/**************************************************************************/ /* noise.cpp */ /**************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /**************************************************************************/ /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ /* */ /* 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" #include Vector> Noise::_get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const { ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0 || p_depth <= 0, Vector>()); int skirt_width = MAX(1, p_width * p_blend_skirt); int skirt_height = MAX(1, p_height * p_blend_skirt); int skirt_depth = MAX(1, p_depth * p_blend_skirt); int src_width = p_width + skirt_width; int src_height = p_height + skirt_height; int src_depth = p_depth + skirt_depth; Vector> src = _get_image(src_width, src_height, src_depth, p_invert, p_in_3d_space, p_normalize); bool grayscale = (src[0]->get_format() == Image::FORMAT_L8); if (grayscale) { return _generate_seamless_image(src, p_width, p_height, p_depth, p_invert, p_blend_skirt); } else { return _generate_seamless_image(src, p_width, p_height, p_depth, p_invert, p_blend_skirt); } } Ref Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const { Vector> images = _get_seamless_image(p_width, p_height, 1, p_invert, p_in_3d_space, p_blend_skirt, p_normalize); return images[0]; } TypedArray Noise::get_seamless_image_3d(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt, bool p_normalize) const { Vector> images = _get_seamless_image(p_width, p_height, p_depth, p_invert, true, p_blend_skirt, p_normalize); TypedArray ret; ret.resize(images.size()); for (int i = 0; i < images.size(); i++) { ret[i] = images[i]; } return ret; } // Template specialization for faster grayscale blending. template <> uint8_t Noise::_alpha_blend(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); } Vector> Noise::_get_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, bool p_normalize) const { ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0 || p_depth <= 0, Vector>()); Vector> images; images.resize(p_depth); if (p_normalize) { // Get all values and identify min/max values. LocalVector values; values.resize(p_width * p_height * p_depth); real_t min_val = FLT_MAX; real_t max_val = -FLT_MAX; int idx = 0; for (int d = 0; d < p_depth; d++) { for (int y = 0; y < p_height; y++) { for (int x = 0; x < p_width; x++) { values[idx] = p_in_3d_space ? get_noise_3d(x, y, d) : get_noise_2d(x, y); if (values[idx] > max_val) { max_val = values[idx]; } if (values[idx] < min_val) { min_val = values[idx]; } idx++; } } } idx = 0; // Normalize values and write to texture. for (int d = 0; d < p_depth; d++) { Vector data; data.resize(p_width * p_height); uint8_t *wd8 = data.ptrw(); uint8_t ivalue; for (int y = 0; y < p_height; y++) { for (int x = 0; x < p_width; x++) { if (max_val == min_val) { ivalue = 0; } else { ivalue = static_cast(CLAMP((values[idx] - min_val) / (max_val - min_val) * 255.f, 0, 255)); } if (p_invert) { ivalue = 255 - ivalue; } wd8[x + y * p_width] = ivalue; idx++; } } Ref img = memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data)); images.write[d] = img; } } else { // Without normalization, the expected range of the noise function is [-1, 1]. for (int d = 0; d < p_depth; d++) { Vector data; data.resize(p_width * p_height); uint8_t *wd8 = data.ptrw(); uint8_t ivalue; int idx = 0; for (int y = 0; y < p_height; y++) { for (int x = 0; x < p_width; x++) { float value = (p_in_3d_space ? get_noise_3d(x, y, d) : get_noise_2d(x, y)); ivalue = static_cast(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f)); wd8[idx] = p_invert ? (255 - ivalue) : ivalue; idx++; } } Ref img = memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data)); images.write[d] = img; } } return images; } Ref Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const { Vector> images = _get_image(p_width, p_height, 1, p_invert, p_in_3d_space, p_normalize); return images[0]; } TypedArray Noise::get_image_3d(int p_width, int p_height, int p_depth, bool p_invert, bool p_normalize) const { Vector> images = _get_image(p_width, p_height, p_depth, p_invert, true, p_normalize); TypedArray ret; ret.resize(images.size()); for (int i = 0; i < images.size(); i++) { ret[i] = images[i]; } return ret; } 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", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true)); ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true)); ClassDB::bind_method(D_METHOD("get_image_3d", "width", "height", "depth", "invert", "normalize"), &Noise::get_image_3d, DEFVAL(false), DEFVAL(true)); ClassDB::bind_method(D_METHOD("get_seamless_image_3d", "width", "height", "depth", "invert", "skirt", "normalize"), &Noise::get_seamless_image_3d, DEFVAL(false), DEFVAL(0.1), DEFVAL(true)); }