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-rw-r--r--modules/noise/SCsub33
-rw-r--r--modules/noise/config.py18
-rw-r--r--modules/noise/doc_classes/FastNoiseLite.xml169
-rw-r--r--modules/noise/doc_classes/Noise.xml72
-rw-r--r--modules/noise/doc_classes/NoiseTexture.xml47
-rw-r--r--modules/noise/fastnoise_lite.cpp577
-rw-r--r--modules/noise/fastnoise_lite.h237
-rw-r--r--modules/noise/icons/NoiseTexture.svg1
-rw-r--r--modules/noise/noise.cpp68
-rw-r--r--modules/noise/noise.h240
-rw-r--r--modules/noise/noise_texture.cpp299
-rw-r--r--modules/noise/noise_texture.h109
-rw-r--r--modules/noise/register_types.cpp44
-rw-r--r--modules/noise/register_types.h37
14 files changed, 1951 insertions, 0 deletions
diff --git a/modules/noise/SCsub b/modules/noise/SCsub
new file mode 100644
index 0000000000..3e8395b9b1
--- /dev/null
+++ b/modules/noise/SCsub
@@ -0,0 +1,33 @@
+#!/usr/bin/env python
+
+Import("env")
+Import("env_modules")
+
+env_noise = env_modules.Clone()
+
+# Thirdparty source files
+
+thirdparty_obj = []
+
+thirdparty_dir = "#thirdparty/noise/"
+thirdparty_sources = [
+ # Add C++ source files for noise modules here
+]
+thirdparty_sources = [thirdparty_dir + file for file in thirdparty_sources]
+
+env_noise.Prepend(CPPPATH=[thirdparty_dir])
+
+env_thirdparty = env_noise.Clone()
+env_thirdparty.disable_warnings()
+env_thirdparty.add_source_files(thirdparty_obj, thirdparty_sources)
+env.modules_sources += thirdparty_obj
+
+# Godot source files
+
+module_obj = []
+
+env_noise.add_source_files(module_obj, "*.cpp")
+env.modules_sources += module_obj
+
+# Needed to force rebuilding the module files when the thirdparty library is updated.
+env.Depends(module_obj, thirdparty_obj)
diff --git a/modules/noise/config.py b/modules/noise/config.py
new file mode 100644
index 0000000000..74db20f2a4
--- /dev/null
+++ b/modules/noise/config.py
@@ -0,0 +1,18 @@
+def can_build(env, platform):
+ return True
+
+
+def configure(env):
+ pass
+
+
+def get_doc_classes():
+ return [
+ "FastNoiseLite",
+ "Noise",
+ "NoiseTexture",
+ ]
+
+
+def get_doc_path():
+ return "doc_classes"
diff --git a/modules/noise/doc_classes/FastNoiseLite.xml b/modules/noise/doc_classes/FastNoiseLite.xml
new file mode 100644
index 0000000000..b6d91850c4
--- /dev/null
+++ b/modules/noise/doc_classes/FastNoiseLite.xml
@@ -0,0 +1,169 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="FastNoiseLite" inherits="Noise" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+ <brief_description>
+ Generates noise using the FastNoiseLite library.
+ </brief_description>
+ <description>
+ This class generates noise using the FastNoiseLite library, which is a collection of several noise algorithms including Cellular, Perlin, Value, and more.
+ Most generated noise values are in the range of [code][-1,1][/code], however not always. Some of the cellular noise algorithms return results above [code]1[/code].
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="cellular_distance_function" type="int" setter="set_cellular_distance_function" getter="get_cellular_distance_function" enum="FastNoiseLite.CellularDistanceFunction" default="0">
+ Determines how the distance to the nearest/second-nearest point is computed. See [enum CellularDistanceFunction] for options.
+ </member>
+ <member name="cellular_jitter" type="float" setter="set_cellular_jitter" getter="get_cellular_jitter" default="0.45">
+ Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid.
+ </member>
+ <member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="0">
+ Return type from cellular noise calculations. See [enum CellularReturnType].
+ </member>
+ <member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
+ A [Gradient] which is used to map the luminance of each pixel to a color value.
+ </member>
+ <member name="domain_warp_amplitude" type="float" setter="set_domain_warp_amplitude" getter="get_domain_warp_amplitude" default="30.0">
+ Sets the maximum warp distance from the origin.
+ </member>
+ <member name="domain_warp_enabled" type="bool" setter="set_domain_warp_enabled" getter="is_domain_warp_enabled" default="false">
+ If enabled, another FastNoiseLite instance is used to warp the space, resulting in a distortion of the noise.
+ </member>
+ <member name="domain_warp_fractal_gain" type="float" setter="set_domain_warp_fractal_gain" getter="get_domain_warp_fractal_gain" default="0.5">
+ Determines the strength of each subsequent layer of the noise which is used to warp the space.
+ A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
+ </member>
+ <member name="domain_warp_fractal_lacunarity" type="float" setter="set_domain_warp_fractal_lacunarity" getter="get_domain_warp_fractal_lacunarity" default="6.0">
+ Octave lacunarity of the fractal noise which warps the space. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
+ </member>
+ <member name="domain_warp_fractal_octaves" type="int" setter="set_domain_warp_fractal_octaves" getter="get_domain_warp_fractal_octaves" default="5">
+ The number of noise layers that are sampled to get the final value for the fractal noise which warps the space.
+ </member>
+ <member name="domain_warp_fractal_type" type="int" setter="set_domain_warp_fractal_type" getter="get_domain_warp_fractal_type" enum="FastNoiseLite.DomainWarpFractalType" default="1">
+ The method for combining octaves into a fractal which is used to warp the space. See [enum DomainWarpFractalType].
+ </member>
+ <member name="domain_warp_frequency" type="float" setter="set_domain_warp_frequency" getter="get_domain_warp_frequency" default="0.05">
+ Frequency of the noise which warps the space. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
+ </member>
+ <member name="domain_warp_type" type="int" setter="set_domain_warp_type" getter="get_domain_warp_type" enum="FastNoiseLite.DomainWarpType" default="0">
+ Sets the warp algorithm. See [enum DomainWarpType].
+ </member>
+ <member name="fractal_gain" type="float" setter="set_fractal_gain" getter="get_fractal_gain" default="0.5">
+ Determines the strength of each subsequent layer of noise in fractal noise.
+ A low value places more emphasis on the lower frequency base layers, while a high value puts more emphasis on the higher frequency layers.
+ </member>
+ <member name="fractal_lacunarity" type="float" setter="set_fractal_lacunarity" getter="get_fractal_lacunarity" default="2.0">
+ Frequency multiplier between subsequent octaves. Increasing this value results in higher octaves producing noise with finer details and a rougher appearance.
+ </member>
+ <member name="fractal_octaves" type="int" setter="set_fractal_octaves" getter="get_fractal_octaves" default="5">
+ The number of noise layers that are sampled to get the final value for fractal noise types.
+ </member>
+ <member name="fractal_ping_pong_strength" type="float" setter="set_fractal_ping_pong_strength" getter="get_fractal_ping_pong_strength" default="2.0">
+ Sets the strength of the fractal ping pong type.
+ </member>
+ <member name="fractal_type" type="int" setter="set_fractal_type" getter="get_fractal_type" enum="FastNoiseLite.FractalType" default="1">
+ The method for combining octaves into a fractal. See [enum FractalType].
+ </member>
+ <member name="fractal_weighted_strength" type="float" setter="set_fractal_weighted_strength" getter="get_fractal_weighted_strength" default="0.0">
+ Higher weighting means higher octaves have less impact if lower octaves have a large impact.
+ </member>
+ <member name="frequency" type="float" setter="set_frequency" getter="get_frequency" default="0.01">
+ The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
+ </member>
+ <member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
+ Determines whether the noise image returned by [method Noise.get_image] is calculated in 3d space. May result in reduced contrast.
+ </member>
+ <member name="noise_type" type="int" setter="set_noise_type" getter="get_noise_type" enum="FastNoiseLite.NoiseType" default="1">
+ The noise algorithm used. See [enum NoiseType].
