/***************************************************************************
 *   Copyright (C) 1998-2009 by authors (see AUTHORS.txt )                 *
 *                                                                         *
 *   This file is part of LuxRender.                                       *
 *                                                                         *
 *   Lux Renderer 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 3 of the License, or     *
 *   (at your option) any later version.                                   *
 *                                                                         *
 *   Lux Renderer 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.                          *
 *                                                                         *
 *   You should have received a copy of the GNU General Public License     *
 *   along with this program.  If not, see <http://www.gnu.org/licenses/>. *
 *                                                                         *
 *   This project is based on PBRT ; see http://www.pbrt.org               *
 *   Lux Renderer website : http://www.luxrender.net                       *
 ***************************************************************************/

// blender_noiselib.cpp*
#include "lux.h"

namespace blender
{

// Dade - sources imported from Blender with authors permission

float BLI_hnoise(float noisesize, float x, float y, float z);
float BLI_hnoisep(float noisesize, float x, float y, float z);
float BLI_turbulence(float noisesize, float x, float y, float z, int nr);
float BLI_turbulence1(float noisesize, float x, float y, float z, int nr);
float BLI_gNoise(float noisesize, float x, float y, float z, int hard, int noisebasis);
float BLI_gTurbulence(float noisesize, float x, float y, float z, int oct, int hard, int noisebasis);
/* newnoise: musgrave functions */
float mg_fBm(float x, float y, float z, float H, float lacunarity, float octaves, int noisebasis);
float mg_MultiFractal(float x, float y, float z, float H, float lacunarity, float octaves, int noisebasis);
float mg_VLNoise(float x, float y, float z, float distortion, int nbas1, int nbas2);
float mg_HeteroTerrain(float x, float y, float z, float H, float lacunarity, float octaves, float offset, int noisebasis);
float mg_HybridMultiFractal(float x, float y, float z, float H, float lacunarity, float octaves, float offset, float gain, int noisebasis);
float mg_RidgedMultiFractal(float x, float y, float z, float H, float lacunarity, float octaves, float offset, float gain, int noisebasis);
/* newnoise: voronoi */
void voronoi(float x, float y, float z, float* da, float* pa, float me, int dtype);
/* newnoise: cellNoise & cellNoiseV (for vector/point/color) */
float cellNoise(float x, float y, float z);
void cellNoiseV(float x, float y, float z, float *ca);

} // namespace blender
