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// noiseutils.h
//
// Copyright (C) 2003-2005 Jason Bevins
//
// This library 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 library 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 (COPYING.txt) for more details.
//
// You should have received a copy of the GNU Lesser General Public License
// along with this library; if not, write to the Free Software Foundation,
// Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// The developer's email is jlbezigvins@gmzigail.com (for great email, take
// off every 'zig'.)
//
#ifndef NOISEUTILS_H
#define NOISEUTILS_H
#include <stdlib.h>
#include <string.h>
#include <string>
#include <noise/noise.h>
using namespace noise;
namespace noise
{
namespace utils
{
/// @mainpage noiseutils
///
/// @section intro Introduction
///
/// This library contains useful classes for creating and rendering
/// two-dimensional noise maps containing coherent noise that was
/// generated from the libnoise library. These classes are used to create
/// procedural textures and terrain height maps.
///
/// noiseutils is known to compile under Windows 2000 Service Pack 4
/// (using Microsoft Visual C++ 5.0) and under Gentoo Linux 10.0 (using
/// gcc 3.3.4). It should be portable across all platforms that can
/// compile libnoise.
///
/// @section classes Classes
///
/// This library contains the following classes:
/// - A <i>noise map</i> class: This class implements a two-dimensional
/// array that stores floating-point values. It's designed to store
/// coherent-noise values generated by a noise module.
/// - Several <i>noise-map builder</i> classes: Each of these classes
/// fills a noise map with coherent-noise values generated by a noise
/// module. While filling a noise map, it iterates the coordinates of
/// the input value along the surface of a specific mathematical object.
/// Each of these classes implements a different mathematical object,
/// such as a plane, a cylinder, or a sphere.
/// - An <i>image</i> class: This class implements a two-dimensional array
/// that stores color values.
/// - Several <i>image-renderer</i> classes: these classes render images
/// given the contents of a noise map. Each of these classes renders an
/// image in a different way.
///
/// @section contact Contact
///
/// Contact jas for questions about noiseutils. The spam-resistant email
/// address is jlbezigvins@gmzigail.com (For great email, take off every
/// <a href=http://www.planettribes.com/allyourbase/story.shtml>zig</a>.)
/// The maximum width of a raster.
const int RASTER_MAX_WIDTH = 32767;
/// The maximum height of a raster.
const int RASTER_MAX_HEIGHT = 32767;
#ifndef DOXYGEN_SHOULD_SKIP_THIS
// The raster's stride length must be a multiple of this constant.
const int RASTER_STRIDE_BOUNDARY = 4;
#endif
/// A pointer to a callback function used by the NoiseMapBuilder class.
///
/// The NoiseMapBuilder::Build() method calls this callback function each
/// time it fills a row of the noise map with coherent-noise values.
///
/// This callback function has a single integer parameter that contains
/// a count of the rows that have been completed. It returns void. Pass
/// a function with this signature to the NoiseMapBuilder::SetCallback()
/// method.
typedef void(*NoiseMapCallback) (int row);
/// Number of meters per point in a Terragen terrain (TER) file.
const double DEFAULT_METERS_PER_POINT = 30.0;
/// Same as the DEFAULT_METERS_PER_POINT constant, but for us
/// canuckleheads.
const double DEFAULT_METRES_PER_POINT = DEFAULT_METERS_PER_POINT;
/// Defines a color.
///
/// A color object contains four 8-bit channels: red, green, blue, and an
/// alpha (transparency) channel. Channel values range from 0 to 255.
///
/// The alpha channel defines the transparency of the color. If the alpha
/// channel has a value of 0, the color is completely transparent. If the
/// alpha channel has a value of 255, the color is completely opaque.
class Color
{
public:
/// Constructor.
Color ()
{
}
/// Constructor.
///
/// @param r Value of the red channel.
/// @param g Value of the green channel.
/// @param b Value of the blue channel.
/// @param a Value of the alpha (transparency) channel.
Color (noise::uint8 r, noise::uint8 g, noise::uint8 b,
noise::uint8 a):
red (r), green (g), blue (b), alpha (a)
{
}
/// Value of the alpha (transparency) channel.
noise::uint8 alpha;
/// Value of the blue channel.
noise::uint8 blue;
/// Value of the green channel.
noise::uint8 green;
/// Value of the red channel.
noise::uint8 red;
};
/// Defines a point used to build a color gradient.
///
/// A color gradient is a list of gradually-changing colors. A color
/// gradient is defined by a list of <i>gradient points</i>. Each
/// gradient point has a position and a color. In a color gradient, the
/// colors between two adjacent gradient points are linearly interpolated.
///
/// The ColorGradient class defines a color gradient by a list of these
/// objects.
struct GradientPoint
{
/// The position of this gradient point.
double pos;
/// The color of this gradient point.
Color color;
};
/// Defines a color gradient.
///
/// A color gradient is a list of gradually-changing colors. A color
/// gradient is defined by a list of <i>gradient points</i>. Each
/// gradient point has a position and a color. In a color gradient, the
/// colors between two adjacent gradient points are linearly interpolated.
///
/// To add a gradient point to the color gradient, pass its position and
/// color to the AddGradientPoint() method.
///
/// To retrieve a color from a specific position in the color gradient,
/// pass that position to the GetColor() method.
///
/// This class is a useful tool for coloring height maps based on
/// elevation.
///
/// <b>Gradient example</b>
///
/// Suppose a gradient object contains the following gradient points:
/// - -1.0 maps to black.
/// - 0.0 maps to white.
/// - 1.0 maps to red.
///
/// If an application passes -0.5 to the GetColor() method, this method
/// will return a gray color that is halfway between black and white.
///
/// If an application passes 0.25 to the GetColor() method, this method
/// will return a very light pink color that is one quarter of the way
/// between white and red.
class GradientColor
{
public:
/// Constructor.
GradientColor ();
/// Destructor.
~GradientColor ();
/// Adds a gradient point to this gradient object.
///
/// @param gradientPos The position of this gradient point.
/// @param gradientColor The color of this gradient point.
///
/// @pre No two gradient points have the same position.
///
/// @throw noise::ExceptionInvalidParam See the precondition.
///
/// It does not matter which order these gradient points are added.
void AddGradientPoint (double gradientPos,
const Color& gradientColor);
/// Deletes all the gradient points from this gradient object.
///
/// @post All gradient points from this gradient object are deleted.
void Clear ();
/// Returns the color at the specified position in the color gradient.
///
/// @param gradientPos The specified position.
///
/// @returns The color at that position.
const Color& GetColor (double gradientPos) const;
/// Returns a pointer to the array of gradient points in this object.
///
/// @returns A pointer to the array of gradient points.
///
/// Before calling this method, call GetGradientPointCount() to
/// determine the number of gradient points in this array.
///
/// It is recommended that an application does not store this pointer
/// for later use since the pointer to the array may change if the
/// application calls another method of this object.
const GradientPoint* GetGradientPointArray () const
{
return m_pGradientPoints;
}
/// Returns the number of gradient points stored in this object.
///
/// @returns The number of gradient points stored in this object.
int GetGradientPointCount () const
{
return m_gradientPointCount;
}
private:
/// Determines the array index in which to insert the gradient point
/// into the internal gradient-point array.
///
/// @param gradientPos The position of this gradient point.
///
/// @returns The array index in which to insert the gradient point.
///
/// @pre No two gradient points have the same input value.
///
/// @throw noise::ExceptionInvalidParam See the precondition.
///
/// By inserting the gradient point at the returned array index, this
/// object ensures that the gradient-point array is sorted by input
/// value. The code that maps a value to a color requires a sorted
/// gradient-point array.
int FindInsertionPos (double gradientPos);
/// Inserts the gradient point at the specified position in the
/// internal gradient-point array.
///
/// @param insertionPos The zero-based array position in which to
/// insert the gradient point.
/// @param gradientPos The position of this gradient point.
/// @param gradientColor The color of this gradient point.
///
/// To make room for this new gradient point, this method reallocates
/// the gradient-point array and shifts all gradient points occurring
/// after the insertion position up by one.
///
/// Because this object requires that all gradient points in the array
/// must be sorted by the position, the new gradient point should be
/// inserted at the position in which the order is still preserved.
void InsertAtPos (int insertionPos, double gradientPos,
const Color& gradientColor);
/// Number of gradient points.
int m_gradientPointCount;
/// Array that stores the gradient points.