+ </member>
+ <member name="offset" type="Vector3" setter="set_offset" getter="get_offset" default="Vector3(0, 0, 0)">
+ Translate the noise input coordinates by the given [Vector3].
+ </member>
+ <member name="seed" type="int" setter="set_seed" getter="get_seed" default="0">
+ The random number seed for all noise types.
+ </member>
+ </members>
+ <constants>
+ <constant name="TYPE_VALUE" value="5" enum="NoiseType">
+ A lattice of points are assigned random values then interpolated based on neighboring values.
+ </constant>
+ <constant name="TYPE_VALUE_CUBIC" value="4" enum="NoiseType">
+ Similar to Value noise, but slower. Has more variance in peaks and valleys.
+ Cubic noise can be used to avoid certain artifacts when using value noise to create a bumpmap. In general, you should always use this mode if the value noise is being used for a heightmap or bumpmap.
+ </constant>
+ <constant name="TYPE_PERLIN" value="3" enum="NoiseType">
+ A lattice of random gradients. Their dot products are interpolated to obtain values in between the lattices.
+ </constant>
+ <constant name="TYPE_CELLULAR" value="2" enum="NoiseType">
+ Cellular includes both Worley noise and Voronoi diagrams which creates various regions of the same value.
+ </constant>
+ <constant name="TYPE_SIMPLEX" value="0" enum="NoiseType">
+ As opposed to [constant TYPE_PERLIN], gradients exist in a simplex lattice rather than a grid lattice, avoiding directional artifacts.
+ </constant>
+ <constant name="TYPE_SIMPLEX_SMOOTH" value="1" enum="NoiseType">
+ Modified, higher quality version of [constant TYPE_SIMPLEX], but slower.
+ </constant>
+ <constant name="FRACTAL_NONE" value="0" enum="FractalType">
+ No fractal noise.
+ </constant>
+ <constant name="FRACTAL_FBM" value="1" enum="FractalType">
+ Method using Fractional Brownian Motion to combine octaves into a fractal.
+ </constant>
+ <constant name="FRACTAL_RIDGED" value="2" enum="FractalType">
+ Method of combining octaves into a fractal resulting in a "ridged" look.
+ </constant>
+ <constant name="FRACTAL_PING_PONG" value="3" enum="FractalType">
+ Method of combining octaves into a fractal with a ping pong effect.
+ </constant>
+ <constant name="DISTANCE_EUCLIDEAN" value="0" enum="CellularDistanceFunction">
+ Euclidean distance to the nearest point.
+ </constant>
+ <constant name="DISTANCE_EUCLIDEAN_SQUARED" value="1" enum="CellularDistanceFunction">
+ Squared Euclidean distance to the nearest point.
+ </constant>
+ <constant name="DISTANCE_MANHATTAN" value="2" enum="CellularDistanceFunction">
+ Manhattan distance (taxicab metric) to the nearest point.
+ </constant>
+ <constant name="DISTANCE_HYBRID" value="3" enum="CellularDistanceFunction">
+ Blend of [constant DISTANCE_EUCLIDEAN] and [constant DISTANCE_MANHATTAN] to give curved cell boundaries
+ </constant>
+ <constant name="RETURN_CELL_VALUE" value="0" enum="CellularReturnType">
+ The cellular distance function will return the same value for all points within a cell.
+ </constant>
+ <constant name="RETURN_DISTANCE" value="1" enum="CellularReturnType">
+ The cellular distance function will return a value determined by the distance to the nearest point.
+ </constant>
+ <constant name="RETURN_DISTANCE2" value="2" enum="CellularReturnType">
+ The cellular distance function returns the distance to the second-nearest point.
+ </constant>
+ <constant name="RETURN_DISTANCE2_ADD" value="3" enum="CellularReturnType">
+ The distance to the nearest point is added to the distance to the second-nearest point.
+ </constant>
+ <constant name="RETURN_DISTANCE2_SUB" value="4" enum="CellularReturnType">
+ The distance to the nearest point is subtracted from the distance to the second-nearest point.
+ </constant>
+ <constant name="RETURN_DISTANCE2_MUL" value="5" enum="CellularReturnType">
+ The distance to the nearest point is multiplied with the distance to the second-nearest point.
+ </constant>
+ <constant name="RETURN_DISTANCE2_DIV" value="6" enum="CellularReturnType">
+ The distance to the nearest point is divided by the distance to the second-nearest point.
+ </constant>
+ <constant name="DOMAIN_WARP_SIMPLEX" value="0" enum="DomainWarpType">
+ The domain is warped using the simplex noise algorithm.
+ </constant>
+ <constant name="DOMAIN_WARP_SIMPLEX_REDUCED" value="1" enum="DomainWarpType">
+ The domain is warped using a simplified version of the simplex noise algorithm.
+ </constant>
+ <constant name="DOMAIN_WARP_BASIC_GRID" value="2" enum="DomainWarpType">
+ The domain is warped using a simple noise grid (not as smooth as the other methods, but more performant).
+ </constant>
+ <constant name="DOMAIN_WARP_FRACTAL_NONE" value="0" enum="DomainWarpFractalType">
+ No fractal noise for warping the space.
+ </constant>
+ <constant name="DOMAIN_WARP_FRACTAL_PROGRESSIVE" value="1" enum="DomainWarpFractalType">
+ Warping the space progressively, octave for octave, resulting in a more "liquified" distortion.
+ </constant>
+ <constant name="DOMAIN_WARP_FRACTAL_INDEPENDENT" value="2" enum="DomainWarpFractalType">
+ Warping the space independently for each octave, resulting in a more chaotic distortion.
+ </constant>
+ </constants>
+</class>
diff --git a/modules/noise/doc_classes/Noise.xml b/modules/noise/doc_classes/Noise.xml
new file mode 100644
index 0000000000..db0dec18d2
--- /dev/null
+++ b/modules/noise/doc_classes/Noise.xml
@@ -0,0 +1,72 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="Noise" inherits="Resource" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+ <brief_description>
+ Abstract base class for noise generators.
+ </brief_description>
+ <description>
+ This class defines the interface for noise generation libraries to inherit from.
+ A default get_seamless_noise() implementation is provided for libraries that do not provide seamless noise. This function requests a larger image from get_image(), reverses the quadrants of the image, then uses the strips of extra width to blend over the seams.
+ Inheriting noise classes can optionally override this function to provide a more optimal algorithm.
+ </description>
+ <tutorials>
+ </tutorials>
+ <methods>
+ <method name="get_image">
+ <return type="Image" />
+ <argument index="0" name="width" type="int" />
+ <argument index="1" name="height" type="int" />
+ <argument index="2" name="invert" type="bool" default="false" />
+ <description>
+ Returns a 2D [Image] noise image.
+ </description>
+ </method>
+ <method name="get_noise_1d">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <description>
+ Returns the 1D noise value at the given (x) coordinate.
+ </description>
+ </method>
+ <method name="get_noise_2d">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <argument index="1" name="y" type="float" />
+ <description>
+ Returns the 2D noise value at the given position.
+ </description>
+ </method>
+ <method name="get_noise_2dv">
+ <return type="float" />
+ <argument index="0" name="v" type="Vector2" />
+ <description>
+ Returns the 2D noise value at the given position.
+ </description>
+ </method>
+ <method name="get_noise_3d">
+ <return type="float" />
+ <argument index="0" name="x" type="float" />
+ <argument index="1" name="y" type="float" />
+ <argument index="2" name="z" type="float" />
+ <description>
+ Returns the 3D noise value at the given position.
+ </description>
+ </method>
+ <method name="get_noise_3dv">
+ <return type="float" />
+ <argument index="0" name="v" type="Vector3" />
+ <description>
+ Returns the 3D noise value at the given position.
+ </description>
+ </method>
+ <method name="get_seamless_image">
+ <return type="Image" />
+ <argument index="0" name="width" type="int" />
+ <argument index="1" name="height" type="int" />
+ <argument index="2" name="invert" type="bool" default="false" />
+ <argument index="3" name="skirt" type="float" default="0.1" />
+ <description>
+ Returns a seamless 2D [Image] noise image.
