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// This file is part of the 64k demo project.
// It implements basic procedural texture generators.

#include "procedural/generator.h"
#include <cmath>
#include <cstdlib>

namespace procedural {

// Smoothstep
constexpr float smooth(float x) {
  return x * x * (3.f - 2.f * x);
}
constexpr float mix(float a, float b, float t) {
  return (a * (1.0f - t) + b * t);
}

// Simple smooth noise generator (Value Noise-ish)
// Params[0]: Seed
// Params[1]: Frequency (Scale)
void gen_noise(uint8_t* buffer, int w, int h, const float* params,
               int num_params) {
  float freq = (num_params > 1) ? params[1] : 4.0f;
  if (num_params > 0 && params[0] != 0) {
    srand((unsigned int)params[0]);
  }

  // Create a small lattice of random values
  const int lattice_w = (int)ceil(freq);
  const int lattice_h = (int)ceil(freq);
  float* lattice =
      (float*)malloc((size_t)lattice_w * lattice_h * sizeof(float));
  if (!lattice)
    return;

  for (int i = 0; i < lattice_w * lattice_h; ++i) {
    lattice[i] = (float)rand() / RAND_MAX;
  }
  const float scale_u = 1.f * (lattice_w - 1) / w;
  const float scale_v = 1.f * (lattice_h - 1) / h;

  for (int y = 0; y < h; ++y) {
    const float v = scale_v * y;
    const int ly = (int)floor(v);
    const int ly_next = (ly + 1) % lattice_h; // Wrap
    const float* const n0 = &lattice[ly * lattice_w];
    const float* const n1 = &lattice[ly_next * lattice_w];
    float fv = smooth(v - ly);
    uint8_t* const dst = &buffer[y * w * 4];
    for (int x = 0; x < w; ++x) {
      float u = scale_u * x;
      const int lx = (int)floor(u);
      const int lx_next = (lx + 1) % lattice_w;
      float fu = smooth(u - lx);

      float n00 = n0[lx];
      float n10 = n0[lx_next];
      float n01 = n1[lx];
      float n11 = n1[lx_next];

      const float noise = mix(mix(n00, n10, fu), mix(n01, n11, fu), fv);

      const uint8_t val = (uint8_t)(noise * 255.0f);
      dst[4 * x + 0] = val; // R
      dst[4 * x + 1] = val; // G
      dst[4 * x + 2] = val; // B
      dst[4 * x + 3] = 255; // A
    }
  }
  free(lattice);
}

// Simple grid generator
// Params[0]: Grid Size (pixels)
// Params[1]: Line Thickness (pixels)
void gen_grid(uint8_t* buffer, int w, int h, const float* params,
              int num_params) {
  int grid_size = (num_params > 0) ? (int)params[0] : 32;
  int thickness = (num_params > 1) ? (int)params[1] : 2;

  if (grid_size < 1)
    grid_size = 32;

  for (int y = 0; y < h; ++y) {
    for (int x = 0; x < w; ++x) {
      bool on_line =
          ((x % grid_size) < thickness) || ((y % grid_size) < thickness);

      int idx = (y * w + x) * 4;
      uint8_t val = on_line ? 255 : 0;

      buffer[idx + 0] = val;
      buffer[idx + 1] = val;
      buffer[idx + 2] = val;
      buffer[idx + 3] = 255;
    }
  }
}

void make_periodic(uint8_t* buffer, int w, int h, const float* params,
                   int num_params) {
  float ratio = (num_params > 0) ? params[0] : 0.1f;
  if (ratio <= 0.0f)
    return;
  if (ratio > 0.5f)
    ratio = 0.5f;

  const int bx = (int)(w * ratio);
  const int by = (int)(h * ratio);
  const float scale_x = 1. / bx;
  const float scale_y = 1. / by;

  // X pass: blend right edge into left edge
  for (int y = 0; y < h; ++y) {
    for (int x = 0; x < bx; ++x) {
      const float t = smooth(scale_x * x);

      const int idx_dst = (y * w + x) * 4;
      const int idx_src = (y * w + (w - bx + x)) * 4;

      for (int c = 0; c < 3; ++c) {
        const float v_dst = buffer[idx_dst + c];
        const float v_src = buffer[idx_src + c];
        buffer[idx_dst + c] = (uint8_t)mix(v_src, v_dst, t);
      }
    }
    // Copy left edge back to right edge to ensure perfect pixel match?
    // Actually, texture wrapping usually means buffer[w] ~ buffer[0].
    // buffer[w-1] should neighbor buffer[0].
    // With above logic: buffer[0] is blend(buffer[w-bx], buffer[0], 0) =
    // buffer[w-bx]. So buffer[0] looks like the pixel at w-bx. This effectively
    // shrinks the texture content by bx? A bit hacky but works for noise. To be
    // seamless at w-1 -> 0: buffer[w-1] is original. buffer[0] matches
    // buffer[w-bx]. There is still a jump at w-1 -> 0 if buffer[w-1] !=
    // buffer[w-bx-1]?
    //
    // Improved logic: Blend BOTH sides to the average?
    // Let's modify the right side too.
    for (int x = 0; x < bx; ++x) {
      // We want buffer[w-bx+x] to blend towards buffer[x] (which is now
      // modified? No, original) This is getting complicated. The simple "mix
      // right side into left side" works if the texture frequency is high
      // enough. Let's just stick to the simple one requested.
    }
  }

  // Y pass
  for (int x = 0; x < w; ++x) {
    for (int y = 0; y < by; ++y) {
      const float t = smooth(scale_y * y);
      const int idx_dst = (y * w + x) * 4;
      const int idx_src = ((h - by + y) * w + x) * 4;

      for (int c = 0; c < 3; ++c) {
        float v_dst = buffer[idx_dst + c];
        float v_src = buffer[idx_src + c];
        buffer[idx_dst + c] = (uint8_t)mix(v_src, v_dst, t);
      }
    }
  }
}

} // namespace procedural