GradientPoint* m_pGradientPoints;
/// A color object that is used by a gradient object to store a
/// temporary value.
mutable Color m_workingColor;
};
/// Implements a noise map, a 2-dimensional array of floating-point
/// values.
///
/// A noise map is designed to store coherent-noise values generated by a
/// noise module, although it can store values from any source. A noise
/// map is often used as a terrain height map or a grayscale texture.
///
/// The size (width and height) of the noise map can be specified during
/// object construction or at any other time.
///
/// The GetValue() and SetValue() methods can be used to access individual
/// values stored in the noise map.
///
/// This class manages its own memory. If you copy a noise map object
/// into another noise map object, the original contents of the noise map
/// object will be freed.
///
/// If you specify a new size for the noise map and the new size is
/// smaller than the current size, the allocated memory will not be
/// reallocated.
/// Call ReclaimMem() to reclaim the wasted memory.
///
/// <b>Border Values</b>
///
/// All of the values outside of the noise map are assumed to have a
/// common value known as the <i>border value</i>.
///
/// To set the border value, call the SetBorderValue() method.
///
/// The GetValue() method returns the border value if the specified value
/// lies outside of the noise map.
///
/// <b>Internal Noise Map Structure</b>
///
/// Internally, the values are organized into horizontal rows called @a
/// slabs. Slabs are ordered from bottom to top.
///
/// Each slab contains a contiguous row of values in memory. The values
/// in a slab are organized left to right.
///
/// The offset between the starting points of any two adjacent slabs is
/// called the <i>stride amount</i>. The stride amount is measured by
/// the number of @a float values between these two starting points, not
/// by the number of bytes. For efficiency reasons, the stride is often a
/// multiple of the machine word size.
///
/// The GetSlabPtr() and GetConstSlabPtr() methods allow you to retrieve
/// pointers to the slabs themselves.
class NoiseMap
{
public:
/// Constructor.
///
/// Creates an empty noise map.
NoiseMap ();
/// Constructor.
///
/// @param width The width of the new noise map.
/// @param height The height of the new noise map.
///
/// @pre The width and height values are positive.
/// @pre The width and height values do not exceed the maximum
/// possible width and height for the noise map.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// Creates a noise map with uninitialized values.
///
/// It is considered an error if the specified dimensions are not
/// positive.
NoiseMap (int width, int height);
/// Copy constructor.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
NoiseMap (const NoiseMap& rhs);
/// Destructor.
///
/// Frees the allocated memory for the noise map.
~NoiseMap ();
/// Assignment operator.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// @returns Reference to self.
///
/// Creates a copy of the noise map.
NoiseMap& operator= (const NoiseMap& rhs);
/// Clears the noise map to a specified value.
///
/// @param value The value that all positions within the noise map are
/// cleared to.
void Clear (float value);
/// Returns the value used for all positions outside of the noise map.
///
/// @returns The value used for all positions outside of the noise
/// map.
///
/// All positions outside of the noise map are assumed to have a
/// common value known as the <i>border value</i>.
float GetBorderValue () const
{
return m_borderValue;
}
/// Returns a const pointer to a slab.
///
/// @returns A const pointer to a slab at the position (0, 0), or
/// @a NULL if the noise map is empty.
const float* GetConstSlabPtr () const
{
return m_pNoiseMap;
}
/// Returns a const pointer to a slab at the specified row.
///
/// @param row The row, or @a y coordinate.
///
/// @returns A const pointer to a slab at the position ( 0, @a row ),
/// or @a NULL if the noise map is empty.
///
/// @pre The coordinates must exist within the bounds of the noise
/// map.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
const float* GetConstSlabPtr (int row) const
{
return GetConstSlabPtr (0, row);
}
/// Returns a const pointer to a slab at the specified position.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns A const pointer to a slab at the position ( @a x, @a y ),
/// or @a NULL if the noise map is empty.
///
/// @pre The coordinates must exist within the bounds of the noise
/// map.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
const float* GetConstSlabPtr (int x, int y) const
{
return m_pNoiseMap + (size_t)x + (size_t)m_stride * (size_t)y;
}
/// Returns the height of the noise map.
///
/// @returns The height of the noise map.
int GetHeight () const
{
return m_height;
}
/// Returns the amount of memory allocated for this noise map.
///
/// @returns The amount of memory allocated for this noise map.
///
/// This method returns the number of @a float values allocated.
size_t GetMemUsed () const
{
return m_memUsed;
}
/// Returns a pointer to a slab.
///
/// @returns A pointer to a slab at the position (0, 0), or @a NULL if
/// the noise map is empty.
float* GetSlabPtr ()
{
return m_pNoiseMap;
}
/// Returns a pointer to a slab at the specified row.
///
/// @param row The row, or @a y coordinate.
///
/// @returns A pointer to a slab at the position ( 0, @a row ), or
/// @a NULL if the noise map is empty.
///
/// @pre The coordinates must exist within the bounds of the noise
/// map.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
float* GetSlabPtr (int row)
{
return GetSlabPtr (0, row);
}
/// Returns a pointer to a slab at the specified position.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns A pointer to a slab at the position ( @a x, @a y ) or
/// @a NULL if the noise map is empty.
///
/// @pre The coordinates must exist within the bounds of the noise
/// map.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
float* GetSlabPtr (int x, int y)
{
return m_pNoiseMap + (size_t)x + (size_t)m_stride * (size_t)y;
}
/// Returns the stride amount of the noise map.
///
/// @returns The stride amount of the noise map.
///
/// - The <i>stride amount</i> is the offset between the starting
/// points of any two adjacent slabs in a noise map.
/// - The stride amount is measured by the number of @a float values
/// between these two points, not by the number of bytes.
int GetStride () const
{
return m_stride;
}
/// Returns a value from the specified position in the noise map.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns The value at that position.
///
/// This method returns the border value if the coordinates exist
/// outside of the noise map.
float GetValue (int x, int y) const;
/// Returns the width of the noise map.
///
/// @returns The width of the noise map.
int GetWidth () const
{
return m_width;
}
/// Reallocates the noise map to recover wasted memory.
///
/// @throw noise::ExceptionOutOfMemory Out of memory. (Yes, this
/// method can return an out-of-memory exception because two noise
/// maps will temporarily exist in memory during this call.)
///
/// The contents of the noise map is unaffected.
void ReclaimMem ();
/// Sets the value to use for all positions outside of the noise map.
///
/// @param borderValue The value to use for all positions outside of
/// the noise map.
///
/// All positions outside of the noise map are assumed to have a
/// common value known as the <i>border value</i>.
void SetBorderValue (float borderValue)
{
m_borderValue = borderValue;
}
/// Sets the new size for the noise map.
///
/// @param width The new width for the noise map.
/// @param height The new height for the noise map.
///
/// @pre The width and height values are positive.
/// @pre The width and height values do not exceed the maximum
/// possible width and height for the noise map.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// On exit, the contents of the noise map are undefined.
///
/// If the @a OUT_OF_MEMORY exception occurs, this noise map object
/// becomes empty.
///
/// If the @a INVALID_PARAM exception occurs, the noise map is
/// unmodified.
void SetSize (int width, int height);
/// Sets a value at a specified position in the noise map.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
/// @param value The value to set at the given position.
///
/// This method does nothing if the noise map object is empty or the
/// position is outside the bounds of the noise map.
void SetValue (int x, int y, float value);
/// Takes ownership of the buffer within the source noise map.
///
/// @param source The source noise map.
///
/// On exit, the source noise map object becomes empty.
///
/// This method only moves the buffer pointer so this method is very
/// quick.
void TakeOwnership (NoiseMap& source);
private:
/// Returns the minimum amount of memory required to store a noise map
/// of the specified size.
///
/// @param width The width of the noise map.
/// @param height The height of the noise map.
///
/// @returns The minimum amount of memory required to store the noise
/// map.
///
/// The returned value is measured by the number of @a float values
/// required to store the noise map, not by the number of bytes.
size_t CalcMinMemUsage (int width, int height) const
{
return CalcStride ((size_t)width) * (size_t)height;
}
/// Calculates the stride amount for a noise map.
///
/// @param width The width of the noise map.
///
/// @returns The stride amount.
///
/// - The <i>stride amount</i> is the offset between the starting
/// points of any two adjacent slabs in a noise map.