+ </description>
+ </method>
+ </methods>
+</class>
diff --git a/modules/noise/doc_classes/NoiseTexture.xml b/modules/noise/doc_classes/NoiseTexture.xml
new file mode 100644
index 0000000000..63630eccde
--- /dev/null
+++ b/modules/noise/doc_classes/NoiseTexture.xml
@@ -0,0 +1,47 @@
+<?xml version="1.0" encoding="UTF-8" ?>
+<class name="NoiseTexture" inherits="Texture2D" version="4.0" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
+ <brief_description>
+ A texture filled with noise generated by a [Noise] object.
+ </brief_description>
+ <description>
+ Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
+ NoiseTexture can also generate normalmap textures.
+ The class uses [Thread]s to generate the texture data internally, so [method Texture2D.get_image] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
+ [codeblock]
+ var texture = NoiseTexture.new()
+ texture.noise = FastNoiseLite.new()
+ await texture.changed
+ var image = texture.get_image()
+ var data = image.get_data()
+ [/codeblock]
+ </description>
+ <tutorials>
+ </tutorials>
+ <members>
+ <member name="as_normal_map" type="bool" setter="set_as_normal_map" getter="is_normal_map" default="false">
+ If [code]true[/code], the resulting texture contains a normal map created from the original noise interpreted as a bump map.
+ </member>
+ <member name="bump_strength" type="float" setter="set_bump_strength" getter="get_bump_strength" default="8.0">
+ Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
+ </member>
+ <member name="height" type="int" setter="set_height" getter="get_height" default="512">
+ Height of the generated texture.
+ </member>
+ <member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
+ If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
+ </member>
+ <member name="noise" type="Noise" setter="set_noise" getter="get_noise">
+ The instance of the [Noise] object.
+ </member>
+ <member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
+ If [code]true[/code], a seamless texture is requested from the [Noise] resource.
+ [b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
+ </member>
+ <member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
+ Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
+ </member>
+ <member name="width" type="int" setter="set_width" getter="get_width" default="512">
+ Width of the generated texture.
+ </member>
+ </members>
+</class>
diff --git a/modules/noise/fastnoise_lite.cpp b/modules/noise/fastnoise_lite.cpp
new file mode 100644
index 0000000000..974b5c55bb
--- /dev/null
+++ b/modules/noise/fastnoise_lite.cpp
@@ -0,0 +1,577 @@
+/*************************************************************************/
+/* fastnoise_lite.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "fastnoise_lite.h"
+
+FastNoiseLite::FastNoiseLite() {
+ // Most defaults copied from the library.
+ set_noise_type(TYPE_SIMPLEX_SMOOTH);
+ set_seed(0);
+ set_frequency(0.01);
+ set_in_3d_space(false);
+
+ set_fractal_type(FRACTAL_FBM);
+ set_fractal_octaves(5);
+ set_fractal_lacunarity(2.0);
+ set_fractal_gain(0.5);
+ set_fractal_weighted_strength(0.0);
+ set_fractal_ping_pong_strength(2.0);
+
+ set_cellular_distance_function(DISTANCE_EUCLIDEAN);
+ set_cellular_return_type(RETURN_CELL_VALUE);
+ set_cellular_jitter(0.45);
+
+ set_domain_warp_enabled(false);
+ set_domain_warp_type(DOMAIN_WARP_SIMPLEX);
+ set_domain_warp_amplitude(30.0);
+ set_domain_warp_frequency(0.05);
+ set_domain_warp_fractal_type(DOMAIN_WARP_FRACTAL_PROGRESSIVE);
+ set_domain_warp_fractal_octaves(5);
+ set_domain_warp_fractal_lacunarity(6);
+ set_domain_warp_fractal_gain(0.5);
+}
+
+FastNoiseLite::~FastNoiseLite() {
+}
+
+// General settings.
+
+void FastNoiseLite::set_noise_type(NoiseType p_noise_type) {
+ noise_type = p_noise_type;
+ _noise.SetNoiseType((_FastNoiseLite::NoiseType)p_noise_type);
+ emit_changed();
+ notify_property_list_changed();
+}
+
+FastNoiseLite::NoiseType FastNoiseLite::get_noise_type() const {
+ return noise_type;
+}
+
+void FastNoiseLite::set_seed(int p_seed) {
+ seed = p_seed;
+ _noise.SetSeed(p_seed);
+ emit_changed();
+}
+
+int FastNoiseLite::get_seed() const {
+ return seed;
+}
+
+void FastNoiseLite::set_frequency(real_t p_freq) {
+ frequency = p_freq;
+ _noise.SetFrequency(p_freq);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_frequency() const {
+ return frequency;
+}
+
+void FastNoiseLite::set_in_3d_space(bool p_enable) {
+ in_3d_space = p_enable;
+ emit_changed();
+}
+bool FastNoiseLite::is_in_3d_space() const {
+ return in_3d_space;
+}
+
+void FastNoiseLite::set_offset(Vector3 p_offset) {
+ offset = p_offset;
+ emit_changed();
+}
+
+Vector3 FastNoiseLite::get_offset() const {
+ return offset;
+}
+
+void FastNoiseLite::set_color_ramp(const Ref<Gradient> &p_gradient) {
+ color_ramp = p_gradient;
+ if (color_ramp.is_valid()) {
+ color_ramp->connect(SNAME("changed"), callable_mp(this, &FastNoiseLite::_changed));
+ emit_changed();
+ }
+}
+
+Ref<Gradient> FastNoiseLite::get_color_ramp() const {
+ return color_ramp;
+}
+
+// Noise functions.
+
+real_t FastNoiseLite::get_noise_1d(real_t p_x) {
+ return get_noise_2d(p_x, 0.0);
+}
+
+real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) {
+ return get_noise_2d(p_v.x, p_v.y);
+}
+
+real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) {
+ if (domain_warp_enabled) {
+ _domain_warp_noise.DomainWarp(p_x, p_y);
+ }
+ return _noise.GetNoise(p_x + offset.x, p_y + offset.y);
+}
+
+real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) {
+ return get_noise_3d(p_v.x, p_v.y, p_v.z);
+}
+
+real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) {
+ if (domain_warp_enabled) {
+ _domain_warp_noise.DomainWarp(p_x, p_y, p_z);
+ }
+ return _noise.GetNoise(p_x + offset.x, p_y + offset.y, p_z + offset.z);
+}
+
+// Fractal.
+
+void FastNoiseLite::set_fractal_type(FractalType p_type) {
+ fractal_type = p_type;
+ _noise.SetFractalType((_FastNoiseLite::FractalType)p_type);
+ emit_changed();
+ notify_property_list_changed();
+}
+
+FastNoiseLite::FractalType FastNoiseLite::get_fractal_type() const {
+ return fractal_type;
+}
+
+void FastNoiseLite::set_fractal_octaves(int p_octaves) {
+ fractal_octaves = p_octaves;
+ _noise.SetFractalOctaves(p_octaves);
+ emit_changed();
+}
+
+int FastNoiseLite::get_fractal_octaves() const {
+ return fractal_octaves;
+}
+
+void FastNoiseLite::set_fractal_lacunarity(real_t p_lacunarity) {
+ fractal_lacunarity = p_lacunarity;
+ _noise.SetFractalLacunarity(p_lacunarity);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_fractal_lacunarity() const {
+ return fractal_lacunarity;
+}
+
+void FastNoiseLite::set_fractal_gain(real_t p_gain) {
+ fractal_gain = p_gain;
+ _noise.SetFractalGain(p_gain);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_fractal_gain() const {
+ return fractal_gain;
+}
+
+void FastNoiseLite::set_fractal_weighted_strength(real_t p_weighted_strength) {
+ fractal_weighted_strength = p_weighted_strength;
+ _noise.SetFractalWeightedStrength(p_weighted_strength);
+ emit_changed();
+}
+real_t FastNoiseLite::get_fractal_weighted_strength() const {
+ return fractal_weighted_strength;
+}
+
+void FastNoiseLite::set_fractal_ping_pong_strength(real_t p_ping_pong_strength) {
+ fractal_pinp_pong_strength = p_ping_pong_strength;
+ _noise.SetFractalPingPongStrength(p_ping_pong_strength);
+ emit_changed();
+}
+real_t FastNoiseLite::get_fractal_ping_pong_strength() const {
+ return fractal_pinp_pong_strength;
+}
+
+// Cellular.
