godot/modules/opensimplex/simplex_noise.cpp
JFonS f12a1b8863 Add SimplexNoise and NoiseTexture as new resources
SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.

NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
2018-09-14 15:24:34 +02:00

258 lines
8.1 KiB
C++

/*************************************************************************/
/* simplex_noise.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 Godot Engine contributors (cf. AUTHORS.md) */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#include "simplex_noise.h"
#include "core/core_string_names.h"
SimplexNoise::SimplexNoise() {
seed = 0;
persistance = 0.5;
octaves = 3;
period = 64;
lacunarity = 2.0;
_init_seeds();
}
SimplexNoise::~SimplexNoise() {
}
void SimplexNoise::_init_seeds() {
for (int i = 0; i < 6; ++i) {
open_simplex_noise(seed + i * 2, &(contexts[i]));
}
}
void SimplexNoise::set_seed(int p_seed) {
if (seed == p_seed)
return;
seed = p_seed;
_init_seeds();
emit_changed();
}
int SimplexNoise::get_seed() {
return seed;
}
void SimplexNoise::set_octaves(int p_octaves) {
if (p_octaves == octaves) return;
octaves = CLAMP(p_octaves, 1, 6);
emit_changed();
}
void SimplexNoise::set_period(float p_period) {
if (p_period == period) return;
period = p_period;
emit_changed();
}
void SimplexNoise::set_persistance(float p_persistance) {
if (p_persistance == persistance) return;
persistance = p_persistance;
emit_changed();
}
void SimplexNoise::set_lacunarity(float p_lacunarity) {
if (p_lacunarity == lacunarity) return;
lacunarity = p_lacunarity;
emit_changed();
}
Ref<Image> SimplexNoise::get_image(int p_width, int p_height) {
PoolVector<uint8_t> data;
data.resize(p_width * p_height * 4);
PoolVector<uint8_t>::Write wd8 = data.write();
for (int i = 0; i < p_height; i++) {
for (int j = 0; j < p_width; j++) {
float v = get_noise_2d(i, j);
v = v * 0.5 + 0.5; // Normalize [0..1]
uint8_t value = uint8_t(CLAMP(v * 255.0, 0, 255));
wd8[(i * p_width + j) * 4 + 0] = value;
wd8[(i * p_width + j) * 4 + 1] = value;
wd8[(i * p_width + j) * 4 + 2] = value;
wd8[(i * p_width + j) * 4 + 3] = 255;
}
}
Ref<Image> image = memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data));
return image;
}
Ref<Image> SimplexNoise::get_seamless_image(int p_size) {
PoolVector<uint8_t> data;
data.resize(p_size * p_size * 4);
PoolVector<uint8_t>::Write wd8 = data.write();
for (int i = 0; i < p_size; i++) {
for (int j = 0; j < p_size; j++) {
float ii = (float)i / (float)p_size;
float jj = (float)j / (float)p_size;
ii *= 2.0 * Math_PI;
jj *= 2.0 * Math_PI;
float radius = p_size / (2.0 * Math_PI);
float x = radius * Math::sin(jj);
float y = radius * Math::cos(jj);
float z = radius * Math::sin(ii);
float w = radius * Math::cos(ii);
float v = get_noise_4d(x, y, z, w);
v = v * 0.5 + 0.5; // Normalize [0..1]
uint8_t value = uint8_t(CLAMP(v * 255.0, 0, 255));
wd8[(i * p_size + j) * 4 + 0] = value;
wd8[(i * p_size + j) * 4 + 1] = value;
wd8[(i * p_size + j) * 4 + 2] = value;
wd8[(i * p_size + j) * 4 + 3] = 255;
}
}
Ref<Image> image = memnew(Image(p_size, p_size, false, Image::FORMAT_RGBA8, data));
return image;
}
void SimplexNoise::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_seed"), &SimplexNoise::get_seed);
