From d3ad1645fc60ac5d80b741508d6799a50237ded4 Mon Sep 17 00:00:00 2001 From: Marcin Date: Sat, 18 Jan 2025 20:06:44 +0000 Subject: [PATCH] purged // comments in noise.h --- include/cglm/noise.h | 350 +++++++++++++++++++++---------------------- 1 file changed, 175 insertions(+), 175 deletions(-) diff --git a/include/cglm/noise.h b/include/cglm/noise.h index a7e30df..e06d633 100644 --- a/include/cglm/noise.h +++ b/include/cglm/noise.h @@ -178,7 +178,7 @@ * in the original implementation, but for now I'm keeping it consistent. -MK */ -// _glm_noiseDetail_i2gxyz(vec4 i, vec4 gx, vec4 gy, vec4 gz) +/* _glm_noiseDetail_i2gxyz(vec4 i, vec4 gx, vec4 gy, vec4 gz) */ #define _glm_noiseDetail_i2gxyz(ixy, gx, gy, gz) { \ /* gx = ixy / 7.0 */ \ glm_vec4_divs(ixy, 7.0f, gx); /* gx = ixy / 7.0 */ \ @@ -256,71 +256,71 @@ CGLM_INLINE float glm_perlin_vec4(vec4 point) { - // Integer part of p for indexing + /* Integer part of p for indexing */ vec4 Pi0; - glm_vec4_floor(point, Pi0); // Pi0 = floor(point); + glm_vec4_floor(point, Pi0); /* Pi0 = floor(point); */ - // Integer part + 1 + /* Integer part + 1 */ vec4 Pi1; - glm_vec4_adds(Pi0, 1.0f, Pi1); // Pi1 = Pi0 + 1.0f; + glm_vec4_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */ - glm_vec4_mods(Pi0, 289.0f, Pi0); // Pi0 = mod(Pi0, 289.0f); - glm_vec4_mods(Pi1, 289.0f, Pi1); // Pi1 = mod(Pi1, 289.0f); + glm_vec4_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */ + glm_vec4_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */ - // Fractional part of p for interpolation + /* Fractional part of p for interpolation */ vec4 Pf0; glm_vec4_fract(point, Pf0); - // Fractional part - 1.0 + /* Fractional part - 1.0 */ vec4 Pf1; glm_vec4_subs(Pf0, 1.0f, Pf1); vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]}; vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]}; - vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; // iz0 = vec4(Pi0.z); - vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; // iz1 = vec4(Pi1.z); - vec4 iw0 = {Pi0[3], Pi0[3], Pi0[3], Pi0[3]}; // iw0 = vec4(Pi0.w); - vec4 iw1 = {Pi1[3], Pi1[3], Pi1[3], Pi1[3]}; // iw1 = vec4(Pi1.w); + vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */ + vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */ + vec4 iw0 = {Pi0[3], Pi0[3], Pi0[3], Pi0[3]}; /* iw0 = vec4(Pi0.w); */ + vec4 iw1 = {Pi1[3], Pi1[3], Pi1[3], Pi1[3]}; /* iw1 = vec4(Pi1.w); */ - // ------------ + /* ------------ */ - // ixy = permute(permute(ix) + iy) + /* ixy = permute(permute(ix) + iy) */ vec4 ixy; - _glm_noiseDetail_permute(ix, ixy); // ixy = permute(ix) - glm_vec4_add(ixy, iy, ixy); // ixy += iy; - _glm_noiseDetail_permute(ixy, ixy); // ixy = permute(ixy) + _glm_noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */ + glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */ + _glm_noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */ - // ixy0 = permute(ixy + iz0) + /* ixy0 = permute(ixy + iz0) */ vec4 ixy0; - glm_vec4_add(ixy, iz0, ixy0); // ixy0 = ixy + iz0 - _glm_noiseDetail_permute(ixy0, ixy0); // ixy0 = permute(ixy0) + glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */ + _glm_noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */ - // ixy1 = permute(ixy + iz1) + /* ixy1 = permute(ixy + iz1) */ vec4 ixy1; - glm_vec4_add(ixy, iz1, ixy1); // ixy1 = ixy, iz1 - _glm_noiseDetail_permute(ixy1, ixy1); // ixy1 = permute(ixy1) + glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */ + _glm_noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */ - // ixy00 = permute(ixy0 + iw0) + /* ixy00 = permute(ixy0 + iw0) */ vec4 ixy00; - glm_vec4_add(ixy0, iw0, ixy00); // ixy00 = ixy0 + iw0 - _glm_noiseDetail_permute(ixy00, ixy00); // ixy00 = permute(ixy00) + glm_vec4_add(ixy0, iw0, ixy00); /* ixy00 = ixy0 + iw0 */ + _glm_noiseDetail_permute(ixy00, ixy00); /* ixy00 = permute(ixy00) */ - // ixy01 = permute(ixy0 + iw1) + /* ixy01 = permute(ixy0 + iw1) */ vec4 ixy01; - glm_vec4_add(ixy0, iw1, ixy01); // ixy01 = ixy0 + iw1 - _glm_noiseDetail_permute(ixy01, ixy01); // ixy01 = permute(ixy01) + glm_vec4_add(ixy0, iw1, ixy01); /* ixy01 = ixy0 + iw1 */ + _glm_noiseDetail_permute(ixy01, ixy01); /* ixy01 = permute(ixy01) */ - // ixy10 = permute(ixy1 + iw0) + /* ixy10 = permute(ixy1 + iw0) */ vec4 ixy10; - glm_vec4_add(ixy1, iw0, ixy10); // ixy10 = ixy1 + iw0 - _glm_noiseDetail_permute(ixy10, ixy10); // ixy10 = permute(ixy10) + glm_vec4_add(ixy1, iw0, ixy10); /* ixy10 = ixy1 + iw0 */ + _glm_noiseDetail_permute(ixy10, ixy10); /* ixy10 = permute(ixy10) */ - // ixy11 = permute(ixy1 + iw1) + /* ixy11 = permute(ixy1 + iw1) */ vec4 ixy11; - glm_vec4_add(ixy1, iw1, ixy11); // ixy11 = ixy1 + iw1 - _glm_noiseDetail_permute(ixy11, ixy11); // ixy11 = permute(ixy11) + glm_vec4_add(ixy1, iw1, ixy11); /* ixy11 = ixy1 + iw1 */ + _glm_noiseDetail_permute(ixy11, ixy11); /* ixy11 = permute(ixy11) */ - // ------------ + /* ------------ */ vec4 gx00, gy00, gz00, gw00; _glm_noiseDetail_i2gxyzw(ixy00, gx00, gy00, gz00, gw00); @@ -334,123 +334,123 @@ glm_perlin_vec4(vec4 point) { vec4 gx11, gy11, gz11, gw11; _glm_noiseDetail_i2gxyzw(ixy11, gx11, gy11, gz11, gw11); - // ------------ + /* ------------ */ - vec4 g0000 = {gx00[0], gy00[0], gz00[0], gw00[0]}; // g0000 = vec4(gx00.x, gy00.x, gz00.x, gw00.x); - vec4 g0100 = {gx00[2], gy00[2], gz00[2], gw00[2]}; // g0100 = vec4(gx00.z, gy00.z, gz00.z, gw00.z); - vec4 g1000 = {gx00[1], gy00[1], gz00[1], gw00[1]}; // g1000 = vec4(gx00.y, gy00.y, gz00.y, gw00.y); - vec4 g1100 = {gx00[3], gy00[3], gz00[3], gw00[3]}; // g1100 = vec4(gx00.w, gy00.w, gz00.w, gw00.w); + vec4 g0000 = {gx00[0], gy00[0], gz00[0], gw00[0]}; /* g0000 = vec4(gx00.x, gy00.x, gz00.x, gw00.x); */ + vec4 g0100 = {gx00[2], gy00[2], gz00[2], gw00[2]}; /* g0100 = vec4(gx00.z, gy00.z, gz00.z, gw00.z); */ + vec4 g1000 = {gx00[1], gy00[1], gz00[1], gw00[1]}; /* g1000 = vec4(gx00.y, gy00.y, gz00.y, gw00.y); */ + vec4 g1100 = {gx00[3], gy00[3], gz00[3], gw00[3]}; /* g1100 = vec4(gx00.w, gy00.w, gz00.w, gw00.w); */ - vec4 g0001 = {gx01[0], gy01[0], gz01[0], gw01[0]}; // g0001 = vec4(gx01.x, gy01.x, gz01.x, gw01.x); - vec4 g0101 = {gx01[2], gy01[2], gz01[2], gw01[2]}; // g0101 = vec4(gx01.z, gy01.z, gz01.z, gw01.z); - vec4 g1001 = {gx01[1], gy01[1], gz01[1], gw01[1]}; // g1001 = vec4(gx01.y, gy01.y, gz01.y, gw01.y); - vec4 g1101 = {gx01[3], gy01[3], gz01[3], gw01[3]}; // g1101 = vec4(gx01.w, gy01.w, gz01.w, gw01.w); + vec4 g0001 = {gx01[0], gy01[0], gz01[0], gw01[0]}; /* g0001 = vec4(gx01.x, gy01.x, gz01.x, gw01.x); */ + vec4 g0101 = {gx01[2], gy01[2], gz01[2], gw01[2]}; /* g0101 = vec4(gx01.z, gy01.z, gz01.z, gw01.z); */ + vec4 g1001 = {gx01[1], gy01[1], gz01[1], gw01[1]}; /* g1001 = vec4(gx01.y, gy01.y, gz01.y, gw01.y); */ + vec4 g1101 = {gx01[3], gy01[3], gz01[3], gw01[3]}; /* g1101 = vec4(gx01.w, gy01.w, gz01.w, gw01.w); */ - vec4 g0010 = {gx10[0], gy10[0], gz10[0], gw10[0]}; // g0010 = vec4(gx10.x, gy10.x, gz10.x, gw10.x); - vec4 g0110 = {gx10[2], gy10[2], gz10[2], gw10[2]}; // g0110 = vec4(gx10.z, gy10.z, gz10.z, gw10.z); - vec4 g1010 = {gx10[1], gy10[1], gz10[1], gw10[1]}; // g1010 = vec4(gx10.y, gy10.y, gz10.y, gw10.y); - vec4 g1110 = {gx10[3], gy10[3], gz10[3], gw10[3]}; // g1110 = vec4(gx10.w, gy10.w, gz10.w, gw10.w); + vec4 g0010 = {gx10[0], gy10[0], gz10[0], gw10[0]}; /* g0010 = vec4(gx10.x, gy10.x, gz10.x, gw10.x); */ + vec4 g0110 = {gx10[2], gy10[2], gz10[2], gw10[2]}; /* g0110 = vec4(gx10.z, gy10.z, gz10.z, gw10.z); */ + vec4 g1010 = {gx10[1], gy10[1], gz10[1], gw10[1]}; /* g1010 = vec4(gx10.y, gy10.y, gz10.y, gw10.y); */ + vec4 g1110 = {gx10[3], gy10[3], gz10[3], gw10[3]}; /* g1110 = vec4(gx10.w, gy10.w, gz10.w, gw10.w); */ - vec4 g0011 = {gx11[0], gy11[0], gz11[0], gw11[0]}; // g0011 = vec4(gx11.x, gy11.x, gz11.x, gw11.x); - vec4 g0111 = {gx11[2], gy11[2], gz11[2], gw11[2]}; // g0111 = vec4(gx11.z, gy11.z, gz11.z, gw11.z); - vec4 g1011 = {gx11[1], gy11[1], gz11[1], gw11[1]}; // g1011 = vec4(gx11.y, gy11.y, gz11.y, gw11.y); - vec4 g1111 = {gx11[3], gy11[3], gz11[3], gw11[3]}; // g1111 = vec4(gx11.w, gy11.w, gz11.w, gw11.w); + vec4 g0011 = {gx11[0], gy11[0], gz11[0], gw11[0]}; /* g0011 = vec4(gx11.x, gy11.x, gz11.x, gw11.x); */ + vec4 g0111 = {gx11[2], gy11[2], gz11[2], gw11[2]}; /* g0111 = vec4(gx11.z, gy11.z, gz11.z, gw11.z); */ + vec4 g1011 = {gx11[1], gy11[1], gz11[1], gw11[1]}; /* g1011 = vec4(gx11.y, gy11.y, gz11.y, gw11.y); */ + vec4 g1111 = {gx11[3], gy11[3], gz11[3], gw11[3]}; /* g1111 = vec4(gx11.w, gy11.w, gz11.w, gw11.w); */ _glm_noiseDetail_gradNorm_vec4(g0000, g0100, g1000, g1100); _glm_noiseDetail_gradNorm_vec4(g0001, g0101, g1001, g1101); _glm_noiseDetail_gradNorm_vec4(g0010, g0110, g1010, g1110); _glm_noiseDetail_gradNorm_vec4(g0011, g0111, g1011, g1111); - // ------------ + /* ------------ */ - float n0000 = glm_vec4_dot(g0000, Pf0); // n0000 = dot(g0000, Pf0) + float n0000 = glm_vec4_dot(g0000, Pf0); /* n0000 = dot(g0000, Pf0) */ - // n1000 = dot(g1000, vec4(Pf1.x, Pf0.y, Pf0.z, Pf0.w)) + /* n1000 = dot(g1000, vec4(Pf1.x, Pf0.y, Pf0.z, Pf0.w)) */ vec4 n1000d = {Pf1[0], Pf0[1], Pf0[2], Pf0[3]}; float n1000 = glm_vec4_dot(g1000, n1000d); - // n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.z, Pf0.w)) + /* n0100 = dot(g0100, vec4(Pf0.x, Pf1.y, Pf0.z, Pf0.w)) */ vec4 n0100d = {Pf0[0], Pf1[1], Pf0[2], Pf0[3]}; float n0100 = glm_vec4_dot(g0100, n0100d); - // n1100 = dot(g1100, vec4(Pf1.x, Pf1.y, Pf0.z, Pf0.w)) + /* n1100 = dot(g1100, vec4(Pf1.x, Pf1.y, Pf0.z, Pf0.w)) */ vec4 n1100d = {Pf1[0], Pf1[1], Pf0[2], Pf0[3]}; float n1100 = glm_vec4_dot(g1100, n1100d); - // n0010 = dot(g0010, vec4(Pf0.x, Pf0.y, Pf1.z, Pf0.w)) + /* n0010 = dot(g0010, vec4(Pf0.x, Pf0.y, Pf1.z, Pf0.w)) */ vec4 n0010d = {Pf0[0], Pf0[1], Pf1[2], Pf0[3]}; float n0010 = glm_vec4_dot(g0010, n0010d); - // n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)) + /* n1010 = dot(g1010, vec4(Pf1.x, Pf0.y, Pf1.z, Pf0.w)) */ vec4 n1010d = {Pf1[0], Pf0[1], Pf1[2], Pf0[3]}; float n1010 = glm_vec4_dot(g1010, n1010d); - // n0110 = dot(g0110, vec4(Pf0.x, Pf1.y, Pf1.z, Pf0.w)) + /* n0110 = dot(g0110, vec4(Pf0.x, Pf1.y, Pf1.z, Pf0.w)) */ vec4 n0110d = {Pf0[0], Pf1[1], Pf1[2], Pf0[3]}; float n0110 = glm_vec4_dot(g0110, n0110d); - // n1110 = dot(g1110, vec4(Pf1.x, Pf1.y, Pf1.z, Pf0.w)) + /* n1110 = dot(g1110, vec4(Pf1.x, Pf1.y, Pf1.z, Pf0.w)) */ vec4 n1110d = {Pf1[0], Pf1[1], Pf1[2], Pf0[3]}; float n1110 = glm_vec4_dot(g1110, n1110d); - // n0001 = dot(g0001, vec4(Pf0.x, Pf0.y, Pf0.z, Pf1.w)) + /* n0001 = dot(g0001, vec4(Pf0.x, Pf0.y, Pf0.z, Pf1.w)) */ vec4 n0001d = {Pf0[0], Pf0[1], Pf0[2], Pf1[3]}; float n0001 = glm_vec4_dot(g0001, n0001d); - // n1001 = dot(g1001, vec4(Pf1.x, Pf0.y, Pf0.z, Pf1.w)) + /* n1001 = dot(g1001, vec4(Pf1.x, Pf0.y, Pf0.z, Pf1.w)) */ vec4 n1001d = {Pf1[0], Pf0[1], Pf0[2], Pf1[3]}; float n1001 = glm_vec4_dot(g1001, n1001d); - // n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)) + /* n0101 = dot(g0101, vec4(Pf0.x, Pf1.y, Pf0.z, Pf1.w)) */ vec4 n0101d = {Pf0[0], Pf1[1], Pf0[2], Pf1[3]}; float n0101 = glm_vec4_dot(g0101, n0101d); - // n1101 = dot(g1101, vec4(Pf1.x, Pf1.y, Pf0.z, Pf1.w)) + /* n1101 = dot(g1101, vec4(Pf1.x, Pf1.y, Pf0.z, Pf1.w)) */ vec4 n1101d = {Pf1[0], Pf1[1], Pf0[2], Pf1[3]}; float n1101 = glm_vec4_dot(g1101, n1101d); - // n0011 = dot(g0011, vec4(Pf0.x, Pf0.y, Pf1.z, Pf1.w)) + /* n0011 = dot(g0011, vec4(Pf0.x, Pf0.y, Pf1.z, Pf1.w)) */ vec4 n0011d = {Pf0[0], Pf0[1], Pf1[2], Pf1[3]}; float n0011 = glm_vec4_dot(g0011, n0011d); - // n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.z, Pf1.w)) + /* n1011 = dot(g1011, vec4(Pf1.x, Pf0.y, Pf1.z, Pf1.w)) */ vec4 n1011d = {Pf1[0], Pf0[1], Pf1[2], Pf1[3]}; float n1011 = glm_vec4_dot(g1011, n1011d); - // n0111 = dot(g0111, vec4(Pf0.x, Pf1.y, Pf1.z, Pf1.w)) + /* n0111 = dot(g0111, vec4(Pf0.x, Pf1.y, Pf1.z, Pf1.w)) */ vec4 n0111d = {Pf0[0], Pf1[1], Pf1[2], Pf1[3]}; float n0111 = glm_vec4_dot(g0111, n0111d); - float n1111 = glm_vec4_dot(g1111, Pf1); // n1111 = dot(g1111, Pf1) + float n1111 = glm_vec4_dot(g1111, Pf1); /* n1111 = dot(g1111, Pf1) */ - // ------------ + /* ------------ */ vec4 fade_xyzw; - _glm_noiseDetail_fade_vec4(Pf0, fade_xyzw); // fade_xyzw = fade(Pf0) + _glm_noiseDetail_fade_vec4(Pf0, fade_xyzw); /* fade_xyzw = fade(Pf0) */ - // n_0w = lerp(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w) + /* n_0w = lerp(vec4(n0000, n1000, n0100, n1100), vec4(n0001, n1001, n0101, n1101), fade_xyzw.w) */ vec4 n_0w1 = {n0000, n1000, n0100, n1100}; vec4 n_0w2 = {n0001, n1001, n0101, n1101}; vec4 n_0w; glm_vec4_lerp(n_0w1, n_0w2, fade_xyzw[3], n_0w); - // n_1w = lerp(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w) + /* n_1w = lerp(vec4(n0010, n1010, n0110, n1110), vec4(n0011, n1011, n0111, n1111), fade_xyzw.w) */ vec4 n_1w1 = {n0010, n1010, n0110, n1110}; vec4 n_1w2 = {n0011, n1011, n0111, n1111}; vec4 n_1w; glm_vec4_lerp(n_1w1, n_1w2, fade_xyzw[3], n_1w); - // n_zw = lerp(n_0w, n_1w, fade_xyzw.z) + /* n_zw = lerp(n_0w, n_1w, fade_xyzw.z) */ vec4 n_zw; glm_vec4_lerp(n_0w, n_1w, fade_xyzw[2], n_zw); - // n_yzw = lerp(vec2(n_zw.x, n_zw.y), vec2(n_zw.z, n_zw.w), fade_xyzw.y) + /* n_yzw = lerp(vec2(n_zw.x, n_zw.y), vec2(n_zw.z, n_zw.w), fade_xyzw.y) */ vec2 n_yzw; vec2 n_yzw1 = {n_zw[0], n_zw[1]}; vec2 n_yzw2 = {n_zw[2], n_zw[3]}; glm_vec2_lerp(n_yzw1, n_yzw2, fade_xyzw[1], n_yzw); - // n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x) + /* n_xyzw = lerp(n_yzw.x, n_yzw.y, fade_xyzw.x) */ float n_xyzw = glm_lerp(n_yzw[0], n_yzw[1], fade_xyzw[0]); return n_xyzw * 2.2f; @@ -466,49 +466,49 @@ glm_perlin_vec4(vec4 point) { CGLM_INLINE float glm_perlin_vec3(vec3 point) { - // Integer part of p for indexing + /* Integer part of p for indexing */ vec3 Pi0; - glm_vec3_floor(point, Pi0); // Pi0 = floor(point); + glm_vec3_floor(point, Pi0); /* Pi0 = floor(point); */ - // Integer part + 1 + /* Integer part + 1 */ vec3 Pi1; - glm_vec3_adds(Pi0, 1.0f, Pi1); // Pi1 = Pi0 + 1.0f; + glm_vec3_adds(Pi0, 1.0f, Pi1); /* Pi1 = Pi0 + 1.0f; */ - glm_vec3_mods(Pi0, 289.0f, Pi0); // Pi0 = mod(Pi0, 289.0f); - glm_vec3_mods(Pi1, 289.0f, Pi1); // Pi1 = mod(Pi1, 289.0f); + glm_vec3_mods(Pi0, 289.0f, Pi0); /* Pi0 = mod(Pi0, 289.0f); */ + glm_vec3_mods(Pi1, 289.0f, Pi1); /* Pi1 = mod(Pi1, 289.0f); */ - // Fractional part of p for interpolation + /* Fractional part of p for interpolation */ vec3 Pf0; glm_vec3_fract(point, Pf0); - // Fractional part - 1.0 + /* Fractional part - 1.0 */ vec3 Pf1; glm_vec3_subs(Pf0, 1.0f, Pf1); vec4 ix = {Pi0[0], Pi1[0], Pi0[0], Pi1[0]}; vec4 iy = {Pi0[1], Pi0[1], Pi1[1], Pi1[1]}; - vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; // iz0 = vec4(Pi0.z); - vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; // iz1 = vec4(Pi1.z); + vec4 iz0 = {Pi0[2], Pi0[2], Pi0[2], Pi0[2]}; /* iz0 = vec4(Pi0.z); */ + vec4 iz1 = {Pi1[2], Pi1[2], Pi1[2], Pi1[2]}; /* iz1 = vec4(Pi1.z); */ - // ------------ + /* ------------ */ - // ixy = permute(permute(ix) + iy) + /* ixy = permute(permute(ix) + iy) */ vec4 ixy; - _glm_noiseDetail_permute(ix, ixy); // ixy = permute(ix) - glm_vec4_add(ixy, iy, ixy); // ixy += iy; - _glm_noiseDetail_permute(ixy, ixy); // ixy = permute(ixy) + _glm_noiseDetail_permute(ix, ixy); /* ixy = permute(ix) */ + glm_vec4_add(ixy, iy, ixy); /* ixy += iy; */ + _glm_noiseDetail_permute(ixy, ixy); /* ixy = permute(ixy) */ - // ixy0 = permute(ixy + iz0) + /* ixy0 = permute(ixy + iz0) */ vec4 ixy0; - glm_vec4_add(ixy, iz0, ixy0); // ixy0 = ixy + iz0 - _glm_noiseDetail_permute(ixy0, ixy0); // ixy0 = permute(ixy0) + glm_vec4_add(ixy, iz0, ixy0); /* ixy0 = ixy + iz0 */ + _glm_noiseDetail_permute(ixy0, ixy0); /* ixy0 = permute(ixy0) */ - // ixy1 = permute(ixy + iz1) + /* ixy1 = permute(ixy + iz1) */ vec4 ixy1; - glm_vec4_add(ixy, iz1, ixy1); // ixy1 = ixy, iz1 - _glm_noiseDetail_permute(ixy1, ixy1); // ixy1 = permute(ixy1) + glm_vec4_add(ixy, iz1, ixy1); /* ixy1 = ixy, iz1 */ + _glm_noiseDetail_permute(ixy1, ixy1); /* ixy1 = permute(ixy1) */ - // ------------ + /* ------------ */ vec4 gx0, gy0, gz0; _glm_noiseDetail_i2gxyz(ixy0, gx0, gy0, gz0); @@ -516,69 +516,69 @@ glm_perlin_vec3(vec3 point) { vec4 gx1, gy1, gz1; _glm_noiseDetail_i2gxyz(ixy1, gx1, gy1, gz1); - // ------------ + /* ------------ */ - vec3 g000 = {gx0[0], gy0[0], gz0[0]}; // g000 = vec3(gx0.x, gy0.x, gz0.x); - vec3 g100 = {gx0[1], gy0[1], gz0[1]}; // g100 = vec3(gx0.y, gy0.y, gz0.y); - vec3 g010 = {gx0[2], gy0[2], gz0[2]}; // g010 = vec3(gx0.z, gy0.z, gz0.z); - vec3 g110 = {gx0[3], gy0[3], gz0[3]}; // g110 = vec3(gx0.w, gy0.w, gz0.w); + vec3 g000 = {gx0[0], gy0[0], gz0[0]}; /* g000 = vec3(gx0.x, gy0.x, gz0.x); */ + vec3 g100 = {gx0[1], gy0[1], gz0[1]}; /* g100 = vec3(gx0.y, gy0.y, gz0.y); */ + vec3 g010 = {gx0[2], gy0[2], gz0[2]}; /* g010 = vec3(gx0.z, gy0.z, gz0.z); */ + vec3 g110 = {gx0[3], gy0[3], gz0[3]}; /* g110 = vec3(gx0.w, gy0.w, gz0.w); */ - vec3 g001 = {gx1[0], gy1[0], gz1[0]}; // g001 = vec3(gx1.x, gy1.x, gz1.x); - vec3 g101 = {gx1[1], gy1[1], gz1[1]}; // g101 = vec3(gx1.y, gy1.y, gz1.y); - vec3 g011 = {gx1[2], gy1[2], gz1[2]}; // g011 = vec3(gx1.z, gy1.z, gz1.z); - vec3 g111 = {gx1[3], gy1[3], gz1[3]}; // g111 = vec3(gx1.w, gy1.w, gz1.w); + vec3 g001 = {gx1[0], gy1[0], gz1[0]}; /* g001 = vec3(gx1.x, gy1.x, gz1.x); */ + vec3 g101 = {gx1[1], gy1[1], gz1[1]}; /* g101 = vec3(gx1.y, gy1.y, gz1.y); */ + vec3 g011 = {gx1[2], gy1[2], gz1[2]}; /* g011 = vec3(gx1.z, gy1.z, gz1.z); */ + vec3 g111 = {gx1[3], gy1[3], gz1[3]}; /* g111 = vec3(gx1.w, gy1.w, gz1.w); */ _glm_noiseDetail_gradNorm_vec3(g000, g100, g010, g110); _glm_noiseDetail_gradNorm_vec3(g001, g101, g011, g111); - // ------------ + /* ------------ */ - float n000 = glm_vec3_dot(g000, Pf0); // n000 = dot(g000, Pf0) + float n000 = glm_vec3_dot(g000, Pf0); /* n000 = dot(g000, Pf0) */ - // n100 = dot(g100, vec3(Pf1.x, Pf0.y, Pf0.z)) + /* n100 = dot(g100, vec3(Pf1.x, Pf0.y, Pf0.z)) */ vec3 n100d = {Pf1[0], Pf0[1], Pf0[2]}; float n100 = glm_vec3_dot(g100, n100d); - // n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)) + /* n010 = dot(g010, vec3(Pf0.x, Pf1.y, Pf0.z)) */ vec3 n010d = {Pf0[0], Pf1[1], Pf0[2]}; float n010 = glm_vec3_dot(g010, n010d); - // n110 = dot(g110, vec3(Pf1.x, Pf1.y, Pf0.z)) + /* n110 = dot(g110, vec3(Pf1.x, Pf1.y, Pf0.z)) */ vec3 n110d = {Pf1[0], Pf1[1], Pf0[2]}; float n110 = glm_vec3_dot(g110, n110d); - // n001 = dot(g001, vec3(Pf0.x, Pf0.y, Pf1.z)) + /* n001 = dot(g001, vec3(Pf0.x, Pf0.y, Pf1.z)) */ vec3 n001d = {Pf0[0], Pf0[1], Pf1[2]}; float n001 = glm_vec3_dot(g001, n001d); - // n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)) + /* n101 = dot(g101, vec3(Pf1.x, Pf0.y, Pf1.z)) */ vec3 n101d = {Pf1[0], Pf0[1], Pf1[2]}; float n101 = glm_vec3_dot(g101, n101d); - // n011 = dot(g011, vec3(Pf0.x, Pf1.y, Pf1.z)) + /* n011 = dot(g011, vec3(Pf0.x, Pf1.y, Pf1.z)) */ vec3 n011d = {Pf0[0], Pf1[1], Pf1[2]}; float n011 = glm_vec3_dot(g011, n011d); - float n111 = glm_vec3_dot(g111, Pf1); // n111 = dot(g111, Pf1) + float n111 = glm_vec3_dot(g111, Pf1); /* n111 = dot(g111, Pf1) */ - // ------------ + /* ------------ */ vec3 fade_xyz; - _glm_noiseDetail_fade_vec3(Pf0, fade_xyz); // fade_xyz = fade(Pf0) + _glm_noiseDetail_fade_vec3(Pf0, fade_xyz); /* fade_xyz = fade(Pf0) */ - // n_z = lerp(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); + /* n_z = lerp(vec4(n000, n100, n010, n110), vec4(n001, n101, n011, n111), fade_xyz.z); */ vec4 n_z; vec4 n_z1 = {n000, n100, n010, n110}; vec4 