Beispiel #1
0
        public void CalcDistance(int seed, real3 p, int3 pr, int3 primedBase, float cellularJitter, ref real distance0, ref real distance1, ref int closestHash)
        {
            for (int xi = pr.x - 1; xi <= pr.x + 1; xi++)
            {
                int yPrimed = primedBase.y;

                for (int yi = pr.y - 1; yi <= pr.y + 1; yi++)
                {
                    int zPrimed = primedBase.z;

                    for (int zi = pr.z - 1; zi <= pr.z + 1; zi++)
                    {
                        int hash = Hash(seed, primedBase.x, yPrimed, zPrimed);
                        int idx  = hash & (255 << 2);

                        real vecX = (float)(xi - p.x) + RandVecs3D[idx] * cellularJitter;
                        real vecY = (float)(yi - p.y) + RandVecs3D[idx | 1] * cellularJitter;
                        real vecZ = (float)(zi - p.z) + RandVecs3D[idx | 2] * cellularJitter;

                        real newDistance = abs(vecX) + abs(vecY) + abs(vecZ);

                        distance1 = max(min(distance1, newDistance), distance0);
                        if (newDistance < distance0)
                        {
                            distance0   = newDistance;
                            closestHash = hash;
                        }
                        zPrimed += PrimeZ;
                    }
                    yPrimed += PrimeY;
                }
                primedBase.x += PrimeX;
            }
        }
Beispiel #2
0
        internal static void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, real3 pd, out real3 po)
        {
            int hash   = Hash(seed, xPrimed, yPrimed, zPrimed);
            int index1 = hash & (63 << 2);
            int index2 = (hash >> 6) & (255 << 2);

            real3 pg    = new real3(Gradients3D[index1], Gradients3D[index1 | 1], Gradients3D[index1 | 2]);
            real3 value = pd * pg;

            po = (value.x + value.y + value.z) * new real3(RandVecs3D[index2], RandVecs3D[index2 | 1], RandVecs3D[index2 | 2]);
        }
Beispiel #3
0
        public void Warp(int seed, float frequency, float amp, real3 ps, ref real3 p)
        {
            real3 pf = ps * frequency;
            int3  p0 = FastFloor(pf);

            real3 s = InterpHermite(pf - p0);

            p0 *= Prime;

            int3 p1 = p0 + Prime;

            int hash0 = Hash(seed, p0.x, p0.y, p0.z) & (255 << 2);
            int hash1 = Hash(seed, p1.x, p0.y, p0.z) & (255 << 2);

            real lx0x = lerp(RandVecs3D[hash0], RandVecs3D[hash1], s.x);
            real ly0x = lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], s.x);
            real lz0x = lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], s.x);

            hash0 = Hash(seed, p0.x, p1.y, p0.z) & (255 << 2);
            hash1 = Hash(seed, p1.x, p1.y, p0.z) & (255 << 2);

            real lx1x = lerp(RandVecs3D[hash0], RandVecs3D[hash1], s.x);
            real ly1x = lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], s.x);
            real lz1x = lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], s.x);

            real lx0y = lerp(lx0x, lx1x, s.y);
            real ly0y = lerp(ly0x, ly1x, s.y);
            real lz0y = lerp(lz0x, lz1x, s.y);

            hash0 = Hash(seed, p0.x, p0.y, p1.z) & (255 << 2);
            hash1 = Hash(seed, p1.x, p0.y, p1.z) & (255 << 2);

            lx0x = lerp(RandVecs3D[hash0], RandVecs3D[hash1], s.x);
            ly0x = lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], s.x);
            lz0x = lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], s.x);

            hash0 = Hash(seed, p0.x, p1.y, p1.z) & (255 << 2);
            hash1 = Hash(seed, p1.x, p1.y, p1.z) & (255 << 2);

            lx1x = lerp(RandVecs3D[hash0], RandVecs3D[hash1], s.x);
            ly1x = lerp(RandVecs3D[hash0 | 1], RandVecs3D[hash1 | 1], s.x);
            lz1x = lerp(RandVecs3D[hash0 | 2], RandVecs3D[hash1 | 2], s.x);

            p.x += lerp(lx0y, lerp(lx0x, lx1x, s.y), s.z) * amp;
            p.y += lerp(ly0y, lerp(ly0x, ly1x, s.y), s.z) * amp;
            p.z += lerp(lz0y, lerp(lz0x, lz1x, s.y), s.z) * amp;
        }
Beispiel #4
0
        public real GetValue(int seed, real3 p)
        {
            mCellularJitterModifier = 1; // temp

