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/*************************************************************************/
/*  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));
}