+
+void FastNoiseLite::set_cellular_distance_function(CellularDistanceFunction p_func) {
+ cellular_distance_function = p_func;
+ _noise.SetCellularDistanceFunction((_FastNoiseLite::CellularDistanceFunction)p_func);
+ emit_changed();
+}
+
+FastNoiseLite::CellularDistanceFunction FastNoiseLite::get_cellular_distance_function() const {
+ return cellular_distance_function;
+}
+
+void FastNoiseLite::set_cellular_jitter(real_t p_jitter) {
+ cellular_jitter = p_jitter;
+ _noise.SetCellularJitter(p_jitter);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_cellular_jitter() const {
+ return cellular_jitter;
+}
+
+void FastNoiseLite::set_cellular_return_type(CellularReturnType p_ret) {
+ cellular_return_type = p_ret;
+ _noise.SetCellularReturnType((_FastNoiseLite::CellularReturnType)p_ret);
+
+ emit_changed();
+}
+
+FastNoiseLite::CellularReturnType FastNoiseLite::get_cellular_return_type() const {
+ return cellular_return_type;
+}
+
+// Domain warp specific.
+
+void FastNoiseLite::set_domain_warp_enabled(bool p_enabled) {
+ if (domain_warp_enabled != p_enabled) {
+ domain_warp_enabled = p_enabled;
+ emit_changed();
+ notify_property_list_changed();
+ }
+}
+
+bool FastNoiseLite::is_domain_warp_enabled() const {
+ return domain_warp_enabled;
+}
+
+void FastNoiseLite::set_domain_warp_type(DomainWarpType p_domain_warp_type) {
+ domain_warp_type = p_domain_warp_type;
+ _domain_warp_noise.SetDomainWarpType((_FastNoiseLite::DomainWarpType)p_domain_warp_type);
+ emit_changed();
+}
+
+FastNoiseLite::DomainWarpType FastNoiseLite::get_domain_warp_type() const {
+ return domain_warp_type;
+}
+
+void FastNoiseLite::set_domain_warp_amplitude(real_t p_amplitude) {
+ domain_warp_amplitude = p_amplitude;
+ _domain_warp_noise.SetDomainWarpAmp(p_amplitude);
+ emit_changed();
+}
+real_t FastNoiseLite::get_domain_warp_amplitude() const {
+ return domain_warp_amplitude;
+}
+
+void FastNoiseLite::set_domain_warp_frequency(real_t p_frequency) {
+ domain_warp_frequency = p_frequency;
+ _domain_warp_noise.SetFrequency(p_frequency);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_domain_warp_frequency() const {
+ return domain_warp_frequency;
+}
+
+void FastNoiseLite::set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type) {
+ domain_warp_fractal_type = p_domain_warp_fractal_type;
+
+ // This needs manual conversion because Godots Inspector property API does not support discontiguous enum indices.
+ _FastNoiseLite::FractalType type;
+ switch (p_domain_warp_fractal_type) {
+ case DOMAIN_WARP_FRACTAL_NONE:
+ type = _FastNoiseLite::FractalType_None;
+ break;
+ case DOMAIN_WARP_FRACTAL_PROGRESSIVE:
+ type = _FastNoiseLite::FractalType_DomainWarpProgressive;
+ break;
+ case DOMAIN_WARP_FRACTAL_INDEPENDENT:
+ type = _FastNoiseLite::FractalType_DomainWarpIndependent;
+ break;
+ default:
+ type = _FastNoiseLite::FractalType_None;
+ }
+
+ _domain_warp_noise.SetFractalType(type);
+ emit_changed();
+}
+
+FastNoiseLite::DomainWarpFractalType FastNoiseLite::get_domain_warp_fractal_type() const {
+ return domain_warp_fractal_type;
+}
+
+void FastNoiseLite::set_domain_warp_fractal_octaves(int p_octaves) {
+ domain_warp_fractal_octaves = p_octaves;
+ _domain_warp_noise.SetFractalOctaves(p_octaves);
+ emit_changed();
+}
+
+int FastNoiseLite::get_domain_warp_fractal_octaves() const {
+ return domain_warp_fractal_octaves;
+}
+
+void FastNoiseLite::set_domain_warp_fractal_lacunarity(real_t p_lacunarity) {
+ domain_warp_fractal_lacunarity = p_lacunarity;
+ _domain_warp_noise.SetFractalLacunarity(p_lacunarity);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_domain_warp_fractal_lacunarity() const {
+ return domain_warp_fractal_lacunarity;
+}
+
+void FastNoiseLite::set_domain_warp_fractal_gain(real_t p_gain) {
+ domain_warp_fractal_gain = p_gain;
+ _domain_warp_noise.SetFractalGain(p_gain);
+ emit_changed();
+}
+
+real_t FastNoiseLite::get_domain_warp_fractal_gain() const {
+ return domain_warp_fractal_gain;
+}
+
+// Textures.
+
+Ref<Image> FastNoiseLite::get_image(int p_width, int p_height, bool p_invert) {
+ bool grayscale = color_ramp.is_null();
+
+ Vector<uint8_t> data;
+ data.resize(p_width * p_height * (grayscale ? 1 : 4));
+
+ uint8_t *wd8 = data.ptrw();
+
+ // Get all values and identify min/max values.
+ Vector<real_t> values;
+ values.resize(p_width * p_height);
+ real_t min_val = 100;
+ real_t max_val = -100;
+
+ for (int y = 0, i = 0; y < p_height; y++) {
+ for (int x = 0; x < p_width; x++, i++) {
+ values.set(i, is_in_3d_space() ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
+ if (values[i] > max_val) {
+ max_val = values[i];
+ }
+ if (values[i] < min_val) {
+ min_val = values[i];
+ }
+ }
+ }
+
+ // Normalize values and write to texture.
+ uint8_t value;
+ for (int i = 0, x = 0; i < p_height; i++) {
+ for (int j = 0; j < p_width; j++, x++) {
+ if (max_val == min_val) {
+ value = 0;
+ } else {
+ value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
+ }
+ if (p_invert) {
+ value = 255 - value;
+ }
+ if (grayscale) {
+ wd8[x] = value;
+ } else {
+ float luminance = value / 255.0;
+ Color ramp_color = color_ramp->get_color_at_offset(luminance);
+ wd8[x * 4 + 0] = uint8_t(CLAMP(ramp_color.r * 255, 0, 255));
+ wd8[x * 4 + 1] = uint8_t(CLAMP(ramp_color.g * 255, 0, 255));
+ wd8[x * 4 + 2] = uint8_t(CLAMP(ramp_color.b * 255, 0, 255));
+ wd8[x * 4 + 3] = uint8_t(CLAMP(ramp_color.a * 255, 0, 255));
+ }
+ }
+ }
+ if (grayscale) {
+ return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
+ } else {
+ return memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data));
+ }
+}
+
+Ref<Image> FastNoiseLite::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
+ // Just return parent function. This is here only so Godot will properly document this function.
+ return Noise::get_seamless_image(p_width, p_height, p_invert, p_blend_skirt);
+}
+
+void FastNoiseLite::_changed() {
+ emit_changed();
+}
+
+void FastNoiseLite::_bind_methods() {
+ // General settings.