            int3 pr = FastRound(p);

            real distance0   = real.MaxValue;
            real distance1   = real.MaxValue;
            int  closestHash = 0;

            float cellularJitter = 0.39614353f * mCellularJitterModifier;

            int3 primedBase = (pr - 1) * Prime;

            distanceFunc.CalcDistance(seed, p, pr, primedBase, cellularJitter, ref distance0, ref distance1, ref closestHash);

            return(distance0 - 1); // TODO more return types
        }
Beispiel #5
0
        public real GetValue(int seed, real3 p)
        {
            int3 p0 = FastFloor(p);

            real3 s = InterpHermite(p - p0);

            p0 *= Prime;

            int3 p1 = p0 + Prime;

            real xf00 = lerp(ValCoord(seed, p0.x, p0.y, p0.z), ValCoord(seed, p1.x, p0.y, p0.z), s.x);
            real xf10 = lerp(ValCoord(seed, p0.x, p1.y, p0.z), ValCoord(seed, p1.x, p1.y, p0.z), s.x);
            real xf01 = lerp(ValCoord(seed, p0.x, p0.y, p1.z), ValCoord(seed, p1.x, p0.y, p1.z), s.x);
            real xf11 = lerp(ValCoord(seed, p0.x, p1.y, p1.z), ValCoord(seed, p1.x, p1.y, p1.z), s.x);

            real yf0 = lerp(xf00, xf10, s.y);
            real yf1 = lerp(xf01, xf11, s.y);

            return(lerp(yf0, yf1, s.z));
        }
Beispiel #6
0
        public real GetValue(int seed, real3 p)
        {
            int3 p0 = FastFloor(p);

            real3 d0 = p - p0;
            real3 d1 = d0 - 1;

            real3 s = InterpQuintic(d0);

            p0 *= Prime;

            int3 p1 = p0 + Prime;

            real xf00 = lerp(GradCoord(seed, p0.x, p0.y, p0.z, d0.x, d0.y, d0.z), GradCoord(seed, p1.x, p0.y, p0.z, d1.x, d0.y, d0.z), s.x);
            real xf10 = lerp(GradCoord(seed, p0.x, p1.y, p0.z, d0.x, d1.y, d0.z), GradCoord(seed, p1.x, p1.y, p0.z, d1.x, d1.y, d0.z), s.x);
            real xf01 = lerp(GradCoord(seed, p0.x, p0.y, p1.z, d0.x, d0.y, d1.z), GradCoord(seed, p1.x, p0.y, p1.z, d1.x, d0.y, d1.z), s.x);
            real xf11 = lerp(GradCoord(seed, p0.x, p1.y, p1.z, d0.x, d1.y, d1.z), GradCoord(seed, p1.x, p1.y, p1.z, d1.x, d1.y, d1.z), s.x);

            real yf0 = lerp(xf00, xf10, s.y);
            real yf1 = lerp(xf01, xf11, s.y);

            return(lerp(yf0, yf1, s.z) * 0.964921414852142333984375f);
        }
Beispiel #7
0
        public real GetValue(int seed, real3 p)
        {
            int3  ijk = FastFloor(p);
            real3 pi  = p - ijk;

            ijk *= Prime;

            int seed2 = seed + 1293373;

            int3 nMask = (int3)(-0.5f - pi);

            real3 p0 = pi + nMask;

            real a0    = 0.75f - p0.x * p0.x - p0.y * p0.y - p0.z * p0.z;
            real value = (a0 * a0) * (a0 * a0) * GradCoord(seed, ijk.x + (nMask.x & PrimeX), ijk.y + (nMask.y & PrimeY), ijk.z + (nMask.z & PrimeZ), p0.x, p0.y, p0.z);

            real3 p1 = pi - 0.5f;

            real a1 = 0.75f - p1.x * p1.x - p1.y * p1.y - p1.z * p1.z;

            value += (a1 * a1) * (a1 * a1) * GradCoord(seed2, ijk.x + PrimeX, ijk.y + PrimeY, ijk.z + PrimeZ, p1.x, p1.y, p1.z);

            real3 aFlipMask0 = ((nMask | 1) << 1) * p1;
            real3 aFlipMask1 = (-2 - (nMask << 2)) * p1 - 1.0f;

