// Copyright (c) 2012-2020 Wojciech Figat. All rights reserved. #ifndef __RANDOM__ #define __RANDOM__ // @param xy should be a integer position (e.g. pixel position on the screen), repeats each 128x128 pixels similar to a texture lookup but is only ALU float PseudoRandom(float2 xy) { float2 pos = frac(xy / 128.0f) * 128.0f + float2(-64.340622f, -72.465622f); return frac(dot(pos.xyx * pos.xyy, float3(20.390625f, 60.703125f, 2.4281209f))); } // Find good arbitrary axis vectors to represent U and V axes of a plane, given just the normal void FindBestAxisVectors(float3 input, out float3 axis1, out float3 axis2) { const float3 N = abs(input); // Find best basis vectors if( N.z > N.x && N.z > N.y ) { axis1 = float3(1, 0, 0); } else { axis1 = float3(0, 0, 1); } axis1 = normalize(axis1 - input * dot(axis1, input)); axis2 = cross(axis1, input); } // References for noise: // // Improved Perlin noise // http://mrl.nyu.edu/~perlin/noise/ // http://http.developer.nvidia.com/GPUGems/gpugems_ch05.html // Modified Noise for Evaluation on Graphics Hardware // http://www.csee.umbc.edu/~olano/papers/mNoise.pdf // Perlin Noise // http://mrl.nyu.edu/~perlin/doc/oscar.html // Fast Gradient Noise // http://prettyprocs.wordpress.com/2012/10/20/fast-perlin-noise // -------- ALU based method --------- /* * Pseudo random number generator, based on "TEA, a tiny Encrytion Algorithm" * http://citeseer.ist.psu.edu/viewdoc/download?doi=10.1.1.45.281&rep=rep1&type=pdf * @param v - old seed (full 32bit range) * @param iterationCount - >=1, bigger numbers cost more performance but improve quality * @return new seed */ uint2 ScrambleTEA(uint2 v, uint iterationCount = 3) { // Start with some random data (numbers can be arbitrary but those have been used by others and seem to work well) uint k[4] ={ 0xA341316Cu , 0xC8013EA4u , 0xAD90777Du , 0x7E95761Eu }; uint y = v[0]; uint z = v[1]; uint sum = 0; UNROLL for (uint i = 0; i < iterationCount; i++) { sum += 0x9e3779b9; y += (z << 4u) + k[0] ^ z + sum ^ (z >> 5u) + k[1]; z += (y << 4u) + k[2] ^ y + sum ^ (y >> 5u) + k[3]; } return uint2(y, z); } // Computes a pseudo random number for a given integer 2D position // @param v - old seed (full 32bit range) // @return random number in the range -1 .. 1 float ComputeRandomFrom2DPosition(uint2 v) { return (ScrambleTEA(v).x & 0xffff ) / (float)(0xffff) * 2 - 1; } // Computes a pseudo random number for a given integer 2D position // @param v - old seed (full 32bit range) // @return random number in the range -1 .. 1 float ComputeRandomFrom3DPosition(int3 v) { // numbers found by experimentation return ComputeRandomFrom2DPosition(v.xy ^ (uint2(0x123456, 0x23446) * v.zx) ); } // Evaluate polynomial to get smooth transitions for Perlin noise (2 add, 5 mul) float PerlinRamp(in float t) { return t * t * t * (t * (t * 6 - 15) + 10); } float2 PerlinRamp(in float2 t) { return t * t * t * (t * (t * 6 - 15) + 10); } float3 PerlinRamp(in float3 t) { return t * t * t * (t * (t * 6 - 15) + 10); } float4 PerlinRamp(in float4 t) { return t * t * t * (t * (t * 6 - 15) + 10); } #endif