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path: root/src/script/lua_api/l_base.h
Commit message (Expand)AuthorAge
* C++ modernize: Pragma once (#6264)Loïc Blot2017-08-17
* Cleanup various headers to reduce compilation times (#6255)Loïc Blot2017-08-16
* Use a settings object for the main settingsShadowNinja2017-05-06
* Add `get_wielded_item`red-0012017-03-13
* [CSM] Add method that display chat to client-sided lua. (#5089) (#5091)red-0012017-03-13
* Document for api functions that rely on current_modname, that it doesn't work...est312015-04-08
* Schematics: Prepend mod path to relative schematic filepathskwolekr2015-04-08
* Remove lua_State parameter from LuaError::LuaErrorShadowNinja2014-03-15
* Handle LuaErrors in Lua -> C++ calls on LuaJITShadowNinja2013-12-18
* Pass a errfunc to lua_pcall to get a tracebackShadowNinja2013-11-15
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Move scriptapi to separate folder (by sapier)sapier2013-05-25
n138'>138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2010-2013 kwolekr, Ryan Kwolek <kwolekr@minetest.net>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#ifndef NOISE_HEADER
#define NOISE_HEADER

#include "debug.h"
#include "irr_v3d.h"

class PseudoRandom
{
public:
	PseudoRandom(): m_next(0)
	{
	}
	PseudoRandom(int seed): m_next(seed)
	{
	}
	void seed(int seed)
	{
		m_next = seed;
	}
	// Returns 0...32767
	int next()
	{
		m_next = m_next * 1103515245 + 12345;
		return((unsigned)(m_next/65536) % 32768);
	}
	int range(int min, int max)
	{
		if(max-min > 32768/10)
		{
			//dstream<<"WARNING: PseudoRandom::range: max > 32767"<<std::endl;
			assert(0);
		}
		if(min > max)
		{
			assert(0);
			return max;
		}
		return (next()%(max-min+1))+min;
	}
private:
	int m_next;
};

struct NoiseParams {
	float offset;
	float scale;
	v3f spread;
	int seed;
	int octaves;
	float persist;

	NoiseParams() {}

	NoiseParams(float offset_, float scale_, v3f spread_,
		int seed_, int octaves_, float persist_)
	{
		offset  = offset_;
		scale   = scale_;
		spread  = spread_;
		seed    = seed_;
		octaves = octaves_;
		persist = persist_;
	}
};


// Convenience macros for getting/setting NoiseParams in Settings

#define NOISEPARAMS_FMT_STR "f,f,v3,s32,s32,f"

#define getNoiseParams(x, y) getStruct((x), NOISEPARAMS_FMT_STR, &(y), sizeof(y))
#define setNoiseParams(x, y) setStruct((x), NOISEPARAMS_FMT_STR, &(y))

class Noise {
public:
	NoiseParams *np;
	int seed;
	int sx;
	int sy;
	int sz;
	float *noisebuf;
	float *buf;
	float *result;

	Noise(NoiseParams *np, int seed, int sx, int sy);
	Noise(NoiseParams *np, int seed, int sx, int sy, int sz);
	virtual ~Noise();

	virtual void init(NoiseParams *np, int seed, int sx, int sy, int sz);
	void setSize(int sx, int sy);
	void setSize(int sx, int sy, int sz);
	void setSpreadFactor(v3f spread);
	void setOctaves(int octaves);
	void resizeNoiseBuf(bool is3d);

	void gradientMap2D(
		float x, float y,
		float step_x, float step_y,
		int seed);
	void gradientMap3D(
		float x, float y, float z,
		float step_x, float step_y, float step_z,
		int seed);
	float *perlinMap2D(float x, float y);
	float *perlinMap2DModulated(float x, float y, float *persist_map);
	float *perlinMap3D(float x, float y, float z);
	void transformNoiseMap();
};

// Return value: -1 ... 1
float noise2d(int x, int y, int seed);
float noise3d(int x, int y, int z, int seed);

float noise2d_gradient(float x, float y, int seed);
float noise3d_gradient(float x, float y, float z, int seed);

float noise2d_perlin(float x, float y, int seed,
		int octaves, float persistence);

float noise2d_perlin_abs(float x, float y, int seed,
		int octaves, float persistence);

float noise3d_perlin(float x, float y, float z, int seed,
		int octaves, float persistence);

float noise3d_perlin_abs(float x, float y, float z, int seed,
		int octaves, float persistence);

inline float easeCurve(float t) {
	return t * t * t * (t * (6.f * t - 15.f) + 10.f);
}

#define NoisePerlin2D(np, x, y, s) \
		((np)->offset + (np)->scale * noise2d_perlin( \
		(float)(x) / (np)->spread.X, \
		(float)(y) / (np)->spread.Y, \
		(s) + (np)->seed, (np)->octaves, (np)->persist))

#define NoisePerlin2DNoTxfm(np, x, y, s) \
		(noise2d_perlin( \
		(float)(x) / (np)->spread.X, \
		(float)(y) / (np)->spread.Y, \
		(s) + (np)->seed, (np)->octaves, (np)->persist))

#define NoisePerlin2DPosOffset(np, x, xoff, y, yoff, s) \
		((np)->offset + (np)->scale * noise2d_perlin( \
		(float)(xoff) + (float)(x) / (np)->spread.X, \
		(float)(yoff) + (float)(y) / (np)->spread.Y, \
		(s) + (np)->seed, (np)->octaves, (np)->persist))

#define NoisePerlin2DNoTxfmPosOffset(np, x, xoff, y, yoff, s) \
		(noise2d_perlin( \
		(float)(xoff) + (float)(x) / (np)->spread.X, \
		(float)(yoff) + (float)(y) / (np)->spread.Y, \
		(s) + (np)->seed, (np)->octaves, (np)->persist))

#define NoisePerlin3D(np, x, y, z, s) ((np)->offset + (np)->scale * \
		noise3d_perlin((float)(x) / (np)->spread.X, (float)(y) / (np)->spread.Y, \
		(float)(z) / (np)->spread.Z, (s) + (np)->seed, (np)->octaves, (np)->persist))

#endif