Add love.math.perlinNoise and love.math.simplexNoise.

This commit is contained in:
Miku AuahDark
2022-09-24 23:51:12 +08:00
parent da27af1eda
commit b285c2c866
3 changed files with 150 additions and 30 deletions
+31 -10
View File
@@ -83,10 +83,14 @@ float linearToGamma(float c);
*
* @return Noise value in the range of [0, 1].
**/
static float noise1(double x);
static float noise2(double x, double y);
static float noise3(double x, double y, double z);
static float noise4(double x, double y, double z, double w);
static float simplexNoise1(double x);
static float simplexNoise2(double x, double y);
static float simplexNoise3(double x, double y, double z);
static float simplexNoise4(double x, double y, double z, double w);
static float perlinNoise1(double x);
static float perlinNoise2(double x, double y);
static float perlinNoise3(double x, double y, double z);
static float perlinNoise4(double x, double y, double z, double w);
class Math : public Module
@@ -132,25 +136,42 @@ private:
}; // Math
static inline float noise1(double x)
static inline float simplexNoise1(double x)
{
return SimplexNoise1234::noise(x) * 0.5f + 0.5f;
}
static inline float noise2(double x, double y)
static inline float simplexNoise2(double x, double y)
{
return SimplexNoise1234::noise(x, y) * 0.5f + 0.5f;
}
// Perlin noise is used instead of Simplex noise in the 3D and 4D cases to avoid
// patent issues.
static inline float simplexNoise3(double x, double y, double z)
{
return SimplexNoise1234::noise(x, y, z) * 0.5f + 0.5f;
}
static inline float noise3(double x, double y, double z)
static inline float simplexNoise4(double x, double y, double z, double w)
{
return SimplexNoise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}
static inline float perlinNoise1(double x)
{
return Noise1234::noise(x) * 0.5f + 0.5f;
}
static inline float perlinNoise2(double x, double y)
{
return Noise1234::noise(x, y) * 0.5f + 0.5f;
}
static inline float perlinNoise3(double x, double y, double z)
{
return Noise1234::noise(x, y, z) * 0.5f + 0.5f;
}
static inline float noise4(double x, double y, double z, double w)
static inline float perlinNoise4(double x, double y, double z, double w)
{
return Noise1234::noise(x, y, z, w) * 0.5f + 0.5f;
}
+83 -12
View File
@@ -329,16 +329,76 @@ int w_noise(lua_State *L)
switch (nargs)
{
case 1:
val = noise1(args[0]);
val = simplexNoise1(args[0]);
break;
case 2:
val = noise2(args[0], args[1]);
val = simplexNoise2(args[0], args[1]);
break;
case 3:
val = noise3(args[0], args[1], args[2]);
val = perlinNoise3(args[0], args[1], args[2]);
break;
case 4:
val = noise4(args[0], args[1], args[2], args[3]);
val = perlinNoise4(args[0], args[1], args[2], args[3]);
break;
}
lua_pushnumber(L, (lua_Number) val);
return 1;
}
int w_perlinNoise(lua_State* L)
{
int nargs = std::min(std::max(lua_gettop(L), 1), 4);
double args[4];
for (int i = 0; i < nargs; i++)
args[i] = luaL_checknumber(L, i + 1);
float val = 0.0f;
switch (nargs)
{
case 1:
val = perlinNoise1(args[0]);
break;
case 2:
val = perlinNoise2(args[0], args[1]);
break;
case 3:
val = perlinNoise3(args[0], args[1], args[2]);
break;
case 4:
val = perlinNoise4(args[0], args[1], args[2], args[3]);
break;
}
lua_pushnumber(L, (lua_Number) val);
return 1;
}
int w_simplexNoise(lua_State* L)
{
int nargs = std::min(std::max(lua_gettop(L), 1), 4);
double args[4];
for (int i = 0; i < nargs; i++)
args[i] = luaL_checknumber(L, i + 1);
float val = 0.0f;
switch (nargs)
{
case 1:
val = simplexNoise1(args[0]);
break;
case 2:
val = simplexNoise2(args[0], args[1]);
break;
case 3:
val = simplexNoise3(args[0], args[1], args[2]);
break;
case 4:
val = simplexNoise4(args[0], args[1], args[2], args[3]);
break;
}
@@ -349,10 +409,14 @@ int w_noise(lua_State *L)
// C functions in a struct, necessary for the FFI versions of math functions.