n_z2 = {n001, n101, n011, n111}; glm_vec4_lerp(n_z1, n_z2, fade_xyz[2], n_z); - // vec2 n_yz = lerp(vec2(n_z.x, n_z.y), vec2(n_z.z, n_z.w), fade_xyz.y); + /* vec2 n_yz = lerp(vec2(n_z.x, n_z.y), vec2(n_z.z, n_z.w), fade_xyz.y); */ vec2 n_yz; vec2 n_yz1 = {n_z[0], n_z[1]}; vec2 n_yz2 = {n_z[2], n_z[3]}; glm_vec2_lerp(n_yz1, n_yz2, fade_xyz[1], n_yz); - // n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); + /* n_xyz = lerp(n_yz.x, n_yz.y, fade_xyz.x); */ float n_xyz = glm_lerp(n_yz[0], n_yz[1], fade_xyz[0]); return n_xyz * 2.2f; @@ -594,82 +594,82 @@ CGLM_INLINE float glm_perlin_vec2(vec2 point) { - // Integer part of p for indexing - // Pi = floor(vec4(point.x, point.y, point.x, point.y)) + vec4(0.0, 0.0, 1.0, 1.0); - vec4 Pi = {point[0], point[1], point[0], point[1]}; // Pi = vec4(point.x, point.y, point.x, point.y) - glm_vec4_floor(Pi, Pi); // Pi = floor(Pi) - Pi[2] += 1.0f; // Pi.z += 1.0 - Pi[3] += 1.0f; // Pi.w += 1.0 + /* Integer part of p for indexing */ + /* Pi = floor(vec4(point.x, point.y, point.x, point.y)) + vec4(0.0, 0.0, 1.0, 1.0); */ + vec4 Pi = {point[0], point[1], point[0], point[1]}; /* Pi = vec4(point.x, point.y, point.x, point.y) */ + glm_vec4_floor(Pi, Pi); /* Pi = floor(Pi) */ + Pi[2] += 1.0f; /* Pi.z += 1.0 */ + Pi[3] += 1.0f; /* Pi.w += 1.0 */ - // Fractional part of p for interpolation - // vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); - vec4 Pf = {point[0], point[1], point[0], point[1]}; // Pf = vec4(point.x, point.y, point.x, point.y) - glm_vec4_fract(Pf, Pf); // Pf = fract(Pf) - Pf[2] -= 1.0f; // Pf.z -= 1.0 - Pf[3] -= 1.0f; // Pf.w -= 1.0 + /* Fractional part of p for interpolation */ + /* vec<4, T, Q> Pf = glm::fract(vec<4, T, Q>(Position.x, Position.y, Position.x, Position.y)) - vec<4, T, Q>(0.0, 0.0, 1.0, 1.0); */ + vec4 Pf = {point[0], point[1], point[0], point[1]}; /* Pf = vec4(point.x, point.y, point.x, point.y) */ + glm_vec4_fract(Pf, Pf); /* Pf = fract(Pf) */ + Pf[2] -= 1.0f; /* Pf.z -= 1.0 */ + Pf[3] -= 1.0f; /* Pf.w -= 1.0 */ - // Mod to avoid truncation effects in permutation - glm_vec4_mods(Pi, 289.0f, Pi); // Pi = mod(Pi, 289.0f); + /* Mod to avoid truncation effects in permutation */ + glm_vec4_mods(Pi, 289.0f, Pi); /* Pi = mod(Pi, 289.0f); */ - vec4 ix = {Pi[0], Pi[2], Pi[0], Pi[2]}; // ix = vec4(Pi.x, Pi.z, Pi.x, Pi.z) - vec4 iy = {Pi[1], Pi[1], Pi[3], Pi[3]}; // iy = vec4(Pi.y, Pi.y, Pi.w, Pi.w) - vec4 fx = {Pf[0], Pf[2], Pf[0], Pf[2]}; // fx = vec4(Pf.x, Pf.z, Pf.x, Pf.z) - vec4 fy = {Pf[1], Pf[1], Pf[3], Pf[3]}; // fy = vec4(Pf.y, Pf.y, Pf.w, Pf.w) + vec4 ix = {Pi[0], Pi[2], Pi[0], Pi[2]}; /* ix = vec4(Pi.x, Pi.z, Pi.x, Pi.z) */ + vec4 iy = {Pi[1], Pi[1], Pi[3], Pi[3]}; /* iy = vec4(Pi.y, Pi.y, Pi.w, Pi.w) */ + vec4 fx = {Pf[0], Pf[2], Pf[0], Pf[2]}; /* fx = vec4(Pf.x, Pf.z, Pf.x, Pf.z) */ + vec4 fy = {Pf[1], Pf[1], Pf[3], Pf[3]}; /* fy = vec4(Pf.y, Pf.y, Pf.w, Pf.w) */ - // ------------ + /* ------------ */ - // i = permute(permute(ix) + iy); + /* i = permute(permute(ix) + iy); */ vec4 i; - _glm_noiseDetail_permute(ix, i); // i = permute(ix) - glm_vec4_add(i, iy, i); // i += iy; - _glm_noiseDetail_permute(i, i); // i = permute(i) + _glm_noiseDetail_permute(ix, i); /* i = permute(ix) */ + glm_vec4_add(i, iy, i); /* i += iy; */ + _glm_noiseDetail_permute(i, i); /* i = permute(i) */ - // ------------ + /* ------------ */ vec4 gx, gy; _glm_noiseDetail_i2gxy(i, gx, gy); - // ------------ + /* ------------ */ - vec2 g00 = {gx[0], gy[0]}; // g00 = vec2(gx.x, gy.x) - vec2 g10 = {gx[1], gy[1]}; // g10 = vec2(gx.y, gy.y) - vec2 g01 = {gx[2], gy[2]}; // g01 = vec2(gx.z, gy.z) - vec2 g11 = {gx[3], gy[3]}; // g11 = vec2(gx.w, gy.w) + vec2 g00 = {gx[0], gy[0]}; /* g00 = vec2(gx.x, gy.x) */ + vec2 g10 = {gx[1], gy[1]}; /* g10 = vec2(gx.y, gy.y) */ + vec2 g01 = {gx[2], gy[2]}; /* g01 = vec2(gx.z, gy.z) */ + vec2 g11 = {gx[3], gy[3]}; /* g11 = vec2(gx.w, gy.w) */ _glm_noiseDetail_gradNorm_vec2(g00, g10, g01, g11); - // ------------ + /* ------------ */ - // n00 = dot(g00, vec2(fx.x, fy.x)) - vec2 n00d = {fx[0], fy[0]}; // n00d = vec2(fx.x, fy.x) - float n00 = glm_vec2_dot(g00, n00d); // n00 = dot(g00, n00d) + /* n00 = dot(g00, vec2(fx.x, fy.x)) */ + vec2 n00d = {fx[0], fy[0]}; /* n00d = vec2(fx.x, fy.x) */ + float n00 = glm_vec2_dot(g00, n00d); /* n00 = dot(g00, n00d) */ - // n10 = dot(g10, vec2(fx.y, fy.y)) - vec2 n10d = {fx[1], fy[1]}; // n10d = vec2(fx.y, fy.y) - float n10 = glm_vec2_dot(g10, n10d); // n10 = dot(g10, n10d) + /* n10 = dot(g10, vec2(fx.y, fy.y)) */ + vec2 n10d = {fx[1], fy[1]}; /* n10d = vec2(fx.y, fy.y) */ + float n10 = glm_vec2_dot(g10, n10d); /* n10 = dot(g10, n10d) */ - // n01 = dot(g01, vec2(fx.z, fy.z)) - vec2 n01d = {fx[2], fy[2]}; // n01d = vec2(fx.z, fy.z) - float n01 = glm_vec2_dot(g01, n01d); // n01 = dot(g01, n01d) + /* n01 = dot(g01, vec2(fx.z, fy.z)) */ + vec2 n01d = {fx[2], fy[2]}; /* n01d = vec2(fx.z, fy.z) */ + float n01 = glm_vec2_dot(g01, n01d); /* n01 = dot(g01, n01d) */ - // n11 = dot(g11, vec2(fx.w, fy.w)) - vec2 n11d = {fx[3], fy[3]}; // n11d = vec2(fx.w, fy.w) - float n11 = glm_vec2_dot(g11, n11d); // n11 = dot(g11, n11d) + /* n11 = dot(g11, vec2(fx.w, fy.w)) */ + vec2 n11d = {fx[3], fy[3]}; /* n11d = vec2(fx.w, fy.w) */ + float n11 = glm_vec2_dot(g11, n11d); /* n11 = dot(g11, n11d) */ - // ------------ + /* ------------ */ - // fade_xyz = fade(vec2(Pf.x, Pf.y)) - vec2 fade_xy = {Pf[0], Pf[1]}; // fade_xy = vec2(Pf.x, Pf.y) - _glm_noiseDetail_fade_vec2(fade_xy, fade_xy); // fade_xy = fade(fade_xy) + /* fade_xyz = fade(vec2(Pf.x, Pf.y)) */ + vec2 fade_xy = {Pf[0], Pf[1]}; /* fade_xy = vec2(Pf.x, Pf.y) */ + _glm_noiseDetail_fade_vec2(fade_xy, fade_xy); /* fade_xy = fade(fade_xy) */ - // n_x = lerp(vec2(n00, n01), vec2(n10, n11), fade_xy.x); + /* n_x = lerp(vec2(n00, n01), vec2(n10, n11), fade_xy.x); */ vec2 n_x; - vec2 n_x1 = {n00, n01}; // n_x1 = vec2(n00, n01) - vec2 n_x2 = {n10, n11}; // n_x2 = vec2(n10, n11) - glm_vec2_lerp(n_x1, n_x2, fade_xy[0], n_x); // n_x = lerp(n_x1, n_x2, fade_xy.x) + vec2 n_x1 = {n00, n01}; /* n_x1 = vec2(n00, n01) */ + vec2 n_x2 = {n10, n11}; /* n_x2 = vec2(n10, n11) */ + glm_vec2_lerp(n_x1, n_x2, fade_xy[0], n_x); /* n_x = lerp(n_x1, n_x2, fade_xy.x) */ - // T n_xy = mix(n_x.x, n_x.y, fade_xy.y); - // n_xy = lerp(n_x.x, n_x.y, fade_xy.y); + /* T n_xy = mix(n_x.x, n_x.y, fade_xy.y); */ + /* n_xy = lerp(n_x.x, n_x.y, fade_xy.y); */ float n_xy = glm_lerp(n_x[0], n_x[1], fade_xy[1]); return n_xy * 2.3f;