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+/*************************************************************************/
+/* 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 persistence; // 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_persistence(float p_persistence);
+ float get_persistence() const { return persistence; }
+
+ 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