mirror of
https://github.com/Relintai/godot_voxel.git
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105 lines
3.4 KiB
C++
105 lines
3.4 KiB
C++
#include "voxel_provider_noise.h"
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void VoxelProviderNoise::set_noise(Ref<OpenSimplexNoise> noise) {
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_noise = noise;
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}
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Ref<OpenSimplexNoise> VoxelProviderNoise::get_noise() const {
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return _noise;
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}
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void VoxelProviderNoise::set_height_start(real_t y) {
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_height_start = y;
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}
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real_t VoxelProviderNoise::get_height_start() const {
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return _height_start;
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}
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void VoxelProviderNoise::set_height_range(real_t hrange) {
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_height_range = hrange;
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}
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real_t VoxelProviderNoise::get_height_range() const {
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return _height_range;
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}
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void VoxelProviderNoise::emerge_block(Ref<VoxelBuffer> out_buffer, Vector3i origin_in_voxels, int lod) {
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ERR_FAIL_COND(out_buffer.is_null());
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ERR_FAIL_COND(_noise.is_null());
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OpenSimplexNoise &noise = **_noise;
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VoxelBuffer &buffer = **out_buffer;
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if (origin_in_voxels.y > _height_start + _height_range) {
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buffer.clear_channel_f(VoxelBuffer::CHANNEL_ISOLEVEL, 100.0);
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} else if (origin_in_voxels.y + (buffer.get_size().y << lod) < _height_start) {
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buffer.clear_channel_f(VoxelBuffer::CHANNEL_ISOLEVEL, -100.0);
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} else {
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FloatBuffer3D &noise_buffer = _noise_buffer;
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const int noise_buffer_step = 2;
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Vector3i noise_buffer_size = buffer.get_size() / noise_buffer_step + Vector3i(1);
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if (noise_buffer.get_size() != noise_buffer_size) {
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noise_buffer.create(noise_buffer_size);
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}
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// Cache noise at lower grid resolution and interpolate after, much cheaper
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for (int z = 0; z < noise_buffer.get_size().z; ++z) {
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for (int x = 0; x < noise_buffer.get_size().x; ++x) {
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for (int y = 0; y < noise_buffer.get_size().y; ++y) {
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float lx = origin_in_voxels.x + (x << lod) * noise_buffer_step;
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float ly = origin_in_voxels.y + (y << lod) * noise_buffer_step;
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float lz = origin_in_voxels.z + (z << lod) * noise_buffer_step;
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float n = noise.get_noise_3d(lx, ly, lz);
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noise_buffer.set(x, y, z, n);
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}
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}
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}
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float iso_scale = noise.get_period() * 0.1;
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float noise_buffer_scale = 1.f / static_cast<float>(noise_buffer_step);
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for (int z = 0; z < buffer.get_size().z; ++z) {
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for (int x = 0; x < buffer.get_size().x; ++x) {
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for (int y = 0; y < buffer.get_size().y; ++y) {
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float ly = origin_in_voxels.y + (y << lod);
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float n = noise_buffer.get_trilinear(x * noise_buffer_scale, y * noise_buffer_scale, z * noise_buffer_scale);
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float t = (ly - _height_start) / _height_range;
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float d = (n + 2.0 * t - 1.0) * iso_scale;
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buffer.set_voxel_f(d, x, y, z, VoxelBuffer::CHANNEL_ISOLEVEL);
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// TODO Support for blocky voxels
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}
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}
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}
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}
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}
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void VoxelProviderNoise::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &VoxelProviderNoise::set_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &VoxelProviderNoise::get_noise);
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ClassDB::bind_method(D_METHOD("set_height_start", "hstart"), &VoxelProviderNoise::set_height_start);
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ClassDB::bind_method(D_METHOD("get_height_start"), &VoxelProviderNoise::get_height_start);
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ClassDB::bind_method(D_METHOD("set_height_range", "hrange"), &VoxelProviderNoise::set_height_range);
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ClassDB::bind_method(D_METHOD("get_height_range"), &VoxelProviderNoise::get_height_range);
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_start"), "set_height_start", "get_height_start");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "height_range"), "set_height_range", "get_height_range");
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}
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