/// - The stride amount is measured by the number of @a float values
/// between these two points, not by the number of bytes.
size_t CalcStride (int width) const
{
return (size_t)(((width + RASTER_STRIDE_BOUNDARY - 1)
/ RASTER_STRIDE_BOUNDARY) * RASTER_STRIDE_BOUNDARY);
}
/// Copies the contents of the buffer in the source noise map into
/// this noise map.
///
/// @param source The source noise map.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// This method reallocates the buffer in this noise map object if
/// necessary.
///
/// @warning This method calls the standard library function
/// @a memcpy, which probably violates the DMCA because it can be used
//. to make a bitwise copy of anything, like, say, a DVD. Don't call
/// this method if you live in the USA.
void CopyNoiseMap (const NoiseMap& source);
/// Resets the noise map object.
///
/// This method is similar to the InitObj() method, except this method
/// deletes the buffer in this noise map.
void DeleteNoiseMapAndReset ();
/// Initializes the noise map object.
///
/// @pre Must be called during object construction.
/// @pre The noise map buffer must not exist.
void InitObj ();
/// Value used for all positions outside of the noise map.
float m_borderValue;
/// The current height of the noise map.
int m_height;
/// The amount of memory allocated for this noise map.
///
/// This value is equal to the number of @a float values allocated for
/// the noise map, not the number of bytes.
size_t m_memUsed;
/// A pointer to the noise map buffer.
float* m_pNoiseMap;
/// The stride amount of the noise map.
int m_stride;
/// The current width of the noise map.
int m_width;
};
/// Implements an image, a 2-dimensional array of color values.
///
/// An image can be used to store a color texture.
///
/// These color values are of type Color.
///
/// The size (width and height) of the image can be specified during
/// object construction or at any other time.
///
/// The GetValue() and SetValue() methods can be used to access individual
/// color values stored in the image.
///
/// This class manages its own memory. If you copy an image object into
/// another image object, the original contents of the image object will
/// be freed.
///
/// If you specify a new size for the image and the new size is smaller
/// than the current size, the allocated memory will not be reallocated.
/// Call ReclaimMem() to reclaim the wasted memory.
///
/// <b>Border Values</b>
///
/// All of the color values outside of the image are assumed to have a
/// common color value known as the <i>border value</i>.
///
/// To set the border value, call the SetBorderValue() method.
///
/// The GetValue() method returns the border value if the specified
/// position lies outside of the image.
///
/// <b>Internal Image Structure</b>
///
/// Internally, the color values are organized into horizontal rows called
/// @a slabs. Slabs are ordered from bottom to top.
///
/// Each slab contains a contiguous row of color values in memory. The
/// color values in a slab are organized left to right. These values are
/// of type Color.
///
/// The offset between the starting points of any two adjacent slabs is
/// called the <i>stride amount</i>. The stride amount is measured by the
/// number of Color objects between these two starting points, not by the
/// number of bytes. For efficiency reasons, the stride is often a
/// multiple of the machine word size.
///
/// The GetSlabPtr() methods allow you to retrieve pointers to the slabs
/// themselves.
class Image
{
public:
/// Constructor.
///
/// Creates an empty image.
Image ();
/// Constructor.
///
/// @param width The width of the new image.
/// @param height The height of the new image.
///
/// @pre The width and height values are positive.
/// @pre The width and height values do not exceed the maximum
/// possible width and height for the image.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// Creates an image with uninitialized color values.
///
/// It is considered an error if the specified dimensions are not
/// positive.
Image (int width, int height);
/// Copy constructor.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
Image (const Image& rhs);
/// Destructor.
///
/// Frees the allocated memory for the image.
~Image ();
/// Assignment operator.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// @returns Reference to self.
///
/// Creates a copy of the image.
Image& operator= (const Image& rhs);
/// Clears the image to a specified color value.
///
/// @param value The color value that all positions within the image
/// are cleared to.
void Clear (const Color& value);
/// Returns the color value used for all positions outside of the
/// image.
///
/// @returns The color value used for all positions outside of the
/// image.
///
/// All positions outside of the image are assumed to have a common
/// color value known as the <i>border value</i>.
Color GetBorderValue () const
{
return m_borderValue;
}
/// Returns a const pointer to a slab.
///
/// @returns A const pointer to a slab at the position (0, 0), or
/// @a NULL if the image is empty.
const Color* GetConstSlabPtr () const
{
return m_pImage;
}
/// Returns a const pointer to a slab at the specified row.
///
/// @param row The row, or @a y coordinate.
///
/// @returns A const pointer to a slab at the position ( 0, @a row ),
/// or @a NULL if the image is empty.
///
/// @pre The coordinates must exist within the bounds of the image.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
const Color* GetConstSlabPtr (int row) const
{
return GetConstSlabPtr (0, row);
}
/// Returns a const pointer to a slab at the specified position.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns A const pointer to a slab at the position ( @a x, @a y ),
/// or @a NULL if the image is empty.
///
/// @pre The coordinates must exist within the bounds of the image.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
const Color* GetConstSlabPtr (int x, int y) const
{
return m_pImage + (size_t)x + (size_t)m_stride * (size_t)y;
}
/// Returns the height of the image.
///
/// @returns The height of the image.
int GetHeight () const
{
return m_height;
}
/// Returns the amount of memory allocated for this image.
///
/// @returns The amount of memory allocated for this image.
///
/// This method returns the number of Color objects allocated.
size_t GetMemUsed () const
{
return m_memUsed;
}
/// Returns a pointer to a slab.
///
/// @returns A pointer to a slab at the position (0, 0), or @a NULL if
/// the image is empty.
Color* GetSlabPtr ()
{
return m_pImage;
}
/// Returns a pointer to a slab at the specified row.
///
/// @param row The row, or @a y coordinate.
///
/// @returns A pointer to a slab at the position ( 0, @a row ), or
/// @a NULL if the image is empty.
///
/// @pre The coordinates must exist within the bounds of the image.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
Color* GetSlabPtr (int row)
{
return GetSlabPtr (0, row);
}
/// Returns a pointer to a slab at the specified position.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns A pointer to a slab at the position ( @a x, @a y ), or
/// @a NULL if the image is empty.
///
/// @pre The coordinates must exist within the bounds of the image.
///
/// This method does not perform bounds checking so be careful when
/// calling it.
Color* GetSlabPtr (int x, int y)
{
return m_pImage + (size_t)x + (size_t)m_stride * (size_t)y;
}
/// Returns the stride amount of the image.
///
/// @returns The stride amount of the image.
///
/// - The <i>stride amount</i> is the offset between the starting
/// points of any two adjacent slabs in an image.
/// - The stride amount is measured by the number of Color objects
/// between these two points, not by the number of bytes.
int GetStride () const
{
return m_stride;
}
/// Returns a color value from the specified position in the image.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
///
/// @returns The color value at that position.
///
/// This method returns the border value if the coordinates exist
/// outside of the image.
Color GetValue (int x, int y) const;
/// Returns the width of the image.
///
/// @returns The width of the image.
int GetWidth () const
{
return m_width;
}
/// Reallocates the image to recover wasted memory.
///
/// @throw noise::ExceptionOutOfMemory Out of memory. (Yes, this
/// method can return an out-of-memory exception because two images
/// will exist temporarily in memory during this call.)
///
/// The contents of the image is unaffected.
void ReclaimMem ();
/// Sets the color value to use for all positions outside of the
/// image.
///
/// @param borderValue The color value to use for all positions
/// outside of the image.
///
/// All positions outside of the image are assumed to have a common
/// color value known as the <i>border value</i>.
void SetBorderValue (const Color& borderValue)
{
m_borderValue = borderValue;
}
/// Sets the new size for the image.
///
/// @param width The new width for the image.
/// @param height The new height for the image.
///
/// @pre The width and height values are positive.
/// @pre The width and height values do not exceed the maximum
/// possible width and height for the image.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// On exit, the contents of the image are undefined.
///
/// If the @a OUT_OF_MEMORY exception occurs, this image becomes
/// empty.
///
/// If the @a INVALID_PARAM exception occurs, the image is unmodified.
void SetSize (int width, int height);
/// Sets a color value at a specified position in the image.
///
/// @param x The x coordinate of the position.
/// @param y The y coordinate of the position.
/// @param value The color value to set at the given position.
///
/// This method does nothing if the image is empty or the position is
/// outside the bounds of the image.
void SetValue (int x, int y, const Color& value);
/// Takes ownership of the buffer within the source image.
///
/// @param source The source image.
///
/// On exit, the source image object becomes empty.
