/* SPDX-FileCopyrightText: 2011-2022 Blender Authors
 *
 * SPDX-License-Identifier: GPL-2.0-or-later */

/** \file
 * \ingroup freestyle
 * \brief Class to define Perlin noise
 */

#include <cmath>
#include <cstdio>
#include <cstdlib>
#include <ctime>

#include "BLI_compiler_attrs.h"
#include "BLI_rand.h"
#include "BLI_sys_types.h"

#include "Noise.h"

namespace Freestyle {

#define SCURVE(a) ((a) * (a) * (3.0 - 2.0 * (a)))

#if 0  // XXX Unused
#  define REALSCALE (2.0 / 65536.0)
#  define NREALSCALE (2.0 / 4096.0)

#  define HASH3D(a, b, c) \
    hashTable[hashTable[hashTable[(a) & 0xfff] ^ ((b) & 0xfff)] ^ ((c) & 0xfff)]
#  define HASH(a, b, c) (xtab[(xtab[(xtab[(a) & 0xff] ^ (b)) & 0xff] ^ (c)) & 0xff] & 0xff)
#  define INCRSUM(m, s, x, y, z) \
    ((s) * (RTable[m] * 0.5 + RTable[m + 1] * (x) + RTable[m + 2] * (y) + RTable[m + 3] * (z)))

#  define MAXSIZE 500
#endif

#define BM 0xff
#define N 0x1000
#if 0           // XXX Unused
#  define NP 12 /* 2^N */
#  define NM 0xfff
#endif

#define LERP(t, a, b) ((a) + (t) * ((b) - (a)))

#define SETUP(i, b0, b1, r0, r1) \
  { \
    (t) = (i) + (N); \
    (r0) = modff((t), &(u)); \
    (r1) = (r0)-1.0; \
    (b0) = int(u) & BM; \
    (b1) = ((b0) + 1) & BM; \
  } \
  (void)0

static void normalize2(float v[2])
{
  float s;

  s = sqrt(v[0] * v[0] + v[1] * v[1]);
  v[0] = v[0] / s;
  v[1] = v[1] / s;
}

static void normalize3(float v[3])
{
  float s;

  s = sqrt(v[0] * v[0] + v[1] * v[1] + v[2] * v[2]);
  v[0] = v[0] / s;
  v[1] = v[1] / s;
  v[2] = v[2] / s;
}

float Noise::turbulence1(float arg, float freq, float amp, uint oct)
{
  float t;
  float vec;

  for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
    vec = freq * arg;
    t += smoothNoise1(vec) * amp;
  }
  return t;
}

float Noise::turbulence2(Vec2f &v, float freq, float amp, uint oct)
{
  float t;
  Vec2f vec;

  for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
    vec.x() = freq * v.x();
    vec.y() = freq * v.y();
    t += smoothNoise2(vec) * amp;
  }
  return t;
}

float Noise::turbulence3(Vec3f &v, float freq, float amp, uint oct)
{
  float t;
  Vec3f vec;

  for (t = 0; oct > 0 && freq > 0; freq *= 2, amp /= 2, --oct) {
    vec.x() = freq * v.x();
    vec.y() = freq * v.y();
    vec.z() = freq * v.z();
    t += smoothNoise3(vec) * amp;
  }
  return t;
}

// Noise functions over 1, 2, and 3 dimensions
float Noise::smoothNoise1(float arg)
{
  int bx0, bx1;
  float rx0, rx1, sx, t, u, v, vec;

  vec = arg;
  SETUP(vec, bx0, bx1, rx0, rx1);

  sx = SCURVE(rx0);

  u = rx0 * g1[p[bx0]];
  v = rx1 * g1[p[bx1]];

  return LERP(sx, u, v);
}

float Noise::smoothNoise2(Vec2f &vec)
{
  int bx0, bx1, by0, by1, b00, b10, b01, b11;
  float rx0, rx1, ry0, ry1, *q, sx, sy, a, b, t, u, v;
  int i, j;

