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@@ -0,0 +1,141 @@
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+#pragma once
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+
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+#include <glm/glm.hpp>
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+#include <cmath>
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+
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+namespace WallpaperEngine::Render::Utils {
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+
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+// Perlin noise permutation table
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+static const unsigned char PERLIN_PERM[] = {
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+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36,
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+ 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75,
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+ 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149,
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+ 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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+ 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
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+ 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187,
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+ 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186,
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+ 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
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+ 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248,
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+ 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
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+ 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34,
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+ 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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+ 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4,
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+ 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
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+ 215, 61, 156, 180,
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+ // Duplicate for wrapping
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+ 151, 160, 137, 91, 90, 15, 131, 13, 201, 95, 96, 53, 194, 233, 7, 225, 140, 36,
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+ 103, 30, 69, 142, 8, 99, 37, 240, 21, 10, 23, 190, 6, 148, 247, 120, 234, 75,
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+ 0, 26, 197, 62, 94, 252, 219, 203, 117, 35, 11, 32, 57, 177, 33, 88, 237, 149,
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+ 56, 87, 174, 20, 125, 136, 171, 168, 68, 175, 74, 165, 71, 134, 139, 48, 27, 166,
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+ 77, 146, 158, 231, 83, 111, 229, 122, 60, 211, 133, 230, 220, 105, 92, 41, 55, 46,
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+ 245, 40, 244, 102, 143, 54, 65, 25, 63, 161, 1, 216, 80, 73, 209, 76, 132, 187,
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+ 208, 89, 18, 169, 200, 196, 135, 130, 116, 188, 159, 86, 164, 100, 109, 198, 173, 186,
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+ 3, 64, 52, 217, 226, 250, 124, 123, 5, 202, 38, 147, 118, 126, 255, 82, 85, 212,
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+ 207, 206, 59, 227, 47, 16, 58, 17, 182, 189, 28, 42, 223, 183, 170, 213, 119, 248,
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+ 152, 2, 44, 154, 163, 70, 221, 153, 101, 155, 167, 43, 172, 9, 129, 22, 39, 253,
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+ 19, 98, 108, 110, 79, 113, 224, 232, 178, 185, 112, 104, 218, 246, 97, 228, 251, 34,
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+ 242, 193, 238, 210, 144, 12, 191, 179, 162, 241, 81, 51, 145, 235, 249, 14, 239, 107,
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+ 49, 192, 214, 31, 181, 199, 106, 157, 184, 84, 204, 176, 115, 121, 50, 45, 127, 4,
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+ 150, 254, 138, 236, 205, 93, 222, 114, 67, 29, 24, 72, 243, 141, 128, 195, 78, 66,
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+ 215, 61, 156, 180
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+};
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+
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+// Perlin noise gradient function
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+inline double perlinGrad(int hash, double x, double y, double z) {
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+ switch (hash & 0xF) {
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+ case 0x0: return x + y;
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+ case 0x1: return -x + y;
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+ case 0x2: return x - y;
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+ case 0x3: return -x - y;
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+ case 0x4: return x + z;
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+ case 0x5: return -x + z;
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+ case 0x6: return x - z;
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+ case 0x7: return -x - z;
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+ case 0x8: return y + z;
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+ case 0x9: return -y + z;
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+ case 0xA: return y - z;
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+ case 0xB: return -y - z;
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+ case 0xC: return y + x;
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+ case 0xD: return -y + z;
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+ case 0xE: return y - x;
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+ case 0xF: return -y - z;
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+ default: return 0;
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+ }
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+}
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+
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+// Perlin noise ease curve (6t^5 - 15t^4 + 10t^3)
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+inline double perlinEase(double t) {
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+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
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+}
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+
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+// Linear interpolation
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+inline double lerpDouble(double t, double a, double b) {
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+ return a + t * (b - a);
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+}
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+
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+// Perlin noise implementation
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+inline double perlinNoise(double x, double y, double z) {
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+ int X = static_cast<int>(std::floor(x)) & 255;
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+ int Y = static_cast<int>(std::floor(y)) & 255;
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+ int Z = static_cast<int>(std::floor(z)) & 255;
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+
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+ x -= std::floor(x);
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+ y -= std::floor(y);
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+ z -= std::floor(z);
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+
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+ double u = perlinEase(x);
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+ double v = perlinEase(y);
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+ double w = perlinEase(z);
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+
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+ int A = PERLIN_PERM[X] + Y;
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+ int AA = PERLIN_PERM[A] + Z;
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+ int AB = PERLIN_PERM[A + 1] + Z;
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+ int B = PERLIN_PERM[X + 1] + Y;
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+ int BA = PERLIN_PERM[B] + Z;
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+ int BB = PERLIN_PERM[B + 1] + Z;
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+
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+ return lerpDouble(w,
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+ lerpDouble(v,
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+ lerpDouble(u, perlinGrad(PERLIN_PERM[AA], x, y, z),
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+ perlinGrad(PERLIN_PERM[BA], x - 1, y, z)),
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+ lerpDouble(u, perlinGrad(PERLIN_PERM[AB], x, y - 1, z),
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+ perlinGrad(PERLIN_PERM[BB], x - 1, y - 1, z))),
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+ lerpDouble(v,
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+ lerpDouble(u, perlinGrad(PERLIN_PERM[AA + 1], x, y, z - 1),
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+ perlinGrad(PERLIN_PERM[BA + 1], x - 1, y, z - 1)),
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+ lerpDouble(u, perlinGrad(PERLIN_PERM[AB + 1], x, y - 1, z - 1),
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+ perlinGrad(PERLIN_PERM[BB + 1], x - 1, y - 1, z - 1))));
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+}
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+
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+// Perlin noise vec3 (3 independent noise samples with different offsets)
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+inline glm::vec3 perlinNoiseVec3(const glm::vec3& p) {
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+ return glm::vec3(
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+ static_cast<float>(perlinNoise(p.x, p.y, p.z)),
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+ static_cast<float>(perlinNoise(p.x + 89.2, p.y + 33.1, p.z + 57.3)),
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+ static_cast<float>(perlinNoise(p.x + 100.3, p.y + 120.1, p.z + 142.2))
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+ );
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+}
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+
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+// Curl noise - smooth, swirling patterns ideal for fluid-like particle motion
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+inline glm::vec3 curlNoise(const glm::vec3& p) {
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+ const float e = 1e-4f;
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+
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+ glm::vec3 dx(e, 0, 0);
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+ glm::vec3 dy(0, e, 0);
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+ glm::vec3 dz(0, 0, e);
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+
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+ glm::vec3 x0 = perlinNoiseVec3(p - dx);
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+ glm::vec3 x1 = perlinNoiseVec3(p + dx);
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+ glm::vec3 y0 = perlinNoiseVec3(p - dy);
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+ glm::vec3 y1 = perlinNoiseVec3(p + dy);
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+ glm::vec3 z0 = perlinNoiseVec3(p - dz);
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+ glm::vec3 z1 = perlinNoiseVec3(p + dz);
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+
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+ float x = (y1.z - y0.z) - (z1.y - z0.y);
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+ float y = (z1.x - z0.x) - (x1.z - x0.z);
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+ float z = (x1.y - x0.y) - (y1.x - y0.x);
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+
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+ return glm::vec3(x, y, z) / (2.0f * e);
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+}
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+
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+} // namespace WallpaperEngine::Render::Utils
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