///
/// This method only moves the buffer pointer so this method is very
/// quick.
void TakeOwnership (Image& source);
private:
/// Returns the minimum amount of memory required to store an image of
/// the specified size.
///
/// @param width The width of the image.
/// @param height The height of the image.
///
/// @returns The minimum amount of memory required to store the image.
///
/// The returned color value is measured by the number of Color
/// objects required to store the image, not by the number of bytes.
size_t CalcMinMemUsage (int width, int height) const
{
return CalcStride ((size_t)width) * (size_t)height;
}
/// Calculates the stride amount for an image.
///
/// @param width The width of the image.
///
/// @returns The stride amount.
///
/// - The <i>stride amount</i> is the offset between the starting
/// points of any two adjacent slabs in an image.
/// - The stride amount is measured by the number of Color objects
/// between these two points, not by the number of bytes.
size_t CalcStride (int width) const
{
return (size_t)(((width + RASTER_STRIDE_BOUNDARY - 1)
/ RASTER_STRIDE_BOUNDARY) * RASTER_STRIDE_BOUNDARY);
}
/// Copies the contents of the buffer in the source image into this
/// image.
///
/// @param source The source image.
///
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// This method reallocates the buffer in this image object if
/// necessary.
///
/// @warning This method calls the standard library function
/// @a memcpy, which probably violates the DMCA because it can be used
/// to make a bitwise copy of anything, like, say, a DVD. Don't call
/// this method if you live in the USA.
void CopyImage (const Image& source);
/// Resets the image object.
///
/// This method is similar to the InitObj() method, except this method
/// deletes the memory allocated to the image.
void DeleteImageAndReset ();
/// Initializes the image object.
///
/// @pre Must be called during object construction.
/// @pre The image buffer must not exist.
void InitObj ();
/// The Color value used for all positions outside of the image.
Color m_borderValue;
/// The current height of the image.
int m_height;
/// The amount of memory allocated for the image.
///
/// This value is equal to the number of Color objects allocated for
/// the image, not the number of bytes.
size_t m_memUsed;
/// A pointer to the image buffer.
Color* m_pImage;
/// The stride amount of the image.
int m_stride;
/// The current width of the image.
int m_width;
};
/// Windows bitmap image writer class.
///
/// This class creates a file in Windows bitmap (*.bmp) format given the
/// contents of an image object.
///
/// <b>Writing the image</b>
///
/// To write the image to a file, perform the following steps:
/// - Pass the filename to the SetDestFilename() method.
/// - Pass an Image object to the SetSourceImage() method.
/// - Call the WriteDestFile() method.
///
/// The SetDestFilename() and SetSourceImage() methods must be called
/// before calling the WriteDestFile() method.
class WriterBMP
{
public:
/// Constructor.
WriterBMP ():
m_pSourceImage (NULL)
{
}
/// Returns the name of the file to write.
///
/// @returns The name of the file to write.
std::string GetDestFilename () const
{
return m_destFilename;
}
/// Sets the name of the file to write.
///
/// @param filename The name of the file to write.
///
/// Call this method before calling the WriteDestFile() method.
void SetDestFilename (const std::string& filename)
{
m_destFilename = filename;
}
/// Sets the image object that is written to the file.
///
/// @param sourceImage The image object to write.
///
/// This object only stores a pointer to an image object, so make sure
/// this object exists before calling the WriteDestFile() method.
void SetSourceImage (Image& sourceImage)
{
m_pSourceImage = &sourceImage;
}
/// Writes the contents of the image object to the file.
///
/// @pre SetDestFilename() has been previously called.
/// @pre SetSourceImage() has been previously called.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
/// @throw noise::ExceptionUnknown An unknown exception occurred.
/// Possibly the file could not be written.
///
/// This method encodes the contents of the image and writes it to a
/// file. Before calling this method, call the SetSourceImage()
/// method to specify the image, then call the SetDestFilename()
/// method to specify the name of the file to write.
void WriteDestFile ();
protected:
/// Calculates the width of one horizontal line in the file, in bytes.
///
/// @param width The width of the image, in points.
///
/// @returns The width of one horizontal line in the file.
///
/// Windows bitmap files require that the width of one horizontal line
/// must be aligned to a 32-bit boundary.
int CalcWidthByteCount (int width) const;
/// Name of the file to write.
std::string m_destFilename;
/// A pointer to the image object that will be written to the file.
Image* m_pSourceImage;
};
/// Terragen Terrain writer class.
///
/// This class creates a file in Terrage Terrain (*.ter) format given the
/// contents of a noise map object. This class treats the values in the
/// noise map as elevations measured in meters.
///
/// <a href=http://www.planetside.co.uk/terragen/>Terragen</a> is a
/// terrain application that renders realistic landscapes. Terragen is
/// available for Windows and MacOS; unfortunately, Terragen does not have
/// UN*X versions.
///
/// <b>Writing the noise map</b>
///
/// To write the noise map, perform the following steps:
/// - Pass the filename to the SetDestFilename() method.
/// - Pass a NoiseMap object to the SetSourceNoiseMap() method.
/// - Call the WriteDestFile() method.
///
/// The SetDestFilename() and SetSourceNoiseMap() methods must be called
/// before calling the WriteDestFile() method.
class WriterTER
{
public:
/// Constructor.
WriterTER ():
m_pSourceNoiseMap (NULL),
m_metersPerPoint (DEFAULT_METERS_PER_POINT)
{
}
/// Returns the name of the file to write.
///
/// @returns The name of the file to write.
std::string GetDestFilename () const
{
return m_destFilename;
}
/// Returns the distance separating adjacent points in the noise map,
/// in meters.
///
/// @returns The distance separating adjacent points in the noise map.
float GetMetersPerPoint () const
{
return m_metersPerPoint;
}
/// Sets the name of the file to write.
///
/// @param filename The name of the file to write.
///
/// Call this method before calling the WriteDestFile() method.
void SetDestFilename (const std::string& filename)
{
m_destFilename = filename;
}
/// Sets the distance separating adjacent points in the noise map, in
/// meters.
///
/// @param metersPerPoint The distance separating adjacent points in
/// the noise map.
void SetMetersPerPoint (float metersPerPoint)
{
m_metersPerPoint = metersPerPoint;
}
/// Sets the noise map object that is written to the file.
///
/// @param sourceNoiseMap The noise map object to write.
///
/// This object only stores a pointer to a noise map object, so make
/// sure this object exists before calling the WriteDestFile() method.
void SetSourceNoiseMap (NoiseMap& sourceNoiseMap)
{
m_pSourceNoiseMap = &sourceNoiseMap;
}
/// Writes the contents of the noise map object to the file.
///
/// @pre SetDestFilename() has been previously called.
/// @pre SetSourceNoiseMap() has been previously called.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
/// @throw noise::ExceptionUnknown An unknown exception occurred.
/// Possibly the file could not be written.
///
/// This method encodes the contents of the noise map and writes it to
/// a file. Before calling this method, call the SetSourceNoiseMap()
/// method to specify the noise map, then call the SetDestFilename()
/// method to specify the name of the file to write.
///
/// This object assumes that the noise values represent elevations in
/// meters.
void WriteDestFile ();
protected:
/// Calculates the width of one horizontal line in the file, in bytes.
///
/// @param width The width of the noise map, in points.
///
/// @returns The width of one horizontal line in the file.
int CalcWidthByteCount (int width) const;
/// Name of the file to write.
std::string m_destFilename;
/// The distance separating adjacent points in the noise map, in
/// meters.
float m_metersPerPoint;
/// A pointer to the noise map that will be written to the file.
NoiseMap* m_pSourceNoiseMap;
};
/// Abstract base class for a noise-map builder
///
/// A builder class builds a noise map by filling it with coherent-noise
/// values generated from the surface of a three-dimensional mathematical
/// object. Each builder class defines a specific three-dimensional
/// surface, such as a cylinder, sphere, or plane.
///
/// A builder class describes these input values using a coordinate system
/// applicable for the mathematical object (e.g., a latitude/longitude
/// coordinate system for the spherical noise-map builder.) It then
/// "flattens" these coordinates onto a plane so that it can write the
/// coherent-noise values into a two-dimensional noise map.
///
/// <b>Building the Noise Map</b>
///
/// To build the noise map, perform the following steps:
/// - Pass the bounding coordinates to the SetBounds() method.
/// - Pass the noise map size, in points, to the SetDestSize() method.
/// - Pass a NoiseMap object to the SetDestNoiseMap() method.
