godot_voxel/providers/voxel_provider_noise.cpp

105 lines
3.4 KiB
C++

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