godot/modules/opensimplex/simplex_noise.h
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

94 lines
4.2 KiB
C++

/*************************************************************************/
/* simplex_noise.h */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#ifndef SIMPLEX_NOISE_H
#define SIMPLEX_NOISE_H
#include "core/image.h"
#include "core/reference.h"
#include "scene/resources/texture.h"
#include "thirdparty/misc/open-simplex-noise.h"
class SimplexNoise : public Resource {
GDCLASS(SimplexNoise, Resource)
OBJ_SAVE_TYPE(SimplexNoise);
osn_context contexts[6];
int seed;
float persistance; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
int octaves; // Number of noise layers
float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
public:
SimplexNoise();
~SimplexNoise();
void _init_seeds();
void set_seed(int seed);
int get_seed();
void set_octaves(int p_octaves);
int get_octaves() const { return octaves; }
void set_period(float p_period);
float get_period() const { return period; }
void set_persistance(float p_persistance);
float get_persistance() const { return persistance; }
void set_lacunarity(float p_lacunarity);
float get_lacunarity() const { return lacunarity; }
Ref<Image> get_image(int p_width, int p_height);
Ref<Image> get_seamless_image(int p_size);
float get_noise_2d(float x, float y);
float get_noise_3d(float x, float y, float z);
float get_noise_4d(float x, float y, float z, float w);
_FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) { return open_simplex_noise2(&(contexts[octave]), x, y); }
_FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) { return open_simplex_noise3(&(contexts[octave]), x, y, z); }
_FORCE_INLINE_ float _get_octave_noise_4d(int octave, float x, float y, float z, float w) { return open_simplex_noise4(&(contexts[octave]), x, y, z, w); }
// Convenience
_FORCE_INLINE_ float get_noise_2dv(Vector2 v) { return get_noise_2d(v.x, v.y); }
_FORCE_INLINE_ float get_noise_3dv(Vector3 v) { return get_noise_3d(v.x, v.y, v.z); }
protected:
static void _bind_methods();
};
#endif // OPENSIMPLEX_NOISE_H