/// - Pass a noise module (derived from noise::module::Module) to the
/// SetSourceModule() method.
/// - Call the Build() method.
///
/// You may also pass a callback function to the SetCallback() method.
/// The Build() method calls this callback function each time it fills a
/// row of the noise map with coherent-noise values. This callback
/// function has a single integer parameter that contains a count of the
/// rows that have been completed. It returns void.
///
/// Note that SetBounds() is not defined in the abstract base class; it is
/// only defined in the derived classes. This is because each model uses
/// a different coordinate system.
class NoiseMapBuilder
{
public:
/// Constructor.
NoiseMapBuilder ();
/// Builds the noise map.
///
/// @pre SetBounds() was previously called.
/// @pre SetDestNoiseMap() was previously called.
/// @pre SetSourceModule() was previously called.
/// @pre The width and height values specified by SetDestSize() are
/// positive.
/// @pre The width and height values specified by SetDestSize() do not
/// exceed the maximum possible width and height for the noise map.
///
/// @post The original contents of the destination noise map is
/// destroyed.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
/// @throw noise::ExceptionOutOfMemory Out of memory.
///
/// If this method is successful, the destination noise map contains
/// the coherent-noise values from the noise module specified by
/// SetSourceModule().
virtual void Build () = 0;
/// Returns the height of the destination noise map.
///
/// @returns The height of the destination noise map, in points.
///
/// This object does not change the height in the destination noise
/// map object until the Build() method is called.
double GetDestHeight () const
{
return m_destHeight;
}
/// Returns the width of the destination noise map.
///
/// @returns The width of the destination noise map, in points.
///
/// This object does not change the height in the destination noise
/// map object until the Build() method is called.
double GetDestWidth () const
{
return m_destWidth;
}
/// Sets the callback function that Build() calls each time it fills a
/// row of the noise map with coherent-noise values.
///
/// @param pCallback The callback function.
///
/// This callback function has a single integer parameter that
/// contains a count of the rows that have been completed. It returns
/// void. Pass a function with this signature to the SetCallback()
/// method.
void SetCallback (NoiseMapCallback pCallback);
/// Sets the destination noise map.
///
/// @param destNoiseMap The destination noise map.
///
/// The destination noise map will contain the coherent-noise values
/// from this noise map after a successful call to the Build() method.
///
/// The destination noise map must exist throughout the lifetime of
/// this object unless another noise map replaces that noise map.
void SetDestNoiseMap (NoiseMap& destNoiseMap)
{
m_pDestNoiseMap = &destNoiseMap;
}
/// Sets the source module.
///
/// @param sourceModule The source module.
///
/// This object fills in a noise map with the coherent-noise values
/// from this source module.
///
/// The source module must exist throughout the lifetime of this
/// object unless another noise module replaces that noise module.
void SetSourceModule (const module::Module& sourceModule)
{
m_pSourceModule = &sourceModule;
}
/// Sets the size of the destination noise map.
///
/// @param destWidth The width of the destination noise map, in
/// points.
/// @param destHeight The height of the destination noise map, in
/// points.
///
/// This method does not change the size of the destination noise map
/// until the Build() method is called.
void SetDestSize (int destWidth, int destHeight)
{
m_destWidth = destWidth ;
m_destHeight = destHeight;
}
protected:
/// The callback function that Build() calls each time it fills a row
/// of the noise map with coherent-noise values.
///
/// This callback function has a single integer parameter that
/// contains a count of the rows that have been completed. It returns
/// void. Pass a function with this signature to the SetCallback()
/// method.
NoiseMapCallback m_pCallback;
/// Height of the destination noise map, in points.
int m_destHeight;
/// Width of the destination noise map, in points.
int m_destWidth;
/// Destination noise map that will contain the coherent-noise values.
NoiseMap* m_pDestNoiseMap;
/// Source noise module that will generate the coherent-noise values.
const module::Module* m_pSourceModule;
};
/// Builds a cylindrical noise map.
///
/// This class builds a noise map by filling it with coherent-noise values
/// generated from the surface of a cylinder.
///
/// This class describes these input values using an (angle, height)
/// coordinate system. After generating the coherent-noise value from the
/// input value, it then "flattens" these coordinates onto a plane so that
/// it can write the values into a two-dimensional noise map.
///
/// The cylinder model has a radius of 1.0 unit and has infinite height.
/// The cylinder is oriented along the @a y axis. Its center is at the
/// origin.
///
/// The x coordinate in the noise map represents the angle around the
/// cylinder's y axis. The y coordinate in the noise map represents the
/// height above the x-z plane.
///
/// The application must provide the lower and upper angle bounds of the
/// noise map, in degrees, and the lower and upper height bounds of the
/// noise map, in units.
class NoiseMapBuilderCylinder: public NoiseMapBuilder
{
public:
/// Constructor.
NoiseMapBuilderCylinder ();
virtual void Build ();
/// Returns the lower angle boundary of the cylindrical noise map.
///
/// @returns The lower angle boundary of the noise map, in degrees.
double GetLowerAngleBound () const
{
return m_lowerAngleBound;
}
/// Returns the lower height boundary of the cylindrical noise map.
///
/// @returns The lower height boundary of the noise map, in units.
///
/// One unit is equal to the radius of the cylinder.
double GetLowerHeightBound () const
{
return m_lowerHeightBound;
}
/// Returns the upper angle boundary of the cylindrical noise map.
///
/// @returns The upper angle boundary of the noise map, in degrees.
double GetUpperAngleBound () const
{
return m_upperAngleBound;
}
/// Returns the upper height boundary of the cylindrical noise map.
///
/// @returns The upper height boundary of the noise map, in units.
///
/// One unit is equal to the radius of the cylinder.
double GetUpperHeightBound () const
{
return m_upperHeightBound;
}
/// Sets the coordinate boundaries of the noise map.
///
/// @param lowerAngleBound The lower angle boundary of the noise map,
/// in degrees.
/// @param upperAngleBound The upper angle boundary of the noise map,
/// in degrees.
/// @param lowerHeightBound The lower height boundary of the noise
/// map, in units.
/// @param upperHeightBound The upper height boundary of the noise
/// map, in units.
///
/// @pre The lower angle boundary is less than the upper angle
/// boundary.
/// @pre The lower height boundary is less than the upper height
/// boundary.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
///
/// One unit is equal to the radius of the cylinder.
void SetBounds (double lowerAngleBound, double upperAngleBound,
double lowerHeightBound, double upperHeightBound)
{
if (lowerAngleBound >= upperAngleBound
|| lowerHeightBound >= upperHeightBound) {
throw noise::ExceptionInvalidParam ();
}
m_lowerAngleBound = lowerAngleBound ;
m_upperAngleBound = upperAngleBound ;
m_lowerHeightBound = lowerHeightBound;
m_upperHeightBound = upperHeightBound;
}
private:
/// Lower angle boundary of the cylindrical noise map, in degrees.
double m_lowerAngleBound;
/// Lower height boundary of the cylindrical noise map, in units.
double m_lowerHeightBound;
/// Upper angle boundary of the cylindrical noise map, in degrees.
double m_upperAngleBound;
/// Upper height boundary of the cylindrical noise map, in units.
double m_upperHeightBound;
};
/// Builds a planar noise map.
///
/// This class builds a noise map by filling it with coherent-noise values
/// generated from the surface of a plane.
///
/// This class describes these input values using (x, z) coordinates.
/// Their y coordinates are always 0.0.
///
/// The application must provide the lower and upper x coordinate bounds
/// of the noise map, in units, and the lower and upper z coordinate
/// bounds of the noise map, in units.
///
/// To make a tileable noise map with no seams at the edges, call the
/// EnableSeamless() method.
class NoiseMapBuilderPlane: public NoiseMapBuilder
{
public:
/// Constructor.
NoiseMapBuilderPlane ();
virtual void Build ();
/// Enables or disables seamless tiling.
///
/// @param enable A flag that enables or disables seamless tiling.
///
/// Enabling seamless tiling builds a noise map with no seams at the
/// edges. This allows the noise map to be tileable.
void EnableSeamless (bool enable = true)
{
m_isSeamlessEnabled = enable;
}
/// Returns the lower x boundary of the planar noise map.
///
/// @returns The lower x boundary of the planar noise map, in units.
double GetLowerXBound () const
{
return m_lowerXBound;
}
/// Returns the lower z boundary of the planar noise map.