+
+ ClassDB::bind_method(D_METHOD("set_noise_type", "type"), &FastNoiseLite::set_noise_type);
+ ClassDB::bind_method(D_METHOD("get_noise_type"), &FastNoiseLite::get_noise_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "noise_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Smooth,Cellular,Perlin,Value Cubic,Value"), "set_noise_type", "get_noise_type");
+
+ ClassDB::bind_method(D_METHOD("set_seed", "seed"), &FastNoiseLite::set_seed);
+ ClassDB::bind_method(D_METHOD("get_seed"), &FastNoiseLite::get_seed);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
+
+ ClassDB::bind_method(D_METHOD("set_frequency", "freq"), &FastNoiseLite::set_frequency);
+ ClassDB::bind_method(D_METHOD("get_frequency"), &FastNoiseLite::get_frequency);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frequency", PROPERTY_HINT_RANGE, ".001,1"), "set_frequency", "get_frequency");
+
+ ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &FastNoiseLite::set_in_3d_space);
+ ClassDB::bind_method(D_METHOD("is_in_3d_space"), &FastNoiseLite::is_in_3d_space);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space");
+
+ ClassDB::bind_method(D_METHOD("set_offset", "offset"), &FastNoiseLite::set_offset);
+ ClassDB::bind_method(D_METHOD("get_offset"), &FastNoiseLite::get_offset);
+ ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "offset", PROPERTY_HINT_RANGE, "-999999999,999999999,1"), "set_offset", "get_offset");
+
+ ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &FastNoiseLite::set_color_ramp);
+ ClassDB::bind_method(D_METHOD("get_color_ramp"), &FastNoiseLite::get_color_ramp);
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
+
+ // Fractal.
+
+ ADD_GROUP("Fractal", "fractal_");
+ ClassDB::bind_method(D_METHOD("set_fractal_type", "type"), &FastNoiseLite::set_fractal_type);
+ ClassDB::bind_method(D_METHOD("get_fractal_type"), &FastNoiseLite::get_fractal_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_type", PROPERTY_HINT_ENUM, "None,FBM,Ridged,PingPong"), "set_fractal_type", "get_fractal_type");
+
+ ClassDB::bind_method(D_METHOD("set_fractal_octaves", "octave_count"), &FastNoiseLite::set_fractal_octaves);
+ ClassDB::bind_method(D_METHOD("get_fractal_octaves"), &FastNoiseLite::get_fractal_octaves);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_fractal_octaves", "get_fractal_octaves");
+
+ ClassDB::bind_method(D_METHOD("set_fractal_lacunarity", "lacunarity"), &FastNoiseLite::set_fractal_lacunarity);
+ ClassDB::bind_method(D_METHOD("get_fractal_lacunarity"), &FastNoiseLite::get_fractal_lacunarity);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_lacunarity"), "set_fractal_lacunarity", "get_fractal_lacunarity");
+
+ ClassDB::bind_method(D_METHOD("set_fractal_gain", "gain"), &FastNoiseLite::set_fractal_gain);
+ ClassDB::bind_method(D_METHOD("get_fractal_gain"), &FastNoiseLite::get_fractal_gain);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_gain"), "set_fractal_gain", "get_fractal_gain");
+
+ ClassDB::bind_method(D_METHOD("set_fractal_weighted_strength", "weighted_strength"), &FastNoiseLite::set_fractal_weighted_strength);
+ ClassDB::bind_method(D_METHOD("get_fractal_weighted_strength"), &FastNoiseLite::get_fractal_weighted_strength);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_weighted_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fractal_weighted_strength", "get_fractal_weighted_strength");
+
+ ClassDB::bind_method(D_METHOD("set_fractal_ping_pong_strength", "ping_pong_strength"), &FastNoiseLite::set_fractal_ping_pong_strength);
+ ClassDB::bind_method(D_METHOD("get_fractal_ping_pong_strength"), &FastNoiseLite::get_fractal_ping_pong_strength);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_ping_pong_strength"), "set_fractal_ping_pong_strength", "get_fractal_ping_pong_strength");
+
+ // Cellular.
+
+ ADD_GROUP("Cellular", "cellular_");
+ ClassDB::bind_method(D_METHOD("set_cellular_distance_function", "func"), &FastNoiseLite::set_cellular_distance_function);
+ ClassDB::bind_method(D_METHOD("get_cellular_distance_function"), &FastNoiseLite::get_cellular_distance_function);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_distance_function", PROPERTY_HINT_ENUM, "Euclidean,EuclideanSquared,Manhattan,Hybrid"), "set_cellular_distance_function", "get_cellular_distance_function");
+
+ ClassDB::bind_method(D_METHOD("set_cellular_jitter", "jitter"), &FastNoiseLite::set_cellular_jitter);
+ ClassDB::bind_method(D_METHOD("get_cellular_jitter"), &FastNoiseLite::get_cellular_jitter);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cellular_jitter"), "set_cellular_jitter", "get_cellular_jitter");
+
+ ClassDB::bind_method(D_METHOD("set_cellular_return_type", "ret"), &FastNoiseLite::set_cellular_return_type);
+ ClassDB::bind_method(D_METHOD("get_cellular_return_type"), &FastNoiseLite::get_cellular_return_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_return_type", PROPERTY_HINT_ENUM, "CellValue,Distance,Distance2,Distance2Add,Distance2Sub,Distance2Mul,Distance2Div"), "set_cellular_return_type", "get_cellular_return_type");
+
+ // Domain warp.
+
+ ADD_GROUP("Domain Warp", "domain_warp_");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_enabled", "domain_warp_enabled"), &FastNoiseLite::set_domain_warp_enabled);
+ ClassDB::bind_method(D_METHOD("is_domain_warp_enabled"), &FastNoiseLite::is_domain_warp_enabled);
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "domain_warp_enabled"), "set_domain_warp_enabled", "is_domain_warp_enabled");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_type", "domain_warp_type"), &FastNoiseLite::set_domain_warp_type);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_type"), &FastNoiseLite::get_domain_warp_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_type", PROPERTY_HINT_ENUM, "Simplex,SimplexReduced,BasicGrid"), "set_domain_warp_type", "get_domain_warp_type");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_amplitude", "domain_warp_amplitude"), &FastNoiseLite::set_domain_warp_amplitude);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_amplitude"), &FastNoiseLite::get_domain_warp_amplitude);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_amplitude"), "set_domain_warp_amplitude", "get_domain_warp_amplitude");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_frequency", "domain_warp_frequency"), &FastNoiseLite::set_domain_warp_frequency);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_frequency"), &FastNoiseLite::get_domain_warp_frequency);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_frequency"), "set_domain_warp_frequency", "get_domain_warp_frequency");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_type", "domain_warp_fractal_type"), &FastNoiseLite::set_domain_warp_fractal_type);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_type"), &FastNoiseLite::get_domain_warp_fractal_type);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_type", PROPERTY_HINT_ENUM, "None,Progressive,Independent"), "set_domain_warp_fractal_type", "get_domain_warp_fractal_type");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_octaves", "domain_warp_octave_count"), &FastNoiseLite::set_domain_warp_fractal_octaves);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_octaves"), &FastNoiseLite::get_domain_warp_fractal_octaves);
