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+/*************************************************************************/
+/* noise.h */
+/*************************************************************************/
+/* This file is part of: */
+/* GODOT ENGINE */
+/* https://godotengine.org */
+/*************************************************************************/
+/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2022 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 NOISE_H
+#define NOISE_H
+
+#include "core/io/image.h"
+
+class Noise : public Resource {
+ GDCLASS(Noise, Resource);
+
+ // Helper struct for get_seamless_image(). See comments in .cpp for usage.
+ template <typename T>
+ struct img_buff {
+ T *img = nullptr;
+ int width; // Array dimensions & default modulo for image.
+ int height;
+ int offset_x; // Offset index location on image (wrapped by specified modulo).
+ int offset_y;
+ int alt_width; // Alternate module for image.
+ int alt_height;
+
+ enum ALT_MODULO {
+ DEFAULT = 0,
+ ALT_X,
+ ALT_Y,
+ ALT_XY
+ };
+
+ // Multi-dimensional array indexer (e.g. img[x][y]) that supports multiple modulos.
+ T &operator()(int x, int y, ALT_MODULO mode = DEFAULT) {
+ switch (mode) {
+ case ALT_XY:
+ return img[(x + offset_x) % alt_width + ((y + offset_y) % alt_height) * width];
+ case ALT_X:
+ return img[(x + offset_x) % alt_width + ((y + offset_y) % height) * width];
+ case ALT_Y:
+ return img[(x + offset_x) % width + ((y + offset_y) % alt_height) * width];
+ default:
+ return img[(x + offset_x) % width + ((y + offset_y) % height) * width];
+ }
+ }
+ };
+
+ union l2c {
+ uint32_t l;
+ uint8_t c[4];
+ struct {
+ uint8_t r;
+ uint8_t g;
+ uint8_t b;
+ uint8_t a;
+ };
+ };
+
+ template <typename T>
+ Ref<Image> _generate_seamless_image(Ref<Image> p_src, int p_width, int p_height, bool p_invert, real_t p_blend_skirt) const {
+ /*
+ To make a seamless image, we swap the quadrants so the edges are perfect matches.
+ We initially get a 10% larger image so we have an overlap we can use to blend over the seams.
+
+ Noise::img_buff::operator() acts as a multi-dimensional array indexer.
+ It does the array math, translates between the flipped and non-flipped quadrants, and manages offsets and modulos.
+
+ Here is how the larger source image and final output image map to each other:
+
+ Output size = p_width*p_height Source w/ extra 10% skirt `s` size = src_width*src_height
+ Q1 Q2 Q4 Q3 s1
+ Q3 Q4 Q2 Q1 s2
+ s5 s4 s3
+
+ All of the loops use output coordinates, so Output:Q1 == Source:Q1
+ Ex: Output(half_width, half_height) [the midpoint, corner of Q1/Q4] =>
+ on Source it's translated to
+ corner of Q1/s3 unless the ALT_XY modulo moves it to Q4
+ */
+ ERR_FAIL_COND_V(p_blend_skirt < 0, Ref<Image>());
+
+ int skirt_width = MAX(1, p_width * p_blend_skirt);
+ int skirt_height = MAX(1, p_height * p_blend_skirt);
+ int src_width = p_width + skirt_width;
+ int src_height = p_height + skirt_height;
+ int half_width = p_width * .5;
+ int half_height = p_height * .5;
+ int skirt_edge_x = half_width + skirt_width;
+ int skirt_edge_y = half_height + skirt_height;
+
+ Vector<uint8_t> dest;
+ dest.resize(p_width * p_height * Image::get_format_pixel_size(p_src->get_format()));
+
+ img_buff<T> rd_src = {
+ (T *)p_src->get_data().ptr(),
+ src_width, src_height,
+ half_width, half_height,
+ p_width, p_height
+ };
+
+ // `wr` is setup for straight x/y coordinate array access.
+ img_buff<T> wr = {
+ (T *)dest.ptrw(),
+ p_width, p_height,
+ 0, 0, 0, 0
+ };
+ // `rd_dest` is a readable pointer to `wr`, i.e. what has already been written to the output buffer.
+ img_buff<T> rd_dest = {
+ (T *)dest.ptr(),
+ p_width, p_height,
+ 0, 0, 0, 0
+ };
+
+ // Swap the quadrants to make edges seamless.
