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https://github.com/Relintai/pandemonium_engine_minimal.git
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73 lines
2.6 KiB
C++
73 lines
2.6 KiB
C++
#ifndef OPEN_SIMPLEX_NOISE_H
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#define OPEN_SIMPLEX_NOISE_H
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/* open_simplex_noise.h */
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#include "core/io/image.h"
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#include "core/object/reference.h"
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#include "scene/resources/texture.h"
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#include "thirdparty/open-simplex-noise.h"
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class OpenSimplexNoise : public Resource {
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GDCLASS(OpenSimplexNoise, Resource);
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OBJ_SAVE_TYPE(OpenSimplexNoise);
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// The maximum number of octaves allowed. Note that these are statically allocated.
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// Higher values become exponentially slower, so this shouldn't be set too high
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// to avoid freezing the editor for long periods of time.
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static const int MAX_OCTAVES = 9;
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osn_context contexts[MAX_OCTAVES];
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int seed;
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float persistence; // Controls details, value in [0,1]. Higher increases grain, lower increases smoothness.
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int octaves; // Number of noise layers
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float period; // Distance above which we start to see similarities. The higher, the longer "hills" will be on a terrain.
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float lacunarity; // Controls period change across octaves. 2 is usually a good value to address all detail levels.
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public:
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OpenSimplexNoise();
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~OpenSimplexNoise();
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void _init_seeds();
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void set_seed(int seed);
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int get_seed() const;
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void set_octaves(int p_octaves);
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int get_octaves() const { return octaves; }
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void set_period(float p_period);
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float get_period() const { return period; }
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void set_persistence(float p_persistence);
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float get_persistence() const { return persistence; }
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void set_lacunarity(float p_lacunarity);
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float get_lacunarity() const { return lacunarity; }
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Ref<Image> get_image(int p_width, int p_height, const Vector2 &p_noise_offset = Vector2()) const;
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Ref<Image> get_seamless_image(int p_size) const;
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float get_noise_1d(float x) const;
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float get_noise_2d(float x, float y) const;
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float get_noise_3d(float x, float y, float z) const;
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float get_noise_4d(float x, float y, float z, float w) const;
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_FORCE_INLINE_ float _get_octave_noise_2d(int octave, float x, float y) const { return open_simplex_noise2(&(contexts[octave]), x, y); }
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_FORCE_INLINE_ float _get_octave_noise_3d(int octave, float x, float y, float z) const { return open_simplex_noise3(&(contexts[octave]), x, y, z); }
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_FORCE_INLINE_ float _get_octave_noise_4d(int octave, float x, float y, float z, float w) const { return open_simplex_noise4(&(contexts[octave]), x, y, z, w); }
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// Convenience
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_FORCE_INLINE_ float get_noise_2dv(const Vector2 &v) const { return get_noise_2d(v.x, v.y); }
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_FORCE_INLINE_ float get_noise_3dv(const Vector3 &v) const { return get_noise_3d(v.x, v.y, v.z); }
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protected:
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static void _bind_methods();
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};
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#endif // OPEN_SIMPLEX_NOISE_H
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