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_domain_warp_fractal_octaves", "get_domain_warp_fractal_octaves");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_lacunarity", "domain_warp_lacunarity"), &FastNoiseLite::set_domain_warp_fractal_lacunarity);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_lacunarity"), &FastNoiseLite::get_domain_warp_fractal_lacunarity);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_lacunarity"), "set_domain_warp_fractal_lacunarity", "get_domain_warp_fractal_lacunarity");
+
+ ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_gain", "domain_warp_gain"), &FastNoiseLite::set_domain_warp_fractal_gain);
+ ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_gain"), &FastNoiseLite::get_domain_warp_fractal_gain);
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_gain"), "set_domain_warp_fractal_gain", "get_domain_warp_fractal_gain");
+
+ ClassDB::bind_method(D_METHOD("_changed"), &FastNoiseLite::_changed);
+
+ BIND_ENUM_CONSTANT(TYPE_VALUE);
+ BIND_ENUM_CONSTANT(TYPE_VALUE_CUBIC);
+ BIND_ENUM_CONSTANT(TYPE_PERLIN);
+ BIND_ENUM_CONSTANT(TYPE_CELLULAR);
+ BIND_ENUM_CONSTANT(TYPE_SIMPLEX);
+ BIND_ENUM_CONSTANT(TYPE_SIMPLEX_SMOOTH);
+
+ BIND_ENUM_CONSTANT(FRACTAL_NONE);
+ BIND_ENUM_CONSTANT(FRACTAL_FBM);
+ BIND_ENUM_CONSTANT(FRACTAL_RIDGED);
+ BIND_ENUM_CONSTANT(FRACTAL_PING_PONG);
+
+ BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN);
+ BIND_ENUM_CONSTANT(DISTANCE_EUCLIDEAN_SQUARED);
+ BIND_ENUM_CONSTANT(DISTANCE_MANHATTAN);
+ BIND_ENUM_CONSTANT(DISTANCE_HYBRID);
+
+ BIND_ENUM_CONSTANT(RETURN_CELL_VALUE);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE2);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE2_ADD);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE2_SUB);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE2_MUL);
+ BIND_ENUM_CONSTANT(RETURN_DISTANCE2_DIV);
+
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX);
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_SIMPLEX_REDUCED);
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_BASIC_GRID);
+
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_NONE);
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_PROGRESSIVE);
+ BIND_ENUM_CONSTANT(DOMAIN_WARP_FRACTAL_INDEPENDENT);
+}
+
+void FastNoiseLite::_validate_property(PropertyInfo &property) const {
+ if (property.name.begins_with("cellular") && get_noise_type() != TYPE_CELLULAR) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ return;
+ }
+
+ if (property.name != "fractal_type" && property.name.begins_with("fractal") && get_fractal_type() == FRACTAL_NONE) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ return;
+ }
+
+ if (property.name == "fractal_ping_pong_strength" && get_fractal_type() != FRACTAL_PING_PONG) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ return;
+ }
+
+ if (property.name != "domain_warp_enabled" && property.name.begins_with("domain_warp") && !domain_warp_enabled) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ return;
+ }
+}
diff --git a/modules/noise/fastnoise_lite.h b/modules/noise/fastnoise_lite.h
new file mode 100644
index 0000000000..4635e26d28
--- /dev/null
+++ b/modules/noise/fastnoise_lite.h
@@ -0,0 +1,237 @@
+/*************************************************************************/
+/* fastnoise_lite.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 FASTNOISE_LITE_H
+#define FASTNOISE_LITE_H
+
+#include "core/io/image.h"
+#include "core/object/ref_counted.h"
+#include "noise.h"
+#include "scene/resources/gradient.h"
+
+#include <thirdparty/noise/FastNoiseLite.h>
+
+typedef fastnoiselite::FastNoiseLite _FastNoiseLite;
+
+class FastNoiseLite : public Noise {
+ GDCLASS(FastNoiseLite, Noise);
+ OBJ_SAVE_TYPE(FastNoiseLite);
+
+public:
+ enum NoiseType {
+ TYPE_SIMPLEX = _FastNoiseLite::NoiseType_OpenSimplex2,
+ TYPE_SIMPLEX_SMOOTH = _FastNoiseLite::NoiseType_OpenSimplex2S,
+ TYPE_CELLULAR = _FastNoiseLite::NoiseType_Cellular,
+ TYPE_PERLIN = _FastNoiseLite::NoiseType_Perlin,
+ TYPE_VALUE_CUBIC = _FastNoiseLite::NoiseType_ValueCubic,
+ TYPE_VALUE = _FastNoiseLite::NoiseType_Value,
+ };
+
+ enum FractalType {
+ FRACTAL_NONE = _FastNoiseLite::FractalType_None,
+ FRACTAL_FBM = _FastNoiseLite::FractalType_FBm,
+ FRACTAL_RIDGED = _FastNoiseLite::FractalType_Ridged,
+ FRACTAL_PING_PONG = _FastNoiseLite::FractalType_PingPong,
+ };
+
+ enum CellularDistanceFunction {
+ DISTANCE_EUCLIDEAN = _FastNoiseLite::CellularDistanceFunction_Euclidean,
+ DISTANCE_EUCLIDEAN_SQUARED = _FastNoiseLite::CellularDistanceFunction_EuclideanSq,
+ DISTANCE_MANHATTAN = _FastNoiseLite::CellularDistanceFunction_Manhattan,
+ DISTANCE_HYBRID = _FastNoiseLite::CellularDistanceFunction_Hybrid
+ };
+
+ enum CellularReturnType {
+ RETURN_CELL_VALUE = _FastNoiseLite::CellularReturnType_CellValue,
+ RETURN_DISTANCE = _FastNoiseLite::CellularReturnType_Distance,
+ RETURN_DISTANCE2 = _FastNoiseLite::CellularReturnType_Distance2,
+ RETURN_DISTANCE2_ADD = _FastNoiseLite::CellularReturnType_Distance2Add,
+ RETURN_DISTANCE2_SUB = _FastNoiseLite::CellularReturnType_Distance2Sub,
+ RETURN_DISTANCE2_MUL = _FastNoiseLite::CellularReturnType_Distance2Mul,
+ RETURN_DISTANCE2_DIV = _FastNoiseLite::CellularReturnType_Distance2Div
+ };
+
+ enum DomainWarpType {
+ DOMAIN_WARP_SIMPLEX = _FastNoiseLite::DomainWarpType_OpenSimplex2,
+ DOMAIN_WARP_SIMPLEX_REDUCED = _FastNoiseLite::DomainWarpType_OpenSimplex2Reduced,
+ DOMAIN_WARP_BASIC_GRID = _FastNoiseLite::DomainWarpType_BasicGrid
+ };
+
+ enum DomainWarpFractalType {
+ DOMAIN_WARP_FRACTAL_NONE,
+ DOMAIN_WARP_FRACTAL_PROGRESSIVE,
+ DOMAIN_WARP_FRACTAL_INDEPENDENT
+ };
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const override;
+
+private:
+ _FastNoiseLite _noise;
+ _FastNoiseLite _domain_warp_noise;
+
+ Vector3 offset;
+ NoiseType noise_type;
+ Ref<Gradient> color_ramp;
+
+ int seed;
+ real_t frequency;
+ bool in_3d_space;
+
+ // Fractal specific.
+ FractalType fractal_type;
+ int fractal_octaves;
+ real_t fractal_lacunarity;
+ real_t fractal_gain;
+ real_t fractal_weighted_strength;
+ real_t fractal_pinp_pong_strength;
+
+ // Cellular specific.
+ CellularDistanceFunction cellular_distance_function;
+ CellularReturnType cellular_return_type;
+ real_t cellular_jitter;
+
+ // Domain warp specific.
+ bool domain_warp_enabled;
+ DomainWarpType domain_warp_type;
+ real_t domain_warp_frequency;
+ real_t domain_warp_amplitude;
+
+ DomainWarpFractalType domain_warp_fractal_type;
+ int domain_warp_fractal_octaves;
+ real_t domain_warp_fractal_lacunarity;
+ real_t domain_warp_fractal_gain;
+
+public:
+ FastNoiseLite();
+ ~FastNoiseLite();
+
+ // General noise settings.
+
+ void set_noise_type(NoiseType p_noise_type);
+ NoiseType get_noise_type() const;
+
+ void set_seed(int p_seed);
+ int get_seed() const;
+
+ void set_frequency(real_t p_freq);
+ real_t get_frequency() const;
+
+ void set_in_3d_space(bool p_enable);
+ bool is_in_3d_space() const;
+
+ void set_offset(Vector3 p_offset);
+ Vector3 get_offset() const;
+
+ void set_color_ramp(const Ref<Gradient> &p_gradient);
+ Ref<Gradient> get_color_ramp() const;
+
+ // Fractal specific.
+
+ void set_fractal_type(FractalType p_type);
+ FractalType get_fractal_type() const;
+
+ void set_fractal_octaves(int p_octaves);
+ int get_fractal_octaves() const;
+
+ void set_fractal_lacunarity(real_t p_lacunarity);
+ real_t get_fractal_lacunarity() const;
+
+ void set_fractal_gain(real_t p_gain);
+ real_t get_fractal_gain() const;
+
+ void set_fractal_weighted_strength(real_t p_weighted_strength);
+ real_t get_fractal_weighted_strength() const;
+
+ void set_fractal_ping_pong_strength(real_t p_ping_pong_strength);
+ real_t get_fractal_ping_pong_strength() const;
+
+ // Cellular specific.