            bool skip5 = false;
            real a2    = aFlipMask0.x + a0;

            if (a2 > 0)
            {
                real x2 = p0.x - (nMask.x | 1);
                real y2 = p0.y;
                real z2 = p0.z;

                value += (a2 * a2) * (a2 * a2) * GradCoord(seed, ijk.x + (~nMask.x & PrimeX), ijk.y + (nMask.y & PrimeY), ijk.z + (nMask.z & PrimeZ), x2, y2, z2);
            }
            else
            {
                real a3 = aFlipMask0.y + aFlipMask0.z + a0;
                if (a3 > 0)
                {
                    real x3 = p0.x;
                    real y3 = p0.y - (nMask.y | 1);
                    real z3 = p0.z - (nMask.z | 1);
                    value += (a3 * a3) * (a3 * a3) * GradCoord(seed, ijk.x + (nMask.x & PrimeX), ijk.y + (~nMask.y & PrimeY), ijk.z + (~nMask.z & PrimeZ), x3, y3, z3);
                }

                real a4 = aFlipMask1.x + a1;
                if (a4 > 0)
                {
                    real x4 = (nMask.x | 1) + p1.x;
                    real y4 = p1.y;
                    real z4 = p1.z;
                    value += (a4 * a4) * (a4 * a4) * GradCoord(seed2, ijk.x + (nMask.x & (PrimeX * 2)), ijk.y + PrimeY, ijk.z + PrimeZ, x4, y4, z4);
                    skip5  = true;
                }
            }

            bool skip9 = false;
            real a6    = aFlipMask0.y + a0;

            if (a6 > 0)
            {
                real x6 = p0.x;
                real y6 = p0.y - (nMask.y | 1);
                real z6 = p0.z;
                value += (a6 * a6) * (a6 * a6) * GradCoord(seed, ijk.x + (nMask.x & PrimeX), ijk.y + (~nMask.y & PrimeY), ijk.z + (nMask.z & PrimeZ), x6, y6, z6);
            }
            else
            {
                real a7 = aFlipMask0.x + aFlipMask0.z + a0;
                if (a7 > 0)
                {
                    real x7 = p0.x - (nMask.x | 1);
                    real y7 = p0.y;
                    real z7 = p0.z - (nMask.z | 1);
                    value += (a7 * a7) * (a7 * a7) * GradCoord(seed, ijk.x + (~nMask.x & PrimeX), ijk.y + (nMask.y & PrimeY), ijk.z + (~nMask.z & PrimeZ), x7, y7, z7);
                }

                real a8 = aFlipMask1.y + a1;
                if (a8 > 0)
                {
                    real x8 = p1.x;
                    real y8 = (nMask.y | 1) + p1.y;
                    real z8 = p1.z;
                    value += (a8 * a8) * (a8 * a8) * GradCoord(seed2, ijk.x + PrimeX, ijk.y + (nMask.y & (PrimeY << 1)), ijk.z + PrimeZ, x8, y8, z8);
                    skip9  = true;
                }
            }

            bool skipD = false;
            real aA    = aFlipMask0.z + a0;

            if (aA > 0)
            {
                real xA = p0.x;
                real yA = p0.y;
                real zA = p0.z - (nMask.z | 1);
                value += (aA * aA) * (aA * aA) * GradCoord(seed, ijk.x + (nMask.x & PrimeX), ijk.y + (nMask.y & PrimeY), ijk.z + (~nMask.z & PrimeZ), xA, yA, zA);
            }
            else
            {
                real aB = aFlipMask0.x + aFlipMask0.y + a0;
                if (aB > 0)
                {
                    real xB = p0.x - (nMask.x | 1);
                    real yB = p0.y - (nMask.y | 1);
                    real zB = p0.z;
                    value += (aB * aB) * (aB * aB) * GradCoord(seed, ijk.x + (~nMask.x & PrimeX), ijk.y + (~nMask.y & PrimeY), ijk.z + (nMask.z & PrimeZ), xB, yB, zB);
                }

                real aC = aFlipMask1.z + a1;
                if (aC > 0)
                {
                    real xC = p1.x;
                    real yC = p1.y;
                    real zC = (nMask.z | 1) + p1.z;
                    value += (aC * aC) * (aC * aC) * GradCoord(seed2, ijk.x + PrimeX, ijk.y + PrimeY, ijk.z + (nMask.z & (PrimeZ << 1)), xC, yC, zC);
                    skipD  = true;
                }
            }

