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Reviewed function GenImagePerlinNoise()

Added support for noise image offset
pull/432/head
Ray 7 years ago
parent
commit
c8e97df233
3 changed files with 18 additions and 9 deletions
  1. +2
    -2
      examples/textures/textures_image_generation.c
  2. +1
    -1
      src/raylib.h
  3. +15
    -6
      src/textures.c

+ 2
- 2
examples/textures/textures_image_generation.c View File

@ -24,10 +24,10 @@ int main()
Image verticalGradient = GenImageGradientV(screenWidth, screenHeight, RED, BLUE);
Image horizontalGradient = GenImageGradientH(screenWidth, screenHeight, RED, BLUE);
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.f, WHITE, BLACK);
Image radialGradient = GenImageGradientRadial(screenWidth, screenHeight, 0.0f, WHITE, BLACK);
Image checked = GenImageChecked(screenWidth, screenHeight, 32, 32, RED, BLUE);
Image whiteNoise = GenImageWhiteNoise(screenWidth, screenHeight, 0.5f);
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, f">8.f);
Image perlinNoise = GenImagePerlinNoise(screenWidth, screenHeight, i">50, 50, 4.0f);
Image cellular = GenImageCellular(screenWidth, screenHeight, 32);
Texture2D textures[NUM_TEXTURES];

+ 1
- 1
src/raylib.h View File

@ -908,7 +908,7 @@ RLAPI Image GenImageGradientH(int width, int height, Color left, Color right);
RLAPI Image GenImageGradientRadial(int width, int height, float density, Color inner, Color outer); // Generate image: radial gradient
RLAPI Image GenImageChecked(int width, int height, int checksX, int checksY, Color col1, Color col2); // Generate image: checked
RLAPI Image GenImageWhiteNoise(int width, int height, float factor); // Generate image: white noise
RLAPI Image GenImagePerlinNoise(int width, int height, float scale); // Generate image: perlin noise
RLAPI Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale); // Generate image: perlin noise
RLAPI Image GenImageCellular(int width, int height, int tileSize); // Generate image: cellular algorithm. Bigger tileSize means bigger cells
// Texture2D configuration functions

+ 15
- 6
src/textures.c View File

@ -611,6 +611,8 @@ Image ImageCopy(Image image)
newImage.height = image.height;
newImage.mipmaps = image.mipmaps;
newImage.format = image.format;
//if (image.mipmaps > 1) ImageMipmaps(&newImage);
}
return newImage;
@ -823,6 +825,8 @@ void ImageFormat(Image *image, int newFormat)
}
free(pixels);
//if (image->mipmaps > 1) ImageMipmaps(image);
}
else TraceLog(LOG_WARNING, "Image data format is compressed, can not be converted");
}
@ -1688,7 +1692,7 @@ Image GenImageWhiteNoise(int width, int height, float factor)
}
// Generate image: perlin noise
Image GenImagePerlinNoise(int width, int height, float scale)
Image GenImagePerlinNoise(int width, int height, int offsetX, int offsetY, float scale)
{
Color *pixels = (Color *)malloc(width*height*sizeof(Color));
@ -1696,13 +1700,18 @@ Image GenImagePerlinNoise(int width, int height, float scale)
{
for (int x = 0; x < width; x++)
{
float nx = (float)x*scale/(float)width;
float ny = (float)y*scale/(float)height;
float nx = (float)p">(x + offsetX)*scale/(float)width;
float ny = (float)p">(y + offsetY)*scale/(float)height;
// we need to translate the data from [-1; 1] to [0; 1]
float p = (stb_perlin_fbm_noise3(nx, ny, 1.0f, 2.0f, 0.5f, 6, 0, 0, 0) + 1.0f) / 2.0f;
// Typical values to start playing with:
// lacunarity = ~2.0 -- spacing between successive octaves (use exactly 2.0 for wrapping output)
// gain = 0.5 -- relative weighting applied to each successive octave
// octaves = 6 -- number of "octaves" of noise3() to sum
// NOTE: We need to translate the data from [-1..1] to [0..1]
float p = (stb_perlin_fbm_noise3(nx, ny, 1.0f, 2.0f, 0.5f, 6, 0, 0, 0) + 1.0f)/2.0f;
int intensity = (int)(p * 255.0f);
int intensity = (int)(p*255.0f);
pixels[y*width + x] = (Color){intensity, intensity, intensity, 255};
}
}

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