///
/// @returns The lower z boundary of the noise map, in units.
double GetLowerZBound () const
{
return m_lowerZBound;
}
/// Returns the upper x boundary of the planar noise map.
///
/// @returns The upper x boundary of the noise map, in units.
double GetUpperXBound () const
{
return m_upperXBound;
}
/// Returns the upper z boundary of the planar noise map.
///
/// @returns The upper z boundary of the noise map, in units.
double GetUpperZBound () const
{
return m_upperZBound;
}
/// Determines if seamless tiling is enabled.
///
/// @returns
/// - @a true if seamless tiling is enabled.
/// - @a false if seamless tiling is disabled.
///
/// Enabling seamless tiling builds a noise map with no seams at the
/// edges. This allows the noise map to be tileable.
bool IsSeamlessEnabled () const
{
return m_isSeamlessEnabled;
}
/// Sets the boundaries of the planar noise map.
///
/// @param lowerXBound The lower x boundary of the noise map, in
/// units.
/// @param upperXBound The upper x boundary of the noise map, in
/// units.
/// @param lowerZBound The lower z boundary of the noise map, in
/// units.
/// @param upperZBound The upper z boundary of the noise map, in
/// units.
///
/// @pre The lower x boundary is less than the upper x boundary.
/// @pre The lower z boundary is less than the upper z boundary.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
void SetBounds (double lowerXBound, double upperXBound,
double lowerZBound, double upperZBound)
{
if (lowerXBound >= upperXBound
|| lowerZBound >= upperZBound) {
throw noise::ExceptionInvalidParam ();
}
m_lowerXBound = lowerXBound;
m_upperXBound = upperXBound;
m_lowerZBound = lowerZBound;
m_upperZBound = upperZBound;
}
private:
/// A flag specifying whether seamless tiling is enabled.
bool m_isSeamlessEnabled;
/// Lower x boundary of the planar noise map, in units.
double m_lowerXBound;
/// Lower z boundary of the planar noise map, in units.
double m_lowerZBound;
/// Upper x boundary of the planar noise map, in units.
double m_upperXBound;
/// Upper z boundary of the planar noise map, in units.
double m_upperZBound;
};
/// Builds a spherical noise map.
///
/// This class builds a noise map by filling it with coherent-noise values
/// generated from the surface of a sphere.
///
/// This class describes these input values using a (latitude, longitude)
/// coordinate system. After generating the coherent-noise value from the
/// input value, it then "flattens" these coordinates onto a plane so that
/// it can write the values into a two-dimensional noise map.
///
/// The sphere model has a radius of 1.0 unit. Its center is at the
/// origin.
///
/// The x coordinate in the noise map represents the longitude. The y
/// coordinate in the noise map represents the latitude.
///
/// The application must provide the southern, northern, western, and
/// eastern bounds of the noise map, in degrees.
class NoiseMapBuilderSphere: public NoiseMapBuilder
{
public:
/// Constructor.
NoiseMapBuilderSphere ();
virtual void Build ();
/// Returns the eastern boundary of the spherical noise map.
///
/// @returns The eastern boundary of the noise map, in degrees.
double GetEastLonBound () const
{
return m_eastLonBound;
}
/// Returns the northern boundary of the spherical noise map
///
/// @returns The northern boundary of the noise map, in degrees.
double GetNorthLatBound () const
{
return m_northLatBound;
}
/// Returns the southern boundary of the spherical noise map
///
/// @returns The southern boundary of the noise map, in degrees.
double GetSouthLatBound () const
{
return m_southLatBound;
}
/// Returns the western boundary of the spherical noise map
///
/// @returns The western boundary of the noise map, in degrees.
double GetWestLonBound () const
{
return m_westLonBound;
}
/// Sets the coordinate boundaries of the noise map.
///
/// @param southLatBound The southern boundary of the noise map, in
/// degrees.
/// @param northLatBound The northern boundary of the noise map, in
/// degrees.
/// @param westLonBound The western boundary of the noise map, in
/// degrees.
/// @param eastLonBound The eastern boundary of the noise map, in
/// degrees.
///
/// @pre The southern boundary is less than the northern boundary.
/// @pre The western boundary is less than the eastern boundary.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
void SetBounds (double southLatBound, double northLatBound,
double westLonBound, double eastLonBound)
{
if (southLatBound >= northLatBound
|| westLonBound >= eastLonBound) {
throw noise::ExceptionInvalidParam ();
}
m_southLatBound = southLatBound;
m_northLatBound = northLatBound;
m_westLonBound = westLonBound ;
m_eastLonBound = eastLonBound ;
}
private:
/// Eastern boundary of the spherical noise map, in degrees.
double m_eastLonBound;
/// Northern boundary of the spherical noise map, in degrees.
double m_northLatBound;
/// Southern boundary of the spherical noise map, in degrees.
double m_southLatBound;
/// Western boundary of the spherical noise map, in degrees.
double m_westLonBound;
};
/// Renders an image from a noise map.
///
/// This class renders an image given the contents of a noise-map object.
///
/// An application can configure the output of the image in three ways:
/// - Specify the color gradient.
/// - Specify the light source parameters.
/// - Specify the background image.
///
/// <b>Specify the color gradient</b>
///
/// This class uses a color gradient to calculate the color for each pixel
/// in the destination image according to the value from the corresponding
/// position in the noise map.
///
/// A color gradient is a list of gradually-changing colors. A color
/// gradient is defined by a list of <i>gradient points</i>. Each
/// gradient point has a position and a color. In a color gradient, the
/// colors between two adjacent gradient points are linearly interpolated.
///
/// For example, suppose this class contains the following color gradient:
///
/// - -1.0 maps to dark blue.
/// - -0.2 maps to light blue.
/// - -0.1 maps to tan.
/// - 0.0 maps to green.
/// - 1.0 maps to white.
///
/// The value 0.5 maps to a greenish-white color because 0.5 is halfway
/// between 0.0 (mapped to green) and 1.0 (mapped to white).
///
/// The value -0.6 maps to a medium blue color because -0.6 is halfway
/// between -1.0 (mapped to dark blue) and -0.2 (mapped to light blue).
///
/// The color gradient requires a minimum of two gradient points.
///
/// This class contains two pre-made gradients: a grayscale gradient and a
/// color gradient suitable for terrain. To use these pre-made gradients,
/// call the BuildGrayscaleGradient() or BuildTerrainGradient() methods,
/// respectively.
///
/// @note The color value passed to AddGradientPoint() has an alpha
/// channel. This alpha channel specifies how a pixel in the background
/// image (if specified) is blended with the calculated color. If the
/// alpha value is high, this class weighs the blend towards the
/// calculated color, and if the alpha value is low, this class weighs the
/// blend towards the color from the corresponding pixel in the background
/// image.
///
/// <b>Specify the light source parameters</b>
///
/// This class contains a parallel light source that lights the image. It
/// interprets the noise map as a bump map.
///
/// To enable or disable lighting, pass a Boolean value to the
/// EnableLight() method.
///
/// To set the position of the light source in the "sky", call the
/// SetLightAzimuth() and SetLightElev() methods.
///
/// To set the color of the light source, call the SetLightColor() method.
///
/// To set the intensity of the light source, call the SetLightIntensity()
/// method. A good intensity value is 2.0, although that value tends to
/// "wash out" very light colors from the image.
///
/// To set the contrast amount between areas in light and areas in shadow,
/// call the SetLightContrast() method. Determining the correct contrast
/// amount requires some trial and error, but if your application
/// interprets the noise map as a height map that has its elevation values
/// measured in meters and has a horizontal resolution of @a h meters, a
/// good contrast amount to use is ( 1.0 / @a h ).
///
/// <b>Specify the background image</b>
///
/// To specify a background image, pass an Image object to the
/// SetBackgroundImage() method.
///
/// This class determines the color of a pixel in the destination image by
/// blending the calculated color with the color of the corresponding
/// pixel from the background image.
///
/// The blend amount is determined by the alpha of the calculated color.
/// If the alpha value is high, this class weighs the blend towards the
/// calculated color, and if the alpha value is low, this class weighs the
/// blend towards the color from the corresponding pixel in the background
/// image.
///
/// <b>Rendering the image</b>
///
/// To render the image, perform the following steps:
/// - Pass a NoiseMap object to the SetSourceNoiseMap() method.
/// - Pass an Image object to the SetDestImage() method.
/// - Pass an Image object to the SetBackgroundImage() method (optional)
/// - Call the Render() method.
class RendererImage
{
public:
/// Constructor.