            if (!skip5)
            {
                real a5 = aFlipMask1.y + aFlipMask1.z + a1;
                if (a5 > 0)
                {
                    real x5 = p1.x;
                    real y5 = (nMask.y | 1) + p1.y;
                    real z5 = (nMask.z | 1) + p1.z;
                    value += (a5 * a5) * (a5 * a5) * GradCoord(seed2, ijk.x + PrimeX, ijk.y + (nMask.y & (PrimeY << 1)), ijk.z + (nMask.z & (PrimeZ << 1)), x5, y5, z5);
                }
            }

            if (!skip9)
            {
                real a9 = aFlipMask1.x + aFlipMask1.z + a1;
                if (a9 > 0)
                {
                    real x9 = (nMask.x | 1) + p1.x;
                    real y9 = p1.y;
                    real z9 = (nMask.z | 1) + p1.z;
                    value += (a9 * a9) * (a9 * a9) * GradCoord(seed2, ijk.x + (nMask.x & (PrimeX * 2)), ijk.y + PrimeY, ijk.z + (nMask.z & (PrimeZ << 1)), x9, y9, z9);
                }
            }

            if (!skipD)
            {
                real aD = aFlipMask1.x + aFlipMask1.y + a1;
                if (aD > 0)
                {
                    real xD = (nMask.x | 1) + p1.x;
                    real yD = (nMask.y | 1) + p1.y;
                    real zD = p1.z;
                    value += (aD * aD) * (aD * aD) * GradCoord(seed2, ijk.x + (nMask.x & (PrimeX << 1)), ijk.y + (nMask.y & (PrimeY << 1)), ijk.z + PrimeZ, xD, yD, zD);
                }
            }

            return(value * 9.046026385208288f);
        }
Beispiel #8
0
        public real GetValue(int seed, real3 p)
        {
            int3 ijk = FastRound(p);

            real3 p0 = p - ijk;

            int3 nSign = (int3)(-1.0f - p0) | 1;

            real3 a0 = nSign * -p0;

            ijk *= Prime;

            real value = 0;
            real a     = (0.6f - p0.x * p0.x) - (p0.y * p0.y + p0.z * p0.z);

            for (int l = 0; ; l++)
            {
                if (a > 0)
                {
                    value += (a * a) * (a * a) * GradCoord(seed, ijk.x, ijk.y, ijk.z, p0.x, p0.y, p0.z);
                }

                if (a0.x >= a0.y && a0.x >= a0.z)
                {
                    real b = a + a0.x + a0.x;
                    if (b > 1)
                    {
                        b     -= 1;
                        value += (b * b) * (b * b) * GradCoord(seed, ijk.x - nSign.x * PrimeX, ijk.y, ijk.z, p0.x + nSign.x, p0.y, p0.z);
                    }
                }
                else if (a0.y > a0.x && a0.y >= a0.z)
                {
                    real b = a + a0.y + a0.y;
                    if (b > 1)
                    {
                        b     -= 1;
                        value += (b * b) * (b * b) * GradCoord(seed, ijk.x, ijk.y - nSign.y * PrimeY, ijk.z, p0.x, p0.y + nSign.y, p0.z);
                    }
                }
                else
                {
                    real b = a + a0.z + a0.z;
                    if (b > 1)
                    {
                        b     -= 1;
                        value += (b * b) * (b * b) * GradCoord(seed, ijk.x, ijk.y, ijk.z - nSign.z * PrimeZ, p0.x, p0.y, p0.z + nSign.z);
                    }
                }

                if (l == 1)
                {
                    break;
                }

                a0 = 0.5f - a0;
                p0 = nSign * a0;

                a += (0.75f - a0.x) - (a0.y + a0.z);

                ijk += (nSign >> 1) & Prime;

                nSign = -nSign;
                seed  = ~seed;
            }

            return(value * 32.69428253173828125f);
        }
Beispiel #9
0
 internal static int3 FastRound(real3 f)
 {
     return(math.select((int3)(f - 0.5f), (int3)(f + 0.5f), f >= 0));
 }
Beispiel #10
0
 internal static real3 InterpQuinticDeriv(real3 t)
 {
     return(30 * t * t * (t * t - 2 * t + 1));
 }
Beispiel #11
0
 internal static real3 InterpHermiteDeriv(real3 t)
 {
     return(6 * t * (1 - t));
 }
Beispiel #12
0
 internal static real3 InterpHermite(real3 t)
 {
     return(t * t * (3 - 2 * t));
 }
Beispiel #13
0
 internal static real3 InterpQuintic(real3 t)
 {
     return(t * t * t * (t * (t * 6 - 15) + 10));
 }
Beispiel #14
0
 internal static int3 FastFloor(real3 f)
 {
     return(math.select((int3)f - 1, (int3)f, f >= 0));
 }
Beispiel #15
0
        public void Warp(int seed, float frequency, float amp, real3 ps, ref real3 p)
        {
            ps  *= frequency;
            amp *= 7.71604938271605f;