ClassDB::bind_method(D_METHOD("set_seed", "seed"), &SimplexNoise::set_seed);
ClassDB::bind_method(D_METHOD("set_octaves", "octave_count"), &SimplexNoise::set_octaves);
ClassDB::bind_method(D_METHOD("get_octaves"), &SimplexNoise::get_octaves);
ClassDB::bind_method(D_METHOD("set_period", "period"), &SimplexNoise::set_period);
ClassDB::bind_method(D_METHOD("get_period"), &SimplexNoise::get_period);
ClassDB::bind_method(D_METHOD("set_persistance", "persistance"), &SimplexNoise::set_persistance);
ClassDB::bind_method(D_METHOD("get_persistance"), &SimplexNoise::get_persistance);
ClassDB::bind_method(D_METHOD("set_lacunarity", "lacunarity"), &SimplexNoise::set_lacunarity);
ClassDB::bind_method(D_METHOD("get_lacunarity"), &SimplexNoise::get_lacunarity);
ClassDB::bind_method(D_METHOD("get_image", "width", "height"), &SimplexNoise::get_image);
ClassDB::bind_method(D_METHOD("get_seamless_image", "size"), &SimplexNoise::get_seamless_image);
ClassDB::bind_method(D_METHOD("get_noise_2d", "x", "y"), &SimplexNoise::get_noise_2d);
ClassDB::bind_method(D_METHOD("get_noise_3d", "x", "y", "z"), &SimplexNoise::get_noise_3d);
ClassDB::bind_method(D_METHOD("get_noise_4d", "x", "y", "z", "w"), &SimplexNoise::get_noise_4d);
ClassDB::bind_method(D_METHOD("get_noise_2dv", "pos"), &SimplexNoise::get_noise_2dv);
ClassDB::bind_method(D_METHOD("get_noise_3dv", "pos"), &SimplexNoise::get_noise_3dv);
ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
ADD_PROPERTY(PropertyInfo(Variant::INT, "octaves", PROPERTY_HINT_RANGE, "1,6,1"), "set_octaves", "get_octaves");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "period", PROPERTY_HINT_RANGE, "0.1,256.0,0.1"), "set_period", "get_period");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "persistance", PROPERTY_HINT_RANGE, "0.0,1.0,0.001"), "set_persistance", "get_persistance");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "lacunarity", PROPERTY_HINT_RANGE, "0.1,4.0,0.01"), "set_lacunarity", "get_lacunarity");
}
float SimplexNoise::get_noise_2d(float x, float y) {
x /= period;
y /= period;
float amp = 1.0;
float max = 1.0;
float sum = _get_octave_noise_2d(0, x, y);
unsigned int i = 0;
while (++i < octaves) {
x *= lacunarity;
y *= lacunarity;
amp *= persistance;
max += amp;
sum += _get_octave_noise_2d(i, x, y) * amp;
}
return sum / max;
}
float SimplexNoise::get_noise_3d(float x, float y, float z) {
x /= period;
y /= period;
z /= period;
float amp = 1.0;
float max = 1.0;
float sum = _get_octave_noise_3d(0, x, y, z);
unsigned int i = 0;
while (++i < octaves) {
x *= lacunarity;
y *= lacunarity;
z *= lacunarity;
amp *= persistance;
max += amp;
sum += _get_octave_noise_3d(i, x, y, z) * amp;
}
return sum / max;
}
float SimplexNoise::get_noise_4d(float x, float y, float z, float w) {
x /= period;
y /= period;
z /= period;
w /= period;
float amp = 1.0;
float max = 1.0;
float sum = _get_octave_noise_4d(0, x, y, z, w);
unsigned int i = 0;
while (++i < octaves) {
x *= lacunarity;
y *= lacunarity;
z *= lacunarity;
w *= lacunarity;
amp *= persistance;
max += amp;
sum += _get_octave_noise_4d(i, x, y, z, w) * amp;
}
return sum / max;
}