RendererImage ();
/// Adds a gradient point to this gradient object.
///
/// @param gradientPos The position of this gradient point.
/// @param gradientColor The color of this gradient point.
///
/// @pre No two gradient points have the same position.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
///
/// This object uses a color gradient to calculate the color for each
/// pixel in the destination image according to the value from the
/// corresponding position in the noise map.
///
/// The gradient requires a minimum of two gradient points.
///
/// The specified color value passed to this method has an alpha
/// channel. This alpha channel specifies how a pixel in the
/// background image (if specified) is blended with the calculated
/// color. If the alpha value is high, this object weighs the blend
/// towards the calculated color, and if the alpha value is low, this
/// object weighs the blend towards the color from the corresponding
/// pixel in the background image.
void AddGradientPoint (double gradientPos,
const Color& gradientColor);
/// Builds a grayscale gradient.
///
/// @post The original gradient is cleared and a grayscale gradient is
/// created.
///
/// This color gradient contains the following gradient points:
/// - -1.0 maps to black
/// - 1.0 maps to white
void BuildGrayscaleGradient ();
/// Builds a color gradient suitable for terrain.
///
/// @post The original gradient is cleared and a terrain gradient is
/// created.
///
/// This gradient color at position 0.0 is the "sea level". Above
/// that value, the gradient contains greens, browns, and whites.
/// Below that value, the gradient contains various shades of blue.
void BuildTerrainGradient ();
/// Clears the color gradient.
///
/// Before calling the Render() method, the application must specify a
/// new color gradient with at least two gradient points.
void ClearGradient ();
/// Enables or disables the light source.
///
/// @param enable A flag that enables or disables the light source.
///
/// If the light source is enabled, this object will interpret the
/// noise map as a bump map.
void EnableLight (bool enable = true)
{
m_isLightEnabled = enable;
}
/// Enables or disables noise-map wrapping.
///
/// @param enable A flag that enables or disables noise-map wrapping.
///
/// This object requires five points (the initial point and its four
/// neighbors) to calculate light shading. If wrapping is enabled,
/// and the initial point is on the edge of the noise map, the
/// appropriate neighbors that lie outside of the noise map will
/// "wrap" to the opposite side(s) of the noise map. Otherwise, the
/// appropriate neighbors are cropped to the edge of the noise map.
///
/// Enabling wrapping is useful when creating spherical renderings and
/// tileable textures.
void EnableWrap (bool enable = true)
{
m_isWrapEnabled = enable;
}
/// Returns the azimuth of the light source, in degrees.
///
/// @returns The azimuth of the light source.
///
/// The azimuth is the location of the light source around the
/// horizon:
/// - 0.0 degrees is east.
/// - 90.0 degrees is north.
/// - 180.0 degrees is west.
/// - 270.0 degrees is south.
double GetLightAzimuth () const
{
return m_lightAzimuth;
}
/// Returns the brightness of the light source.
///
/// @returns The brightness of the light source.
double GetLightBrightness () const
{
return m_lightBrightness;
}
/// Returns the color of the light source.
///
/// @returns The color of the light source.
Color GetLightColor () const
{
return m_lightColor;
}
/// Returns the contrast of the light source.
///
/// @returns The contrast of the light source.
///
/// The contrast specifies how sharp the boundary is between the
/// light-facing areas and the shadowed areas.
///
/// The contrast determines the difference between areas in light and
/// areas in shadow. Determining the correct contrast amount requires
/// some trial and error, but if your application interprets the noise
/// map as a height map that has a spatial resolution of @a h meters
/// and an elevation resolution of 1 meter, a good contrast amount to
/// use is ( 1.0 / @a h ).
double GetLightContrast () const
{
return m_lightContrast;
}
/// Returns the elevation of the light source, in degrees.
///
/// @returns The elevation of the light source.
///
/// The elevation is the angle above the horizon:
/// - 0 degrees is on the horizon.
/// - 90 degrees is straight up.
double GetLightElev () const
{
return m_lightElev;
}
/// Returns the intensity of the light source.
///
/// @returns The intensity of the light source.
double GetLightIntensity () const
{
return m_lightIntensity;
}
/// Determines if the light source is enabled.
///
/// @returns
/// - @a true if the light source is enabled.
/// - @a false if the light source is disabled.
bool IsLightEnabled () const
{
return m_isLightEnabled;
}
/// Determines if noise-map wrapping is enabled.
///
/// @returns
/// - @a true if noise-map wrapping is enabled.
/// - @a false if noise-map wrapping is disabled.
///
/// This object requires five points (the initial point and its four
/// neighbors) to calculate light shading. If wrapping is enabled,
/// and the initial point is on the edge of the noise map, the
/// appropriate neighbors that lie outside of the noise map will
/// "wrap" to the opposite side(s) of the noise map. Otherwise, the
/// appropriate neighbors are cropped to the edge of the noise map.
///
/// Enabling wrapping is useful when creating spherical renderings and
/// tileable textures
bool IsWrapEnabled () const
{
return m_isWrapEnabled;
}
/// Renders the destination image using the contents of the source
/// noise map and an optional background image.
///
/// @pre SetSourceNoiseMap() has been previously called.
/// @pre SetDestImage() has been previously called.
/// @pre There are at least two gradient points in the color gradient.
/// @pre No two gradient points have the same position.
/// @pre If a background image was specified, it has the exact same
/// size as the source height map.
///
/// @post The original contents of the destination image is destroyed.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
///
/// The background image and the destination image can safely refer to
/// the same image, although in this case, the destination image is
/// irretrievably blended into the background image.
void Render ();
/// Sets the background image.
///
/// @param backgroundImage The background image.
///
/// If a background image has been specified, the Render() method
/// blends the pixels from the background image onto the corresponding
/// pixels in the destination image. The blending weights are
/// determined by the alpha channel in the pixels in the destination
/// image.
///
/// The destination image must exist throughout the lifetime of this
/// object unless another image replaces that image.
void SetBackgroundImage (const Image& backgroundImage)
{
m_pBackgroundImage = &backgroundImage;
}
/// Sets the destination image.
///
/// @param destImage The destination image.
///
/// The destination image will contain the rendered image after a
/// successful call to the Render() method.
///
/// The destination image must exist throughout the lifetime of this
/// object unless another image replaces that image.
void SetDestImage (Image& destImage)
{
m_pDestImage = &destImage;
}
/// Sets the azimuth of the light source, in degrees.
///
/// @param lightAzimuth The azimuth of the light source.
///
/// The azimuth is the location of the light source around the
/// horizon:
/// - 0.0 degrees is east.
/// - 90.0 degrees is north.
/// - 180.0 degrees is west.
/// - 270.0 degrees is south.
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightAzimuth (double lightAzimuth)
{
m_lightAzimuth = lightAzimuth;
m_recalcLightValues = true;
}
/// Sets the brightness of the light source.
///
/// @param lightBrightness The brightness of the light source.
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightBrightness (double lightBrightness)
{
m_lightBrightness = lightBrightness;
m_recalcLightValues = true;
}
/// Sets the color of the light source.
///
/// @param lightColor The light color.
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightColor (const Color& lightColor)
{
m_lightColor = lightColor;
}
/// Sets the contrast of the light source.
///
/// @param lightContrast The contrast of the light source.
///
/// @pre The specified light contrast is positive.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
///
/// The contrast specifies how sharp the boundary is between the
/// light-facing areas and the shadowed areas.
///
/// The contrast determines the difference between areas in light and
/// areas in shadow. Determining the correct contrast amount requires
/// some trial and error, but if your application interprets the noise
/// map as a height map that has a spatial resolution of @a h meters
/// and an elevation resolution of 1 meter, a good contrast amount to
/// use is ( 1.0 / @a h ).
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightContrast (double lightContrast)
{
if (lightContrast <= 0.0) {
throw noise::ExceptionInvalidParam ();
}
m_lightContrast = lightContrast;
m_recalcLightValues = true;
}
/// Sets the elevation of the light source, in degrees.
///
/// @param lightElev The elevation of the light source.
///
/// The elevation is the angle above the horizon:
/// - 0 degrees is on the horizon.
/// - 90 degrees is straight up.
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightElev (double lightElev)
{
m_lightElev = lightElev;
m_recalcLightValues = true;
}
/// Returns the intensity of the light source.
///
/// @returns The intensity of the light source.
///
/// A good value for intensity is 2.0.