+
+ void set_cellular_distance_function(CellularDistanceFunction p_func);
+ CellularDistanceFunction get_cellular_distance_function() const;
+
+ void set_cellular_return_type(CellularReturnType p_ret);
+ CellularReturnType get_cellular_return_type() const;
+
+ void set_cellular_jitter(real_t p_jitter);
+ real_t get_cellular_jitter() const;
+
+ // Domain warp specific.
+
+ void set_domain_warp_enabled(bool p_enabled);
+ bool is_domain_warp_enabled() const;
+
+ void set_domain_warp_type(DomainWarpType p_domain_warp_type);
+ DomainWarpType get_domain_warp_type() const;
+
+ void set_domain_warp_amplitude(real_t p_amplitude);
+ real_t get_domain_warp_amplitude() const;
+
+ void set_domain_warp_frequency(real_t p_frequency);
+ real_t get_domain_warp_frequency() const;
+
+ void set_domain_warp_fractal_type(DomainWarpFractalType p_domain_warp_fractal_type);
+ DomainWarpFractalType get_domain_warp_fractal_type() const;
+
+ void set_domain_warp_fractal_octaves(int p_octaves);
+ int get_domain_warp_fractal_octaves() const;
+
+ void set_domain_warp_fractal_lacunarity(real_t p_lacunarity);
+ real_t get_domain_warp_fractal_lacunarity() const;
+
+ void set_domain_warp_fractal_gain(real_t p_gain);
+ real_t get_domain_warp_fractal_gain() const;
+
+ // Interface methods.
+
+ Ref<Image> get_image(int p_width, int p_height, bool p_invert = false) override;
+ Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, real_t p_blend_skirt = 0.1) override;
+
+ real_t get_noise_1d(real_t p_x) override;
+
+ real_t get_noise_2dv(Vector2 p_v) override;
+ real_t get_noise_2d(real_t p_x, real_t p_y) override;
+
+ real_t get_noise_3dv(Vector3 p_v) override;
+ real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) override;
+
+ void _changed();
+};
+
+VARIANT_ENUM_CAST(FastNoiseLite::NoiseType);
+VARIANT_ENUM_CAST(FastNoiseLite::FractalType);
+VARIANT_ENUM_CAST(FastNoiseLite::CellularDistanceFunction);
+VARIANT_ENUM_CAST(FastNoiseLite::CellularReturnType);
+VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpType);
+VARIANT_ENUM_CAST(FastNoiseLite::DomainWarpFractalType);
+
+#endif // FASTNOISE_LITE_H
diff --git a/modules/noise/icons/NoiseTexture.svg b/modules/noise/icons/NoiseTexture.svg
new file mode 100644
index 0000000000..479684cde2
--- /dev/null
+++ b/modules/noise/icons/NoiseTexture.svg
@@ -0,0 +1 @@
+<svg height="16" viewBox="0 0 16 16" width="16" xmlns="http://www.w3.org/2000/svg"><path d="m2 1c-.55228 0-1 .44772-1 1v12c0 .55228.44772 1 1 1h12c.55228 0 1-.44772 1-1v-12c0-.55228-.44772-1-1-1zm1 2h10v8h-10zm3 1v2h2v-2zm2 2v2h2v2h2v-6h-2v2zm0 2h-2v-2h-2v4h4z" fill="#e0e0e0" fill-opacity=".99608"/></svg>
diff --git a/modules/noise/noise.cpp b/modules/noise/noise.cpp
new file mode 100644
index 0000000000..430e8c87cf
--- /dev/null
+++ b/modules/noise/noise.cpp
@@ -0,0 +1,68 @@
+/*************************************************************************/
+/* noise.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "noise.h"
+
+Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
+ int skirt_width = p_width * p_blend_skirt;
+ int skirt_height = p_height * p_blend_skirt;
+ int src_width = p_width + skirt_width;
+ int src_height = p_height + skirt_height;
+
+ Ref<Image> src = get_image(src_width, src_height, p_invert);
+ bool grayscale = (src->get_format() == Image::FORMAT_L8);
+ if (grayscale) {
+ return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
+ } else {
+ return _generate_seamless_image<uint32_t>(src, p_width, p_height, p_invert, p_blend_skirt);
+ }
+}
+
+// Template specialization for faster grayscale blending.
+template <>
+uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) const {
+ uint16_t alpha = p_alpha + 1;
+ uint16_t inv_alpha = 256 - p_alpha;
+
+ return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
+}
+
+void Noise::_bind_methods() {
+ // Noise functions.
+ ClassDB::bind_method(D_METHOD("get_noise_1d", "x"), &Noise::get_noise_1d);
+ ClassDB::bind_method(D_METHOD("get_noise_2d", "x", "y"), &Noise::get_noise_2d);
+ ClassDB::bind_method(D_METHOD("get_noise_2dv", "v"), &Noise::get_noise_2dv);
+ ClassDB::bind_method(D_METHOD("get_noise_3d", "x", "y", "z"), &Noise::get_noise_3d);
+ ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
+
+ // Textures.
+ ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert"), &Noise::get_image, DEFVAL(false));
+ ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "skirt"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(0.1));
+}
diff --git a/modules/noise/noise.h b/modules/noise/noise.h
new file mode 100644
index 0000000000..853c24b485
--- /dev/null
+++ b/modules/noise/noise.h
@@ -0,0 +1,240 @@
+/*************************************************************************/
+/* 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) {
+ /*
+ 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) = 0;
+
+ virtual real_t get_noise_2dv(Vector2 p_v) = 0;
+ virtual real_t get_noise_2d(real_t p_x, real_t p_y) = 0;
+
+ virtual real_t get_noise_3dv(Vector3 p_v) = 0;
+ virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) = 0;
+
+ virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false) = 0;
+ virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, real_t p_blend_skirt = 0.1);
+};
+
+#endif // NOISE_H
diff --git a/modules/noise/noise_texture.cpp b/modules/noise/noise_texture.cpp
new file mode 100644
index 0000000000..276335797a
--- /dev/null
+++ b/modules/noise/noise_texture.cpp
@@ -0,0 +1,299 @@
+/*************************************************************************/
+/* noise_texture.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "noise_texture.h"
+
+#include "core/core_string_names.h"
+#include "noise.h"
+
+NoiseTexture::NoiseTexture() {
+ noise = Ref<Noise>();
+
+ _queue_update();
+}
+
+NoiseTexture::~NoiseTexture() {
+ if (texture.is_valid()) {
+ RS::get_singleton()->free(texture);
+ }
+ noise_thread.wait_to_finish();
+}
+
+void NoiseTexture::_bind_methods() {
+ ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
+ ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
+
+ ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
+ ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
+
+ ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
+ ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
+
+ ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
+ ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
+
+ ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt);
+ ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt);
+
+ ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
+ ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
+
+ ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
+ ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
+
+ ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
+ ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
+ ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
+
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
+ ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
+ ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map"), "set_as_normal_map", "is_normal_map");
+ ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
+ ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
+}
+
+void NoiseTexture::_validate_property(PropertyInfo &property) const {
+ if (property.name == "bump_strength") {
+ if (!as_normal_map) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
+ }
+ }
+
+ if (property.name == "seamless_blend_skirt") {
+ if (!seamless) {
+ property.usage = PROPERTY_USAGE_NO_EDITOR;
+ }
+ }
+}
+
+void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
+ image = p_image;
+ if (image.is_valid()) {
+ if (texture.is_valid()) {
+ RID new_texture = RS::get_singleton()->texture_2d_create(p_image);
+ RS::get_singleton()->texture_replace(texture, new_texture);
+ } else {
+ texture = RS::get_singleton()->texture_2d_create(p_image);
+ }
+ }
+ emit_changed();
+}
+
+void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
+ _set_texture_image(p_image);
+ noise_thread.wait_to_finish();
+ if (regen_queued) {
+ noise_thread.start(_thread_function, this);
+ regen_queued = false;
+ }
+}
+
+void NoiseTexture::_thread_function(void *p_ud) {
+ NoiseTexture *tex = static_cast<NoiseTexture *>(p_ud);
+ tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
+}
+
+void NoiseTexture::_queue_update() {
+ if (update_queued) {
+ return;
+ }
+
+ update_queued = true;
+ call_deferred(SNAME("_update_texture"));
+}
+
+Ref<Image> NoiseTexture::_generate_texture() {
+ // Prevent memdelete due to unref() on other thread.
