/* === S Y N F I G ========================================================= */ /*! \file mod_noise/random_noise.cpp ** \brief blehh ** ** $Id$ ** ** \legal ** Copyright (c) 2002-2005 Robert B. Quattlebaum Jr., Adrian Bentley ** Copyright (c) 2007 Chris Moore ** ** This package is free software; you can redistribute it and/or ** modify it under the terms of the GNU General Public License as ** published by the Free Software Foundation; either version 2 of ** the License, or (at your option) any later version. ** ** This package is distributed in the hope that it will be useful, ** but WITHOUT ANY WARRANTY; without even the implied warranty of ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU ** General Public License for more details. ** \endlegal */ /* ========================================================================= */ /* === H E A D E R S ======================================================= */ #ifdef USING_PCH # include "pch.h" #else #ifdef HAVE_CONFIG_H # include #endif #include #include "random_noise.h" #include #include #include #endif /* === M A C R O S ========================================================= */ #define PI (3.1415927) /* === G L O B A L S ======================================================= */ /* === P R O C E D U R E S ================================================= */ /* === M E T H O D S ======================================================= */ void RandomNoise::set_seed(int x) { seed_=x; } float RandomNoise::operator()(const int salt,const int x,const int y,const int t)const { static const unsigned int a(21870); static const unsigned int b(11213); static const unsigned int c(36979); static const unsigned int d(31337); quick_rng rng( ( static_cast(x+y) * a ) ^ ( static_cast(y+t) * b ) ^ ( static_cast(t+x) * c ) ^ ( static_cast(seed_+salt) * d ) ); return rng.f() * 2.0f - 1.0f; } float RandomNoise::operator()(SmoothType smooth,int subseed,float xf,float yf,float tf,int loop)const { int x((int)floor(xf)); int y((int)floor(yf)); int t((int)floor(tf)); int t_1, t0, t1, t2; if (loop) { t0 = t % loop; if (t0 < 0 ) t0 += loop; t_1 = t0 - 1; if (t_1 < 0 ) t_1 += loop; t1 = t0 + 1; if (t1 >= loop) t1 -= loop; t2 = t1 + 1; if (t2 >= loop) t2 -= loop; } else { t0 = t; t_1 = t - 1; t1 = t + 1; t2 = t + 2; } // synfig::info("%s:%d tf %.2f loop %d fraction %.2f ( -1,0,1,2 : %2d %2d %2d %2d)", __FILE__, __LINE__, tf, loop, tf-t, t_1, t0, t1, t2); switch(smooth) { case SMOOTH_CUBIC: // cubic { #define f(j,i,k) ((*this)(subseed,i,j,k)) //Using catmull rom interpolation because it doesn't blur at all // ( http://www.gamedev.net/reference/articles/article1497.asp ) //bezier