            int3 ijk = FastRound(ps);

            real3 p0    = ps - ijk;
            int3  nSign = (int3)(-p0 - 1) | 1;

            real3 a0 = nSign * -p0;

            ijk *= Prime;

            real3 pv = 0;

            real a = (0.6f - p0.x * p0.x) - (p0.y * p0.y + p0.z * p0.z);

            for (int l = 0; ; l++)
            {
                if (a > 0)
                {
                    real aaaa = (a * a) * (a * a);
                    GradCoordOut(seed, ijk.x, ijk.y, ijk.z, out var po);
                    pv += aaaa * po;
                }

                real  b    = a;
                int3  ijk1 = ijk;
                real3 p1   = p0;

                if (a0.x >= a0.y && a0.x >= a0.z)
                {
                    p1.x   += nSign.x;
                    b       = b + a0.x + a0.x;
                    ijk1.x -= nSign.x * PrimeX;
                }
                else if (a0.y > a0.x && a0.y >= a0.z)
                {
                    p1.y   += nSign.y;
                    b       = b + a0.y + a0.y;
                    ijk1.y -= nSign.y * PrimeY;
                }
                else
                {
                    p1.z   += nSign.z;
                    b       = b + a0.z + a0.z;
                    ijk1.z -= nSign.z * PrimeZ;
                }

                if (b > 1)
                {
                    b -= 1;
                    real bbbb = (b * b) * (b * b);
                    GradCoordOut(seed, ijk1.x, ijk1.y, ijk1.z, out var po);

                    pv += bbbb * po;
                }

                if (l == 1)
                {
                    break;
                }

                a0 = 0.5f - a0;

                p0 = nSign * a0;

                a += (0.75f - a0.x) - (a0.y + a0.z);

                ijk += (nSign >> 1) & Prime;

                nSign = -nSign;
                seed += 1293373;
            }

            p += pv * amp;
        }
Beispiel #16
0
        public real GetValue(int seed, real3 p)
        {
            int3 p1 = FastFloor(p);

            real3 s = p - p1;

            p1 *= Prime;

            int3 p0 = p1 - Prime;
            int3 p2 = p1 + Prime;

            int3 p3 = p1 + unchecked (Prime * 2);

            var s1 = new real4 {
                x = ValCoord(seed, p0),
                y = ValCoord(seed, p0.x, p1.y, p0.z),
                z = ValCoord(seed, p0.x, p2.y, p0.z),
                w = ValCoord(seed, p0.x, p3.y, p0.z)
            };
            var s2 = new real4 {
                x = ValCoord(seed, p1.x, p0.y, p0.z),
                y = ValCoord(seed, p1.x, p1.y, p0.z),
                z = ValCoord(seed, p1.x, p2.y, p0.z),
                w = ValCoord(seed, p1.x, p3.y, p0.z)
            };
            var s3 = new real4 {
                x = ValCoord(seed, p2.x, p0.y, p0.z),
                y = ValCoord(seed, p2.x, p1.y, p0.z),
                z = ValCoord(seed, p2.x, p2.y, p0.z),
                w = ValCoord(seed, p2.x, p3.y, p0.z)
            };
            var s4 = new real4 {
                x = ValCoord(seed, p3.x, p0.y, p0.z),
                y = ValCoord(seed, p3.x, p1.y, p0.z),
                z = ValCoord(seed, p3.x, p2.y, p0.z),
                w = ValCoord(seed, p3.x, p3.y, p0.z)
            };