  SETUP(vec.x(), bx0, bx1, rx0, rx1);
  SETUP(vec.y(), by0, by1, ry0, ry1);

  i = p[bx0];
  j = p[bx1];

  b00 = p[i + by0];
  b10 = p[j + by0];
  b01 = p[i + by1];
  b11 = p[j + by1];

  sx = SCURVE(rx0);
  sy = SCURVE(ry0);

#define AT2(rx, ry) ((rx) * q[0] + (ry) * q[1])

  q = g2[b00];
  u = AT2(rx0, ry0);
  q = g2[b10];
  v = AT2(rx1, ry0);
  a = LERP(sx, u, v);

  q = g2[b01];
  u = AT2(rx0, ry1);
  q = g2[b11];
  v = AT2(rx1, ry1);
  b = LERP(sx, u, v);

#undef AT2

  return LERP(sy, a, b);
}

float Noise::smoothNoise3(Vec3f &vec)
{
  int bx0, bx1, by0, by1, bz0, bz1, b00, b10, b01, b11;
  float rx0, rx1, ry0, ry1, rz0, rz1, *q, sy, sz, a, b, c, d, t, u, v;
  int i, j;

  SETUP(vec.x(), bx0, bx1, rx0, rx1);
  SETUP(vec.y(), by0, by1, ry0, ry1);
  SETUP(vec.z(), bz0, bz1, rz0, rz1);

  i = p[bx0];
  j = p[bx1];

  b00 = p[i + by0];
  b10 = p[j + by0];
  b01 = p[i + by1];
  b11 = p[j + by1];

  t = SCURVE(rx0);
  sy = SCURVE(ry0);
  sz = SCURVE(rz0);

#define AT3(rx, ry, rz) ((rx) * q[0] + (ry) * q[1] + (rz) * q[2])

  q = g3[b00 + bz0];
  u = AT3(rx0, ry0, rz0);
  q = g3[b10 + bz0];
  v = AT3(rx1, ry0, rz0);
  a = LERP(t, u, v);

  q = g3[b01 + bz0];
  u = AT3(rx0, ry1, rz0);
  q = g3[b11 + bz0];
  v = AT3(rx1, ry1, rz0);
  b = LERP(t, u, v);

  c = LERP(sy, a, b);

  q = g3[b00 + bz1];
  u = AT3(rx0, ry0, rz1);
  q = g3[b10 + bz1];
  v = AT3(rx1, ry0, rz1);
  a = LERP(t, u, v);

  q = g3[b01 + bz1];
  u = AT3(rx0, ry1, rz1);
  q = g3[b11 + bz1];
  v = AT3(rx1, ry1, rz1);
  b = LERP(t, u, v);

  d = LERP(sy, a, b);

#undef AT3

  return LERP(sz, c, d);
}

Noise::Noise(long seed)
{
  /* Use Blender RNG for repeatable results across platforms. */
  RNG *rng = BLI_rng_new(seed);
  int i, j, k;

  for (i = 0; i < _NOISE_B; i++) {
    p[i] = i;
    g1[i] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;

    for (j = 0; j < 2; j++) {
      g2[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
    }
    normalize2(g2[i]);

    for (j = 0; j < 3; j++) {
      g3[i][j] = float((BLI_rng_get_int(rng) % (_NOISE_B + _NOISE_B)) - _NOISE_B) / _NOISE_B;
    }
    normalize3(g3[i]);
  }

  while (--i) {
    k = p[i];
    p[i] = p[j = BLI_rng_get_int(rng) % _NOISE_B];
    p[j] = k;
  }

  for (i = 0; i < _NOISE_B + 2; i++) {
    p[_NOISE_B + i] = p[i];
    g1[_NOISE_B + i] = g1[i];

    for (j = 0; j < 2; j++) {
      g2[_NOISE_B + i][j] = g2[i][j];
    }

    for (j = 0; j < 3; j++) {
      g3[_NOISE_B + i][j] = g3[i][j];
    }
  }

  BLI_rng_free(rng);
}

} /* namespace Freestyle */