curve with intermediate ctrl pts: 0.5/3(p(i+1) - p(i-1)) and similar float xfa [4], tfa[4]; //precalculate indices (all clamped) and offset const int xa[] = {x-1,x,x+1,x+2}; const int ya[] = {y-1,y,y+1,y+2}; const int ta[] = {t_1,t0,t1,t2}; const float dx(xf-x); const float dy(yf-y); const float dt(tf-t); //figure polynomials for each point const float txf[] = { 0.5*dx*(dx*(dx*(-1) + 2) - 1), //-t + 2t^2 -t^3 0.5*(dx*(dx*(3*dx - 5)) + 2), //2 - 5t^2 + 3t^3 0.5*dx*(dx*(-3*dx + 4) + 1), //t + 4t^2 - 3t^3 0.5*dx*dx*(dx-1) //-t^2 + t^3 }; const float tyf[] = { 0.5*dy*(dy*(dy*(-1) + 2) - 1), //-t + 2t^2 -t^3 0.5*(dy*(dy*(3*dy - 5)) + 2), //2 - 5t^2 + 3t^3 0.5*dy*(dy*(-3*dy + 4) + 1), //t + 4t^2 - 3t^3 0.5*dy*dy*(dy-1) //-t^2 + t^3 }; const float ttf[] = { 0.5*dt*(dt*(dt*(-1) + 2) - 1), //-t + 2t^2 -t^3 0.5*(dt*(dt*(3*dt - 5)) + 2), //2 - 5t^2 + 3t^3 0.5*dt*(dt*(-3*dt + 4) + 1), //t + 4t^2 - 3t^3 0.5*dt*dt*(dt-1) //-t^2 + t^3 }; //evaluate polynomial for each row for(int i = 0; i < 4; ++i) { for(int j = 0; j < 4; ++j) { tfa[j] = f(ya[i],xa[j],ta[0])*ttf[0] + f(ya[i],xa[j],ta[1])*ttf[1] + f(ya[i],xa[j],ta[2])*ttf[2] + f(ya[i],xa[j],ta[3])*ttf[3]; } xfa[i] = tfa[0]*txf[0] + tfa[1]*txf[1] + tfa[2]*txf[2] + tfa[3]*txf[3]; } //return the cumulative column evaluation return xfa[0]*tyf[0] + xfa[1]*tyf[1] + xfa[2]*tyf[2] + xfa[3]*tyf[3]; #undef f } break; case SMOOTH_FAST_SPLINE: // Fast Spline (non-animated) { #define P(x) (((x)>0)?((x)*(x)*(x)):0.0f) #define R(x) ( P(x+2) - 4.0f*P(x+1) + 6.0f*P(x) - 4.0f*P(x-1) )*(1.0f/6.0f) #define F(i,j) ((*this)(subseed,i+x,j+y)*(R((i)-a)*R(b-(j)))) #define FT(i,j,k,l) ((*this)(subseed,i+x,j+y,l)*(R((i)-a)*R(b-(j))*R((k)-c))) #define Z(i,j) ret+=F(i,j) #define ZT(i,j,k,l) ret+=FT(i,j,k,l) #define X(i,j) // placeholder... To make box more symmetric #define XT(i,j,k,l) // placeholder... To make box more symmetric float a(xf-x), b(yf-y); // Interpolate float ret(F(0,0)); Z(-1,-1); Z(-1, 0); Z(-1, 1); Z(-1, 2); Z( 0,-1); X( 0, 0); Z( 0, 1); Z( 0, 2); Z( 1,-1); Z( 1, 0); Z( 1, 1); Z( 1, 2); Z( 2,-1); Z( 2, 0); Z( 2, 1); Z( 2, 2); return ret; } case SMOOTH_SPLINE: // Spline (animated) { float a(xf-x), b(yf-y), c(tf-t); // Interpolate float ret(FT(0,0,0,t0)); ZT(-1,-1,-1,t_1); ZT(-1, 0,-1,t_1); ZT(-1, 1,-1,t_1); ZT(-1, 2,-1,t_1); ZT( 0,-1,-1,t_1); ZT( 0, 0,-1,t_1); ZT( 0, 1,-1,t_1); ZT( 0, 2,-1,t_1); ZT( 1,-1,-1,t_1); ZT( 1, 0,-1,t_1); ZT( 1, 1,-1,t_1); ZT( 1, 2,-1,t_1); ZT( 2,-1,-1,t_1); ZT( 2, 0,-1,t_1); ZT( 2, 1,-1,t_1); ZT( 2, 2,-1,t_1); ZT(-1,-1, 0,t0 ); ZT(-1, 0, 0,t0 ); ZT(-1, 1, 0,t0 ); ZT(-1, 2, 0,t0 ); ZT( 0,-1, 0,t0 ); XT( 0, 0, 0,t0 ); ZT( 0, 1, 0,t0 ); ZT( 0, 2, 0,t0 ); ZT( 