            var t1 = new real4 {
                x = ValCoord(seed, p0.x, p0.y, p1.z),
                y = ValCoord(seed, p0.x, p1.y, p1.z),
                z = ValCoord(seed, p0.x, p2.y, p1.z),
                w = ValCoord(seed, p0.x, p3.y, p1.z)
            };
            var t2 = new real4 {
                x = ValCoord(seed, p1.x, p0.y, p1.z),
                y = ValCoord(seed, p1.x, p1.y, p1.z),
                z = ValCoord(seed, p1.x, p2.y, p1.z),
                w = ValCoord(seed, p1.x, p3.y, p1.z)
            };
            var t3 = new real4 {
                x = ValCoord(seed, p2.x, p0.y, p1.z),
                y = ValCoord(seed, p2.x, p1.y, p1.z),
                z = ValCoord(seed, p2.x, p2.y, p1.z),
                w = ValCoord(seed, p2.x, p3.y, p1.z)
            };
            var t4 = new real4 {
                x = ValCoord(seed, p3.x, p0.y, p1.z),
                y = ValCoord(seed, p3.x, p1.y, p1.z),
                z = ValCoord(seed, p3.x, p2.y, p1.z),
                w = ValCoord(seed, p3.x, p3.y, p1.z)
            };

            var u1 = new real4 {
                x = ValCoord(seed, p0.x, p0.y, p2.z),
                y = ValCoord(seed, p0.x, p1.y, p2.z),
                z = ValCoord(seed, p0.x, p2.y, p2.z),
                w = ValCoord(seed, p0.x, p3.y, p2.z)
            };
            var u2 = new real4 {
                x = ValCoord(seed, p1.x, p0.y, p2.z),
                y = ValCoord(seed, p1.x, p1.y, p2.z),
                z = ValCoord(seed, p1.x, p2.y, p2.z),
                w = ValCoord(seed, p1.x, p3.y, p2.z),
            };
            var u3 = new real4 {
                x = ValCoord(seed, p2.x, p0.y, p2.z),
                y = ValCoord(seed, p2.x, p1.y, p2.z),
                z = ValCoord(seed, p2.x, p2.y, p2.z),
                w = ValCoord(seed, p2.x, p3.y, p2.z)
            };
            var u4 = new real4 {
                x = ValCoord(seed, p3.x, p0.y, p2.z),
                y = ValCoord(seed, p3.x, p1.y, p2.z),
                z = ValCoord(seed, p3.x, p2.y, p2.z),
                w = ValCoord(seed, p3.x, p3.y, p2.z)
            };

            var v1 = new real4 {
                x = ValCoord(seed, p0.x, p0.y, p3.z),
                y = ValCoord(seed, p0.x, p1.y, p3.z),
                z = ValCoord(seed, p0.x, p2.y, p3.z),
                w = ValCoord(seed, p0.x, p3.y, p3.z)
            };
            var v2 = new real4 {
                x = ValCoord(seed, p1.x, p0.y, p3.z),
                y = ValCoord(seed, p1.x, p1.y, p3.z),
                z = ValCoord(seed, p1.x, p2.y, p3.z),
                w = ValCoord(seed, p1.x, p3.y, p3.z)
            };
            var v3 = new real4 {
                x = ValCoord(seed, p2.x, p0.y, p3.z),
                y = ValCoord(seed, p2.x, p1.y, p3.z),
                z = ValCoord(seed, p2.x, p2.y, p3.z),
                w = ValCoord(seed, p2.x, p3.y, p3.z)
            };
            var v4 = new real4 {
                x = ValCoord(seed, p3.x, p0.y, p3.z),
                y = ValCoord(seed, p3.x, p1.y, p3.z),
                z = ValCoord(seed, p3.x, p2.y, p3.z),
                w = ValCoord(seed, p3.x, p3.y, p3.z)
            };

            var sl = CubicLerp(s1, s2, s3, s4, s.x);
            var tl = CubicLerp(t1, t2, t3, t4, s.x);
            var ul = CubicLerp(u1, u2, u3, u4, s.x);
            var vl = CubicLerp(v1, v2, v3, v4, s.x);

            var sf = new real4(sl.x, tl.x, ul.x, vl.x);
            var tf = new real4(sl.y, tl.y, ul.y, vl.y);
            var uf = new real4(sl.z, tl.z, ul.z, vl.z);
            var vf = new real4(sl.z, tl.z, ul.z, vl.z);

            return(CubicLerp(CubicLerp(sf, tf, uf, vf, s.y), s.z) * (1 / (1.5f * 1.5f * 1.5f)));
        }
Beispiel #17
0
        internal static void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, out real3 po)
        {
            int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);

            po = new real3(RandVecs3D[hash], RandVecs3D[hash | 1], RandVecs3D[hash | 2]);
        }