struct FFI_Math
{
float (*noise1)(double x);
float (*noise2)(double x, double y);
float (*noise3)(double x, double y, double z);
float (*noise4)(double x, double y, double z, double w);
float (*snoise1)(double x);
float (*snoise2)(double x, double y);
float (*snoise3)(double x, double y, double z);
float (*snoise4)(double x, double y, double z, double w);
float (*pnoise1)(double x);
float (*pnoise2)(double x, double y);
float (*pnoise3)(double x, double y, double z);
float (*pnoise4)(double x, double y, double z, double w);
float (*gammaToLinear)(float c);
float (*linearToGamma)(float c);
@@ -360,10 +424,15 @@ struct FFI_Math
static FFI_Math ffifuncs =
{
noise1,
noise2,
noise3,
noise4,
simplexNoise1,
simplexNoise2,
simplexNoise3,
simplexNoise4,
perlinNoise1,
perlinNoise2,
perlinNoise3,
perlinNoise4,
gammaToLinear,
linearToGamma,
@@ -383,6 +452,8 @@ static const luaL_Reg functions[] =
{ "gammaToLinear", w_gammaToLinear },
{ "linearToGamma", w_linearToGamma },
{ "noise", w_noise },
{ "perlinNoise", w_perlinNoise },
{ "simplexNoise", w_simplexNoise },
{ 0, 0 }
};
+36 -8
View File
@@ -93,10 +93,14 @@ if not status then return end
pcall(ffi.cdef, [[
typedef struct FFI_Math
{
float (*noise1)(double x);
float (*noise2)(double x, double y);
float (*noise3)(double x, double y, double z);
float (*noise4)(double x, double y, double z, double w);
float (*snoise1)(double x);
float (*snoise2)(double x, double y);
float (*snoise3)(double x, double y, double z);
float (*snoise4)(double x, double y, double z, double w);
float (*pnoise1)(double x);
float (*pnoise2)(double x, double y);
float (*pnoise3)(double x, double y, double z);
float (*pnoise4)(double x, double y, double z, double w);
float (*gammaToLinear)(float c);
float (*linearToGamma)(float c);
@@ -110,13 +114,37 @@ local ffifuncs = ffi.cast("FFI_Math **", ffifuncspointer_str)[0]
function love_math.noise(x, y, z, w)
if w ~= nil then
return tonumber(ffifuncs.noise4(x, y, z, w))
return tonumber(ffifuncs.pnoise4(x, y, z, w))
elseif z ~= nil then
return tonumber(ffifuncs.noise3(x, y, z))
return tonumber(ffifuncs.pnoise3(x, y, z))
elseif y ~= nil then
return tonumber(ffifuncs.noise2(x, y))
return tonumber(ffifuncs.snoise2(x, y))
else
return tonumber(ffifuncs.noise1(x))
return tonumber(ffifuncs.snoise1(x))
end
end
function love_math.perlinNoise(x, y, z, w)
if w ~= nil then
return tonumber(ffifuncs.pnoise4(x, y, z, w))
elseif z ~= nil then
return tonumber(ffifuncs.pnoise3(x, y, z))
elseif y ~= nil then
return tonumber(ffifuncs.pnoise2(x, y))
else
return tonumber(ffifuncs.pnoise1(x))
end
end
function love_math.simplexNoise(x, y, z, w)
if w ~= nil then
return tonumber(ffifuncs.snoise4(x, y, z, w))
elseif z ~= nil then
return tonumber(ffifuncs.snoise3(x, y, z))
elseif y ~= nil then
return tonumber(ffifuncs.snoise2(x, y))
else
return tonumber(ffifuncs.snoise1(x))
end
end