1,-1, 0,t0 ); ZT( 1, 0, 0,t0 ); ZT( 1, 1, 0,t0 ); ZT( 1, 2, 0,t0 ); ZT( 2,-1, 0,t0 ); ZT( 2, 0, 0,t0 ); ZT( 2, 1, 0,t0 ); ZT( 2, 2, 0,t0 ); ZT(-1,-1, 1,t1 ); ZT(-1, 0, 1,t1 ); ZT(-1, 1, 1,t1 ); ZT(-1, 2, 1,t1 ); ZT( 0,-1, 1,t1 ); ZT( 0, 0, 1,t1 ); ZT( 0, 1, 1,t1 ); ZT( 0, 2, 1,t1 ); ZT( 1,-1, 1,t1 ); ZT( 1, 0, 1,t1 ); ZT( 1, 1, 1,t1 ); ZT( 1, 2, 1,t1 ); ZT( 2,-1, 1,t1 ); ZT( 2, 0, 1,t1 ); ZT( 2, 1, 1,t1 ); ZT( 2, 2, 1,t1 ); ZT(-1,-1, 2,t2 ); ZT(-1, 0, 2,t2 ); ZT(-1, 1, 2,t2 ); ZT(-1, 2, 2,t2 ); ZT( 0,-1, 2,t2 ); ZT( 0, 0, 2,t2 ); ZT( 0, 1, 2,t2 ); ZT( 0, 2, 2,t2 ); ZT( 1,-1, 2,t2 ); ZT( 1, 0, 2,t2 ); ZT( 1, 1, 2,t2 ); ZT( 1, 2, 2,t2 ); ZT( 2,-1, 2,t2 ); ZT( 2, 0, 2,t2 ); ZT( 2, 1, 2,t2 ); ZT( 2, 2, 2,t2 ); return ret; /* float dx=xf-x; float dy=yf-y; float dt=tf-t; float ret=0; int i,j,h; for(h=-1;h<=2;h++) for(i=-1;i<=2;i++) for(j=-1;j<=2;j++) ret+=(*this)(subseed,i+x,j+y,h+t)*(R(i-dx)*R(j-dy)*R(h-dt)); return ret; */ } break; #undef X #undef Z #undef F #undef P #undef R case SMOOTH_COSINE: if((float)t==tf) { int x((int)floor(xf)); int y((int)floor(yf)); float a=xf-x; float b=yf-y; a=(1.0f-cos(a*PI))*0.5f; b=(1.0f-cos(b*PI))*0.5f; float c=1.0-a; float d=1.0-b; int x2=x+1,y2=y+1; return (*this)(subseed,x,y,t0)*(c*d)+ (*this)(subseed,x2,y,t0)*(a*d)+ (*this)(subseed,x,y2,t0)*(c*b)+ (*this)(subseed,x2,y2,t0)*(a*b); } else { float a=xf-x; float b=yf-y; float c=tf-t; a=(1.0f-cos(a*PI))*0.5f; b=(1.0f-cos(b*PI))*0.5f; // We don't perform this on the time axis, otherwise we won't // get smooth motion //c=(1.0f-cos(c*PI))*0.5f; float d=1.0-a; float e=1.0-b; float f=1.0-c; int x2=x+1,y2=y+1; return (*this)(subseed,x,y,t0)*(d*e*f)+ (*this)(subseed,x2,y,t0)*(a*e*f)+ (*this)(subseed,x,y2,t0)*(d*b*f)+ (*this)(subseed,x2,y2,t0)*(a*b*f)+ (*this)(subseed,x,y,t1)*(d*e*c)+ (*this)(subseed,x2,y,t1)*(a*e*c)+ (*this)(subseed,x,y2,t1)*(d*b*c)+ (*this)(subseed,x2,y2,t1)*(a*b*c); } case SMOOTH_LINEAR: if((float)t==tf) { int x((int)floor(xf)); int y((int)floor(yf)); float a=xf-x; float b=yf-y; float c=1.0-a; float d=1.0-b; int x2=x+1,y2=y+1; return (*this)(subseed,x,y,t0)*(c*d)+ (*this)(subseed,x2,y,t0)*(a*d)+ (*this)(subseed,x,y2,t0)*(c*b)+ (*this)(subseed,x2,y2,t0)*(a*b); } else { float a=xf-x; float b=yf-y; float c=tf-t; float d=1.0-a; float e=1.0-b; float f=1.0-c; int x2=x+1,y2=y+1; return (*this)(subseed,x,y,t0)*(d*e*f)+ (*this)(subseed,x2,y,t0)*(a*e*f)+ (*this)(subseed,x,y2,t0)*(d*b*f)+ (*this)(subseed,x2,y2,t0)*(a*b*f)+ (*this)(subseed,x,y,t1)*(d*e*c)+ (*this)(subseed,x2,y,t1)*(a*e*c)+ (*this)(subseed,x,y2,t1)*(d*b*c)+ (*this)(subseed,x2,y2,t1)*(a*b*c); } default: case SMOOTH_DEFAULT: return (*this)(subseed,x,y,t0); } }