+ for (int y = 0; y < p_height; y++) {
+ for (int x = 0; x < p_width; x++) {
+ // rd_src has a half offset and the shorter modulo ignores the skirt.
+ // It reads and writes in Q1-4 order (see map above), skipping the skirt.
+ wr(x, y) = rd_src(x, y, img_buff<T>::ALT_XY);
+ }
+ }
+
+ // Blend the vertical skirt over the middle seam.
+ for (int x = half_width; x < skirt_edge_x; x++) {
+ int alpha = 255 * (1 - Math::smoothstep(.1f, .9f, float(x - half_width) / float(skirt_width)));
+ for (int y = 0; y < p_height; y++) {
+ // Skip the center square
+ if (y == half_height) {
+ y = skirt_edge_y - 1;
+ } else {
+ // Starts reading at s2, ALT_Y skips s3, and continues with s1.
+ wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_Y), alpha);
+ }
+ }
+ }
+
+ // Blend the horizontal skirt over the middle seam.
+ for (int y = half_height; y < skirt_edge_y; y++) {
+ int alpha = 255 * (1 - Math::smoothstep(.1f, .9f, float(y - half_height) / float(skirt_height)));
+ for (int x = 0; x < p_width; x++) {
+ // Skip the center square
+ if (x == half_width) {
+ x = skirt_edge_x - 1;
+ } else {
+ // Starts reading at s4, skips s3, continues with s5.
+ wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_X), alpha);
+ }
+ }
+ }
+
+ // Fill in the center square. Wr starts at the top left of Q4, which is the equivalent of the top left of s3, unless a modulo is used.
+ for (int y = half_height; y < skirt_edge_y; y++) {
+ for (int x = half_width; x < skirt_edge_x; x++) {
+ int xpos = 255 * (1 - Math::smoothstep(.1f, .9f, float(x - half_width) / float(skirt_width)));
+ int ypos = 255 * (1 - Math::smoothstep(.1f, .9f, float(y - half_height) / float(skirt_height)));
+
+ // Blend s3(Q1) onto s5(Q2) for the top half.
+ T top_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_X), rd_src(x, y, img_buff<T>::DEFAULT), xpos);
+ // Blend s1(Q3) onto Q4 for the bottom half.
+ T bottom_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_XY), rd_src(x, y, img_buff<T>::ALT_Y), xpos);
+ // Blend the top half onto the bottom half.
+ wr(x, y) = _alpha_blend<T>(bottom_blend, top_blend, ypos);
+ }
+ }
+ Ref<Image> image = memnew(Image(p_width, p_height, false, p_src->get_format(), dest));
+ p_src.unref();
+ return image;
+ }
+
+ template <typename T>
+ T _alpha_blend(T p_bg, T p_fg, int p_alpha) const {
+ l2c fg, bg, out;
+
+ fg.l = p_fg;
+ bg.l = p_bg;
+
+ uint16_t alpha;
+ uint16_t inv_alpha;
+
+ // If no alpha argument specified, use the alpha channel in the color
+ if (p_alpha == -1) {
+ alpha = fg.c[3] + 1;
+ inv_alpha = 256 - fg.c[3];
+ } else {
+ alpha = p_alpha + 1;
+ inv_alpha = 256 - p_alpha;
+ }
+
+ out.c[0] = (uint8_t)((alpha * fg.c[0] + inv_alpha * bg.c[0]) >> 8);
+ out.c[1] = (uint8_t)((alpha * fg.c[1] + inv_alpha * bg.c[1]) >> 8);
+ out.c[2] = (uint8_t)((alpha * fg.c[2] + inv_alpha * bg.c[2]) >> 8);
+ out.c[3] = 0xFF;
+
+ return out.l;
+ }
+
+protected:
+ static void _bind_methods();
+
+public:
+ // Virtual destructor so we can delete any Noise derived object when referenced as a Noise*.
+ virtual ~Noise() {}
+
+ virtual real_t get_noise_1d(real_t p_x) const = 0;
+
+ virtual real_t get_noise_2dv(Vector2 p_v) const = 0;
+ virtual real_t get_noise_2d(real_t p_x, real_t p_y) const = 0;
+
+ virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
+ virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
+
+ virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false) const;
+ virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1) const;
+};
+
+#endif // NOISE_H