+ Ref<Noise> ref_noise = noise;
+
+ if (ref_noise.is_null()) {
+ return Ref<Image>();
+ }
+
+ Ref<Image> image;
+
+ if (seamless) {
+ image = ref_noise->get_seamless_image(size.x, size.y, invert, seamless_blend_skirt);
+ } else {
+ image = ref_noise->get_image(size.x, size.y, invert);
+ }
+
+ if (as_normal_map) {
+ image->bump_map_to_normal_map(bump_strength);
+ }
+
+ return image;
+}
+
+void NoiseTexture::_update_texture() {
+ bool use_thread = true;
+ if (first_time) {
+ use_thread = false;
+ first_time = false;
+ }
+#ifdef NO_THREADS
+ use_thread = false;
+#endif
+ if (use_thread) {
+ if (!noise_thread.is_started()) {
+ noise_thread.start(_thread_function, this);
+ regen_queued = false;
+ } else {
+ regen_queued = true;
+ }
+
+ } else {
+ Ref<Image> image = _generate_texture();
+ _set_texture_image(image);
+ }
+ update_queued = false;
+}
+
+void NoiseTexture::set_noise(Ref<Noise> p_noise) {
+ if (p_noise == noise) {
+ return;
+ }
+ if (noise.is_valid()) {
+ noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ }
+ noise = p_noise;
+ if (noise.is_valid()) {
+ noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
+ }
+ _queue_update();
+}
+
+Ref<Noise> NoiseTexture::get_noise() {
+ return noise;
+}
+
+void NoiseTexture::set_width(int p_width) {
+ ERR_FAIL_COND(p_width <= 0);
+ if (p_width == size.x) {
+ return;
+ }
+ size.x = p_width;
+ _queue_update();
+}
+
+void NoiseTexture::set_height(int p_height) {
+ ERR_FAIL_COND(p_height <= 0);
+ if (p_height == size.y) {
+ return;
+ }
+ size.y = p_height;
+ _queue_update();
+}
+
+void NoiseTexture::set_invert(bool p_invert) {
+ if (p_invert == invert) {
+ return;
+ }
+ invert = p_invert;
+ _queue_update();
+}
+
+bool NoiseTexture::get_invert() const {
+ return invert;
+}
+
+void NoiseTexture::set_seamless(bool p_seamless) {
+ if (p_seamless == seamless) {
+ return;
+ }
+ seamless = p_seamless;
+ _queue_update();
+ notify_property_list_changed();
+}
+
+bool NoiseTexture::get_seamless() {
+ return seamless;
+}
+
+void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) {
+ if (p_blend_skirt == seamless_blend_skirt) {
+ return;
+ }
+ seamless_blend_skirt = p_blend_skirt;
+ _queue_update();
+}
+real_t NoiseTexture::get_seamless_blend_skirt() {
+ return seamless_blend_skirt;
+}
+
+void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
+ if (p_as_normal_map == as_normal_map) {
+ return;
+ }
+ as_normal_map = p_as_normal_map;
+ _queue_update();
+ notify_property_list_changed();
+}
+
+bool NoiseTexture::is_normal_map() {
+ return as_normal_map;
+}
+
+void NoiseTexture::set_bump_strength(float p_bump_strength) {
+ if (p_bump_strength == bump_strength) {
+ return;
+ }
+ bump_strength = p_bump_strength;
+ if (as_normal_map) {
+ _queue_update();
+ }
+}
+
+float NoiseTexture::get_bump_strength() {
+ return bump_strength;
+}
+
+int NoiseTexture::get_width() const {
+ return size.x;
+}
+
+int NoiseTexture::get_height() const {
+ return size.y;
+}
+
+RID NoiseTexture::get_rid() const {
+ if (!texture.is_valid()) {
+ texture = RS::get_singleton()->texture_2d_placeholder_create();
+ }
+
+ return texture;
+}
+
+Ref<Image> NoiseTexture::get_image() const {
+ return image;
+}
diff --git a/modules/noise/noise_texture.h b/modules/noise/noise_texture.h
new file mode 100644
index 0000000000..2a94df39d4
--- /dev/null
+++ b/modules/noise/noise_texture.h
@@ -0,0 +1,109 @@
+/*************************************************************************/
+/* noise_texture.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_TEXTURE_H
+#define NOISE_TEXTURE_H
+
+#include "noise.h"
+
+#include "core/object/ref_counted.h"
+#include "scene/resources/texture.h"
+
+class NoiseTexture : public Texture2D {
+ GDCLASS(NoiseTexture, Texture2D);
+
+private:
+ Ref<Image> image;
+
+ Thread noise_thread;
+
+ bool first_time = true;
+ bool update_queued = false;
+ bool regen_queued = false;
+
+ mutable RID texture;
+ uint32_t flags = 0;
+
+ Ref<Noise> noise;
+ bool invert = false;
+ Vector2i size = Vector2i(512, 512);
+ Vector2 noise_offset;
+ bool seamless = false;
+ real_t seamless_blend_skirt = 0.1;
+ bool as_normal_map = false;
+ float bump_strength = 8.0;
+
+ void _thread_done(const Ref<Image> &p_image);
+ static void _thread_function(void *p_ud);
+
+ void _queue_update();
+ Ref<Image> _generate_texture();
+ void _update_texture();
+ void _set_texture_image(const Ref<Image> &p_image);
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const override;
+
+public:
+ void set_noise(Ref<Noise> p_noise);
+ Ref<Noise> get_noise();
+
+ void set_width(int p_width);
+ void set_height(int p_height);
+
+ void set_invert(bool p_invert);
+ bool get_invert() const;
+
+ void set_seamless(bool p_seamless);
+ bool get_seamless();
+
+ void set_seamless_blend_skirt(real_t p_blend_skirt);
+ real_t get_seamless_blend_skirt();
+
+ void set_as_normal_map(bool p_as_normal_map);
+ bool is_normal_map();
+
+ void set_bump_strength(float p_bump_strength);
+ float get_bump_strength();
+
+ int get_width() const override;
+ int get_height() const override;
+
+ virtual RID get_rid() const override;
+ virtual bool has_alpha() const override { return false; }
+
+ virtual Ref<Image> get_image() const override;
+
+ NoiseTexture();
+ virtual ~NoiseTexture();
+};
+
+#endif // NOISE_TEXTURE_H
diff --git a/modules/noise/register_types.cpp b/modules/noise/register_types.cpp
new file mode 100644
index 0000000000..81bb0317c1
--- /dev/null
+++ b/modules/noise/register_types.cpp
@@ -0,0 +1,44 @@
+/*************************************************************************/
+/* register_types.cpp */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#include "register_types.h"
+
+#include "fastnoise_lite.h"
+#include "noise.h"
+#include "noise_texture.h"
+
+void register_noise_types() {
+ GDREGISTER_CLASS(NoiseTexture);
+ GDREGISTER_ABSTRACT_CLASS(Noise);
+ GDREGISTER_CLASS(FastNoiseLite);
+}
+
+void unregister_noise_types() {
+}
diff --git a/modules/noise/register_types.h b/modules/noise/register_types.h
new file mode 100644
index 0000000000..e441a48518
--- /dev/null
+++ b/modules/noise/register_types.h
@@ -0,0 +1,37 @@
+/*************************************************************************/
+/* register_types.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_REGISTER_TYPES_H
+#define NOISE_REGISTER_TYPES_H
+
+void register_noise_types();
+void unregister_noise_types();
+
+#endif // NOISE_REGISTER_TYPES_H