(n + dot(step, float3(0.0, 1.0, 0.0))), hash11(n + dot(step, float3(1.0, 1.0, 0.0))), u.x), u.y), + lerp(lerp(hash11(n + dot(step, float3(0.0, 0.0, 1.0))), hash11(n + dot(step, float3(1.0, 0.0, 1.0))), u.x), + lerp(hash11(n + dot(step, float3(0.0, 1.0, 1.0))), hash11(n + dot(step, float3(1.0, 1.0, 1.0))), u.x), u.y), + u.z); +} + +float ApplySnowBase(inout float3 color, inout float3 worldNormal, float3 worldPos, float cover, float viewDist, out float vnoise, out float snoise){ + viewDist = max(1, sqrt(viewDist)-32); + fnl_state noise = fnlCreateState(); + noise.noise_type = FNL_NOISE_VALUE_CUBIC; + float v = fnlGetNoise2D(noise, worldPos.x*512, worldPos.y*512)/viewDist; + noise.fractal_type = FNL_FRACTAL_FBM; + noise.noise_type = FNL_NOISE_OPENSIMPLEX2S; + noise.octaves = max(1, 3/viewDist); + float s = fnlGetNoise2D(noise, worldPos.x*4, worldPos.y*4); + float sx = fnlGetNoise2D(noise, worldPos.x*4+1, worldPos.y*4); + float sy = fnlGetNoise2D(noise, worldPos.x*4, worldPos.y*4+1); + float mult = saturate(pow(worldNormal.z,3.0)-0.15*abs(s))*(1.0-cover); + vnoise = (v)*0.5+0.5; + snoise = s*0.5+0.5; + color = lerp(color, 0.5+v*0.05, mult); + //worldNormal = normalize(lerp(worldNormal, float3(sx-s, sy-s,1.0), mult)); + worldNormal = normalize(lerp(worldNormal, ReorientNormal(worldNormal, float3(sx-s, sy-s,1.0)), mult)); + return mult; +} +# if defined(TRUE_PBR) +void ApplySnowPBR(inout float3 color, inout float3 worldNormal, inout PBRSurfaceProperties prop, float3 worldPos, float cover, float viewDist){ + float r; + float s; + color = sRGB2Lin(color);//makes no sense but matches vanilla better lol + float mult = ApplySnowBase(color, worldNormal, worldPos, cover, viewDist, r, s); + color = Lin2sRGB(color); + prop.Metallic *= mult; + prop.Roughness = lerp(prop.Roughness, 0.9-0.6*pow(r*s,3.0), mult); + prop.F0 = lerp(prop.F0, 0.02+0.02*pow(1-r,3.0), mult); + prop.AO = lerp(prop.AO, saturate(max(pow(0.5*s,0.5)+0.5,r)), mult); +} +# else +void ApplySnow(inout float3 color, inout float3 worldNormal, inout float glossiness, inout float shininess, float3 worldPos, float cover, float viewDist){ + float r; + float s; + //color = sRGB2Lin(color); + float mult = ApplySnowBase(color, worldNormal, worldPos, cover, viewDist, r, s); + //color = Lin2sRGB(color); + glossiness = lerp(glossiness, 0.1+0.6*pow(r*s,3.0), mult); + shininess = lerp(shininess, max(1, pow(1-r,3.0)*100), mult); +} +# endif \ No newline at end of file diff --git a/src/Feature.cpp b/src/Feature.cpp index 503152e52..481994cc6 100644 --- a/src/Feature.cpp +++ b/src/Feature.cpp @@ -15,6 +15,7 @@ #include "Features/WaterCaustics.h" #include "Features/WaterParallax.h" #include "Features/WetnessEffects.h" +#include "Features/SnowCover.h" #include "State.h" void Feature::Load(json&) @@ -116,7 +117,8 @@ const std::vector& Feature::GetFeatureList() TerrainBlending::GetSingleton(), WaterParallax::GetSingleton(), WaterCaustics::GetSingleton(), - SubsurfaceScattering::GetSingleton() + SubsurfaceScattering::GetSingleton(), + SnowCover::GetSingleton(), }; static std::vector featuresVR(features); diff --git a/src/Features/SnowCover.cpp b/src/Features/SnowCover.cpp new file mode 100644 index 000000000..4d8d28c60 --- /dev/null +++ b/src/Features/SnowCover.cpp @@ -0,0 +1,255 @@ +#include "SnowCover.h" + +#include "Util.h" + +const float MIN_START_PERCENTAGE = 0.05f; +const float DEFAULT_TRANSITION_PERCENTAGE = 1.0f; +const float TRANSITION_CURVE_MULTIPLIER = 2.0f; +const float TRANSITION_DENOMINATOR = 256.0f; +const float DRY_WETNESS = 0.0f; +const float RAIN_DELTA_PER_SECOND = 2.0f / 3600.0f; +const float SNOWY_DAY_DELTA_PER_SECOND = -0.0f / 3600.0f; // Only doing evaporation until snow wetness feature is added +const float CLOUDY_DAY_DELTA_PER_SECOND = -0.735f / 3600.0f; +const float CLEAR_DAY_DELTA_PER_SECOND = -1.518f / 3600.0f; +const float WETNESS_SCALE = 2.0; // Speed at which wetness builds up and drys. +const float PUDDLE_SCALE = 1.0; // Speed at which puddles build up and dry +const float MAX_PUDDLE_DEPTH = 3.0f; +const float MAX_WETNESS_DEPTH = 2.0f; +const float MAX_PUDDLE_WETNESS = 1.0f; +const float MAX_WETNESS = 1.0f; +const float SECONDS_IN_A_DAY = 86400; +const float MAX_TIME_DELTA = SECONDS_IN_A_DAY - 30; +const float MIN_WEATHER_TRANSITION_SPEED = 0.0f; +const float MAX_WEATHER_TRANSITION_SPEED = 500.0f; +const float AVERAGE_RAIN_VOLUME = 4000.0f; +const float MIN_RAINDROP_CHANCE_MULTIPLIER = 0.1f; +const float MAX_RAINDROP_CHANCE_MULTIPLIER = 2.0f; + +NLOHMANN_DEFINE_TYPE_NON_INTRUSIVE_WITH_DEFAULT( + SnowCover::Settings, + EnableSnowCover + ) + +void SnowCover::DrawSettings() +{ + if (ImGui::TreeNodeEx("Snow Cover", ImGuiTreeNodeFlags_DefaultOpen)) { + ImGui::Checkbox("Enable Snow Cover", (bool*)&settings.EnableSnowCover); + ImGui::TreePop(); + } + + ImGui::Spacing(); + ImGui::Spacing(); + + if (ImGui::TreeNodeEx("...", ImGuiTreeNodeFlags_DefaultOpen)) { + + ImGui::TreePop(); + } + + ImGui::Spacing(); + ImGui::Spacing(); + +} + +float SnowCover::CalculateWeatherTransitionPercentage(float skyCurrentWeatherPct, float beginFade, bool fadeIn) +{ + float weatherTransitionPercentage = DEFAULT_TRANSITION_PERCENTAGE; + // Correct if beginFade is zero or negative + beginFade = beginFade > 0 ? beginFade : beginFade + TRANSITION_DENOMINATOR; + // Wait to start transition until precipitation begins/ends + float startPercentage = 1 - ((TRANSITION_DENOMINATOR - beginFade) * (1.0f / TRANSITION_DENOMINATOR)); + + if (fadeIn) { + float currentPercentage = (skyCurrentWeatherPct - startPercentage) / (1 - startPercentage); + weatherTransitionPercentage = std::clamp(currentPercentage, 0.0f, 1.0f); + } else { + float currentPercentage = (startPercentage - skyCurrentWeatherPct) / (startPercentage); + weatherTransitionPercentage = 1 - std::clamp(currentPercentage, 0.0f, 1.0f); + } + return weatherTransitionPercentage; +} + +void SnowCover::CalculateWetness(RE::TESWeather* weather, RE::Sky* sky, float seconds, float& weatherWetnessDepth, float& weatherPuddleDepth) +{ + float wetnessDepthDelta = CLEAR_DAY_DELTA_PER_SECOND * WETNESS_SCALE * seconds; + float puddleDepthDelta = CLEAR_DAY_DELTA_PER_SECOND * PUDDLE_SCALE * seconds; + if (weather && sky) { + // Figure out the weather type and set the wetness + if (weather->precipitationData && weather->data.flags.any(RE::TESWeather::WeatherDataFlag::kRainy)) { + // Raining + wetnessDepthDelta = RAIN_DELTA_PER_SECOND * WETNESS_SCALE * seconds; + puddleDepthDelta = RAIN_DELTA_PER_SECOND * PUDDLE_SCALE * seconds; + } else if (weather->precipitationData && weather->data.flags.any(RE::TESWeather::WeatherDataFlag::kSnow)) { + wetnessDepthDelta = SNOWY_DAY_DELTA_PER_SECOND * WETNESS_SCALE * seconds; + puddleDepthDelta = SNOWY_DAY_DELTA_PER_SECOND * PUDDLE_SCALE * seconds; + } else if (weather->data.flags.any(RE::TESWeather::WeatherDataFlag::kCloudy)) { + wetnessDepthDelta = CLOUDY_DAY_DELTA_PER_SECOND * WETNESS_SCALE * seconds; + puddleDepthDelta = CLOUDY_DAY_DELTA_PER_SECOND * PUDDLE_SCALE * seconds; + } + } + + weatherWetnessDepth = wetnessDepthDelta > 0 ? std::min(weatherWetnessDepth + wetnessDepthDelta, MAX_WETNESS_DEPTH) : std::max(weatherWetnessDepth + wetnessDepthDelta, 0.0f); + weatherPuddleDepth = puddleDepthDelta > 0 ? std::min(weatherPuddleDepth + puddleDepthDelta, MAX_PUDDLE_DEPTH) : std::max(weatherPuddleDepth + puddleDepthDelta, 0.0f); +} + +void SnowCover::Draw(const RE::BSShader* shader, const uint32_t) +{ + if (shader->shaderType.any(RE::BSShader::Type::Lighting, RE::BSShader::Type::Grass)) { + auto& context = State::GetSingleton()->context; + + if (requiresUpdate) { + requiresUpdate = false; + + PerPass data{}; + data.SnowAmount = DRY_WETNESS; + data.SnowpileAmount = DRY_WETNESS; + currentWeatherID = 0; + uint32_t previousLastWeatherID = lastWeatherID; + lastWeatherID = 0; + float currentWeatherRaining = 0.0f; + float lastWeatherRaining = 0.0f; + float weatherTransitionPercentage = previousWeatherTransitionPercentage; + + if (settings.EnableSnowCover) { + if (auto sky = RE::Sky::GetSingleton()) { + if (sky->mode.get() == RE::Sky::Mode::kFull) { + if (auto currentWeather = sky->currentWeather) { + if (currentWeather->precipitationData && currentWeather->data.flags.any(RE::TESWeather::WeatherDataFlag::kSnow)) { + float rainDensity = currentWeather->precipitationData->data[static_cast(RE::BGSShaderParticleGeometryData::DataID::kParticleDensity)].f; + float rainGravity = currentWeather->precipitationData->data[static_cast(RE::BGSShaderParticleGeometryData::DataID::kGravityVelocity)].f; + currentWeatherRaining = std::clamp(((rainDensity * rainGravity) / AVERAGE_RAIN_VOLUME), MIN_RAINDROP_CHANCE_MULTIPLIER, MAX_RAINDROP_CHANCE_MULTIPLIER); + } + currentWeatherID = currentWeather->GetFormID(); + if (auto calendar = RE::Calendar::GetSingleton()) { + data.Month = calendar->GetMonth(); + + float currentWeatherWetnessDepth = wetnessDepth; + float currentWeatherPuddleDepth = puddleDepth; + float currentGameTime = calendar->GetCurrentGameTime() * SECONDS_IN_A_DAY; + lastGameTimeValue = lastGameTimeValue == 0 ? currentGameTime : lastGameTimeValue; + float seconds = currentGameTime - lastGameTimeValue; + lastGameTimeValue = currentGameTime; + + if (abs(seconds) >= MAX_TIME_DELTA) { + // If too much time has passed, snap wetness depths to the current weather. + seconds = 0.0f; + currentWeatherWetnessDepth = 0.0f; + currentWeatherPuddleDepth = 0.0f; + weatherTransitionPercentage = DEFAULT_TRANSITION_PERCENTAGE; + CalculateWetness(currentWeather, sky, 1.0f, currentWeatherWetnessDepth, currentWeatherPuddleDepth); + wetnessDepth = currentWeatherWetnessDepth > 0 ? MAX_WETNESS_DEPTH : 0.0f; + puddleDepth = currentWeatherPuddleDepth > 0 ? MAX_PUDDLE_DEPTH : 0.0f; + } + + if (seconds > 0 || (seconds < 0 && (wetnessDepth > 0 || puddleDepth > 0))) { + weatherTransitionPercentage = DEFAULT_TRANSITION_PERCENTAGE; + float lastWeatherWetnessDepth = wetnessDepth; + float lastWeatherPuddleDepth = puddleDepth; + seconds *= MIN_WEATHER_TRANSITION_SPEED + (MAX_WEATHER_TRANSITION_SPEED - MIN_WEATHER_TRANSITION_SPEED) / 2.0f; + CalculateWetness(currentWeather, sky, seconds, currentWeatherWetnessDepth, currentWeatherPuddleDepth); + // If there is a lastWeather, figure out what type it is and set the wetness + if (auto lastWeather = sky->lastWeather) { + lastWeatherID = lastWeather->GetFormID(); + CalculateWetness(lastWeather, sky, seconds, lastWeatherWetnessDepth, lastWeatherPuddleDepth); + // If it was raining, wait to transition until precipitation ends, otherwise use the current weather's fade in + if (lastWeather->precipitationData && lastWeather->data.flags.any(RE::TESWeather::WeatherDataFlag::kRainy)) { + float rainDensity = lastWeather->precipitationData->data[static_cast(RE::BGSShaderParticleGeometryData::DataID::kParticleDensity)].f; + float rainGravity = lastWeather->precipitationData->data[static_cast(RE::BGSShaderParticleGeometryData::DataID::kGravityVelocity)].f; + lastWeatherRaining = std::clamp(((rainDensity * rainGravity) / AVERAGE_RAIN_VOLUME), MIN_RAINDROP_CHANCE_MULTIPLIER, MAX_RAINDROP_CHANCE_MULTIPLIER); + weatherTransitionPercentage = CalculateWeatherTransitionPercentage(sky->currentWeatherPct, lastWeather->data.precipitationEndFadeOut, false); + } else { + weatherTransitionPercentage = CalculateWeatherTransitionPercentage(sky->currentWeatherPct, currentWeather->data.precipitationBeginFadeIn, true); + } + } + + // Transition between CurrentWeather and LastWeather depth values + wetnessDepth = std::lerp(lastWeatherWetnessDepth, currentWeatherWetnessDepth, weatherTransitionPercentage); + puddleDepth = std::lerp(lastWeatherPuddleDepth, currentWeatherPuddleDepth, weatherTransitionPercentage); + } else { + lastWeatherID = previousLastWeatherID; + } + + // Calculate the wetness value from the water depth + data.SnowAmount = std::min(wetnessDepth, MAX_WETNESS); + data.SnowpileAmount = std::min(puddleDepth, MAX_PUDDLE_WETNESS); + data.Snowing = std::lerp(lastWeatherRaining, currentWeatherRaining, weatherTransitionPercentage); + previousWeatherTransitionPercentage = weatherTransitionPercentage; + } + } + } + } + } + + static size_t rainTimer = 0; // size_t for precision + if (!RE::UI::GetSingleton()->GameIsPaused()) // from lightlimitfix + rainTimer += (size_t)(RE::GetSecondsSinceLastFrame() * 1000); // BSTimer::delta is always 0 for some reason + data.Time = rainTimer / 1000.f; + + data.settings = settings; + + D3D11_MAPPED_SUBRESOURCE mapped; + DX::ThrowIfFailed(context->Map(perPass->resource.get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped)); + size_t bytes = sizeof(PerPass); + memcpy_s(mapped.pData, bytes, &data, bytes); + context->Unmap(perPass->resource.get(), 0); + } + ID3D11ShaderResourceView* views[1]{}; + views[0] = perPass->srv.get(); + context->PSSetShaderResources(24, ARRAYSIZE(views), views); + } +} + +void SnowCover::SetupResources() +{ + { + D3D11_BUFFER_DESC sbDesc{}; + sbDesc.Usage = D3D11_USAGE_DYNAMIC; + sbDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; + sbDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE; + sbDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED; + sbDesc.StructureByteStride = sizeof(PerPass); + sbDesc.ByteWidth = sizeof(PerPass); + perPass = std::make_unique(sbDesc); + + D3D11_SHADER_RESOURCE_VIEW_DESC srvDesc; + srvDesc.Format = DXGI_FORMAT_UNKNOWN; + srvDesc.ViewDimension = D3D11_SRV_DIMENSION_BUFFER; + srvDesc.Buffer.FirstElement = 0; + srvDesc.Buffer.NumElements = 1; + perPass->CreateSRV(srvDesc); + } + +} + +void SnowCover::Reset() +{ + requiresUpdate = true; +} + +void SnowCover::Load(json& o_json) +{ + if (o_json[GetName()].is_object()) + settings = o_json[GetName()]; + + Feature::Load(o_json); +} + +void SnowCover::Save(json& o_json) +{ + o_json[GetName()] = settings; +} + +void SnowCover::RestoreDefaultSettings() +{ + settings = {}; +} + +void SnowCover::Hooks::BSParticleShader_SetupGeometry::thunk(RE::BSShader* This, RE::BSRenderPass* Pass, uint32_t RenderFlags) +{ + func(This, Pass, RenderFlags); + + static Util::FrameChecker frameChecker; + if (frameChecker.isNewFrame()) { + //auto renderer = RE::BSGraphics::Renderer::GetSingleton(); + + } +} diff --git a/src/Features/SnowCover.h b/src/Features/SnowCover.h new file mode 100644 index 000000000..23e7db831 --- /dev/null +++ b/src/Features/SnowCover.h @@ -0,0 +1,86 @@ +#pragma once + +#include "Buffer.h" +#include "Feature.h" +#include "State.h" + +struct SnowCover : Feature +{ +public: + static SnowCover* GetSingleton() + { + static SnowCover singleton; + return &singleton; + } + + virtual inline std::string GetName() { return "Snow Cover"; } + virtual inline std::string GetShortName() { return "SnowCover"; } + inline std::string_view GetShaderDefineName() override { return "SNOW_COVER"; } + + bool HasShaderDefine(RE::BSShader::Type) override { return true; }; + + struct Settings + { + uint EnableSnowCover = true; + + }; + + struct alignas(16) PerPass + { + uint Month; + float Time; + float Snowing; + float SnowAmount; + float SnowpileAmount; + Settings settings; + + float pad[2]; + }; + + Settings settings; + + std::unique_ptr perPass = nullptr; + + std::unique_ptr precipOcclusionTex = nullptr; + + bool requiresUpdate = true; + float wetnessDepth = 0.0f; + float puddleDepth = 0.0f; + float lastGameTimeValue = 0.0f; + uint32_t currentWeatherID = 0; + uint32_t lastWeatherID = 0; + float previousWeatherTransitionPercentage = 0.0f; + REX::W32::XMFLOAT4X4 precipProj; + + virtual void SetupResources(); + virtual void Reset(); + + virtual void DrawSettings(); + + virtual void Draw(const RE::BSShader* shader, const uint32_t descriptor); + + virtual void Load(json& o_json); + virtual void Save(json& o_json); + + virtual void RestoreDefaultSettings(); + float CalculateWeatherTransitionPercentage(float skyCurrentWeatherPct, float beginFade, bool fadeIn); + void CalculateWetness(RE::TESWeather* weather, RE::Sky* sky, float seconds, float& wetness, float& puddleWetness); + + virtual inline void PostPostLoad() override { Hooks::Install(); } + + struct Hooks + { + struct BSParticleShader_SetupGeometry + { + static void thunk(RE::BSShader* This, RE::BSRenderPass* Pass, uint32_t RenderFlags); + static inline REL::Relocation func; + }; + + static void Install() + { + stl::write_vfunc<0x6, BSParticleShader_SetupGeometry>(RE::VTABLE_BSParticleShader[0]); + } + }; + + bool SupportsVR() override { return true; }; +};