///
/// Make sure the light source is enabled via a call to the
/// EnableLight() method before calling the Render() method.
void SetLightIntensity (double lightIntensity)
{
if (lightIntensity < 0.0) {
throw noise::ExceptionInvalidParam ();
}
m_lightIntensity = lightIntensity;
m_recalcLightValues = true;
}
/// Sets the source noise map.
///
/// @param sourceNoiseMap The source noise map.
///
/// The destination image must exist throughout the lifetime of this
/// object unless another image replaces that image.
void SetSourceNoiseMap (const NoiseMap& sourceNoiseMap)
{
m_pSourceNoiseMap = &sourceNoiseMap;
}
private:
/// Calculates the destination color.
///
/// @param sourceColor The source color generated from the color
/// gradient.
/// @param backgroundColor The color from the background image at the
/// corresponding position.
/// @param lightValue The intensity of the light at that position.
///
/// @returns The destination color.
Color CalcDestColor (const Color& sourceColor,
const Color& backgroundColor, double lightValue) const;
/// Calculates the intensity of the light given some elevation values.
///
/// @param center Elevation of the center point.
/// @param left Elevation of the point directly left of the center
/// point.
/// @param right Elevation of the point directly right of the center
/// point.
/// @param down Elevation of the point directly below the center
/// point.
/// @param up Elevation of the point directly above the center point.
///
/// These values come directly from the noise map.
double CalcLightIntensity (double center, double left, double right,
double down, double up) const;
/// The cosine of the azimuth of the light source.
mutable double m_cosAzimuth;
/// The cosine of the elevation of the light source.
mutable double m_cosElev;
/// The color gradient used to specify the image colors.
GradientColor m_gradient;
/// A flag specifying whether lighting is enabled.
bool m_isLightEnabled;
/// A flag specifying whether wrapping is enabled.
bool m_isWrapEnabled;
/// The azimuth of the light source, in degrees.
double m_lightAzimuth;
/// The brightness of the light source.
double m_lightBrightness;
/// The color of the light source.
Color m_lightColor;
/// The contrast between areas in light and areas in shadow.
double m_lightContrast;
/// The elevation of the light source, in degrees.
double m_lightElev;
/// The intensity of the light source.
double m_lightIntensity;
/// A pointer to the background image.
const Image* m_pBackgroundImage;
/// A pointer to the destination image.
Image* m_pDestImage;
/// A pointer to the source noise map.
const NoiseMap* m_pSourceNoiseMap;
/// Used by the CalcLightIntensity() method to recalculate the light
/// values only if the light parameters change.
///
/// When the light parameters change, this value is set to True. When
/// the CalcLightIntensity() method is called, this value is set to
/// false.
mutable bool m_recalcLightValues;
/// The sine of the azimuth of the light source.
mutable double m_sinAzimuth;
/// The sine of the elevation of the light source.
mutable double m_sinElev;
};
/// Renders a normal map from a noise map.
///
/// This class renders an image containing the normal vectors from a noise
/// map object. This image can then be used as a bump map for a 3D
/// application or game.
///
/// This class encodes the (x, y, z) components of the normal vector into
/// the (red, green, blue) channels of the image. Like any 24-bit
/// true-color image, the channel values range from 0 to 255. 0
/// represents a normal coordinate of -1.0 and 255 represents a normal
/// coordinate of +1.0.
///
/// You should also specify the <i>bump height</i> before rendering the
/// normal map. The bump height specifies the ratio of spatial resolution
/// to elevation resolution. For example, if your noise map has a spatial
/// resolution of 30 meters and an elevation resolution of one meter, set
/// the bump height to 1.0 / 30.0.
///
/// <b>Rendering the normal map</b>
///
/// To render the image containing the normal map, perform the following
/// steps:
/// - Pass a NoiseMap object to the SetSourceNoiseMap() method.
/// - Pass an Image object to the SetDestImage() method.
/// - Call the Render() method.
class RendererNormalMap
{
public:
/// Constructor.
RendererNormalMap ();
/// Enables or disables noise-map wrapping.
///
/// @param enable A flag that enables or disables noise-map wrapping.
///
/// This object requires three points (the initial point and the right
/// and up neighbors) to calculate the normal vector at that point.
/// If wrapping is/ enabled, and the initial point is on the edge of
/// the noise map, the appropriate neighbors that lie outside of the
/// noise map will "wrap" to the opposite side(s) of the noise map.
/// Otherwise, the appropriate neighbors are cropped to the edge of
/// the noise map.
///
/// Enabling wrapping is useful when creating spherical and tileable
/// normal maps.
void EnableWrap (bool enable = true)
{
m_isWrapEnabled = enable;
}
/// Returns the bump height.
///
/// @returns The bump height.
///
/// The bump height specifies the ratio of spatial resolution to
/// elevation resolution. For example, if your noise map has a
/// spatial resolution of 30 meters and an elevation resolution of one
/// meter, set the bump height to 1.0 / 30.0.
///
/// The spatial resolution and elevation resolution are determined by
/// the application.
double GetBumpHeight () const
{
return m_bumpHeight;
}
/// Determines if noise-map wrapping is enabled.
///
/// @returns
/// - @a true if noise-map wrapping is enabled.
/// - @a false if noise-map wrapping is disabled.
///
/// This object requires three points (the initial point and the right
/// and up neighbors) to calculate the normal vector at that point.
/// If wrapping is/ enabled, and the initial point is on the edge of
/// the noise map, the appropriate neighbors that lie outside of the
/// noise map will "wrap" to the opposite side(s) of the noise map.
/// Otherwise, the appropriate neighbors are cropped to the edge of
/// the noise map.
///
/// Enabling wrapping is useful when creating spherical and tileable
/// normal maps.
bool IsWrapEnabled () const
{
return m_isWrapEnabled;
}
/// Renders the noise map to the destination image.
///
/// @pre SetSourceNoiseMap() has been previously called.
/// @pre SetDestImage() has been previously called.
///
/// @post The original contents of the destination image is destroyed.
///
/// @throw noise::ExceptionInvalidParam See the preconditions.
void Render ();
/// Sets the bump height.
///
/// @param bumpHeight The bump height.
///
/// The bump height specifies the ratio of spatial resolution to
/// elevation resolution. For example, if your noise map has a
/// spatial resolution of 30 meters and an elevation resolution of one
/// meter, set the bump height to 1.0 / 30.0.
///
/// The spatial resolution and elevation resolution are determined by
/// the application.
void SetBumpHeight (double bumpHeight)
{
m_bumpHeight = bumpHeight;
}
/// Sets the destination image.
///
/// @param destImage The destination image.
///
/// The destination image will contain the normal map after a
/// successful call to the Render() method.
///
/// The destination image must exist throughout the lifetime of this
/// object unless another image replaces that image.
void SetDestImage (Image& destImage)
{
m_pDestImage = &destImage;
}
/// Sets the source noise map.
///
/// @param sourceNoiseMap The source noise map.
///
/// The destination image must exist throughout the lifetime of this
/// object unless another image replaces that image.
void SetSourceNoiseMap (const NoiseMap& sourceNoiseMap)
{
m_pSourceNoiseMap = &sourceNoiseMap;
}
private:
/// Calculates the normal vector at a given point on the noise map.
///
/// @param nc The height of the given point in the noise map.
/// @param nr The height of the left neighbor.
/// @param nu The height of the up neighbor.
/// @param bumpHeight The bump height.
///
/// @returns The normal vector represented as a color.
///
/// This method encodes the (x, y, z) components of the normal vector
/// into the (red, green, blue) channels of the returned color. In
/// order to represent the vector as a color, each coordinate of the
/// normal is mapped from the -1.0 to 1.0 range to the 0 to 255 range.
///
/// The bump height specifies the ratio of spatial resolution to
/// elevation resolution. For example, if your noise map has a
/// spatial resolution of 30 meters and an elevation resolution of one
/// meter, set the bump height to 1.0 / 30.0.
///
/// The spatial resolution and elevation resolution are determined by
/// the application.
Color CalcNormalColor (double nc, double nr, double nu,
double bumpHeight) const;
/// The bump height for the normal map.
double m_bumpHeight;
/// A flag specifying whether wrapping is enabled.
bool m_isWrapEnabled;
/// A pointer to the destination image.
Image* m_pDestImage;
/// A pointer to the source noise map.
const NoiseMap* m_pSourceNoiseMap;
};
}
}
#endif
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