Restructure and refine the noise module
This commit is contained in:
parent
3ca4514866
commit
bde6fc9c82
15 changed files with 948 additions and 288 deletions
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@ -27,6 +27,7 @@ env.modules_sources += thirdparty_obj
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module_obj = []
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env_noise.add_source_files(module_obj, "*.cpp")
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env_noise.add_source_files(module_obj, "editor/*.cpp")
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env.modules_sources += module_obj
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# Needed to force rebuilding the module files when the thirdparty library is updated.
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@ -16,12 +16,9 @@
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<member name="cellular_jitter" type="float" setter="set_cellular_jitter" getter="get_cellular_jitter" default="0.45">
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Maximum distance a point can move off of its grid position. Set to [code]0[/code] for an even grid.
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</member>
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<member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="0">
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<member name="cellular_return_type" type="int" setter="set_cellular_return_type" getter="get_cellular_return_type" enum="FastNoiseLite.CellularReturnType" default="1">
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Return type from cellular noise calculations. See [enum CellularReturnType].
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</member>
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<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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</member>
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<member name="domain_warp_amplitude" type="float" setter="set_domain_warp_amplitude" getter="get_domain_warp_amplitude" default="30.0">
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Sets the maximum warp distance from the origin.
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</member>
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@ -69,9 +66,6 @@
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<member name="frequency" type="float" setter="set_frequency" getter="get_frequency" default="0.01">
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The frequency for all noise types. Low frequency results in smooth noise while high frequency results in rougher, more granular noise.
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</member>
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<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
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Determines whether the noise image returned by [method Noise.get_image] is calculated in 3d space. May result in reduced contrast.
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</member>
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<member name="noise_type" type="int" setter="set_noise_type" getter="get_noise_type" enum="FastNoiseLite.NoiseType" default="1">
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The noise algorithm used. See [enum NoiseType].
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</member>
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@ -11,23 +11,24 @@
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<tutorials>
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</tutorials>
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<methods>
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<method name="get_image">
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<method name="get_image" qualifiers="const">
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<return type="Image" />
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<argument index="0" name="width" type="int" />
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<argument index="1" name="height" type="int" />
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<argument index="2" name="invert" type="bool" default="false" />
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<argument index="3" name="in_3d_space" type="bool" default="false" />
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<description>
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Returns a 2D [Image] noise image.
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</description>
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</method>
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<method name="get_noise_1d">
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<method name="get_noise_1d" qualifiers="const">
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<return type="float" />
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<argument index="0" name="x" type="float" />
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<description>
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Returns the 1D noise value at the given (x) coordinate.
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</description>
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</method>
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<method name="get_noise_2d">
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<method name="get_noise_2d" qualifiers="const">
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<return type="float" />
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<argument index="0" name="x" type="float" />
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<argument index="1" name="y" type="float" />
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@ -35,14 +36,14 @@
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Returns the 2D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_2dv">
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<method name="get_noise_2dv" qualifiers="const">
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<return type="float" />
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<argument index="0" name="v" type="Vector2" />
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<description>
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Returns the 2D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_3d">
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<method name="get_noise_3d" qualifiers="const">
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<return type="float" />
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<argument index="0" name="x" type="float" />
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<argument index="1" name="y" type="float" />
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@ -51,19 +52,20 @@
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Returns the 3D noise value at the given position.
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</description>
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</method>
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<method name="get_noise_3dv">
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<method name="get_noise_3dv" qualifiers="const">
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<return type="float" />
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<argument index="0" name="v" type="Vector3" />
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<description>
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Returns the 3D noise value at the given position.
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</description>
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</method>
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<method name="get_seamless_image">
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<method name="get_seamless_image" qualifiers="const">
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<return type="Image" />
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<argument index="0" name="width" type="int" />
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<argument index="1" name="height" type="int" />
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<argument index="2" name="invert" type="bool" default="false" />
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<argument index="3" name="skirt" type="float" default="0.1" />
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<argument index="3" name="in_3d_space" type="bool" default="false" />
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<argument index="4" name="skirt" type="float" default="0.1" />
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<description>
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Returns a seamless 2D [Image] noise image.
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</description>
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@ -24,9 +24,20 @@
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<member name="bump_strength" type="float" setter="set_bump_strength" getter="get_bump_strength" default="8.0">
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Strength of the bump maps used in this texture. A higher value will make the bump maps appear larger while a lower value will make them appear softer.
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</member>
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<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
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A [Gradient] which is used to map the luminance of each pixel to a color value.
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</member>
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<member name="generate_mipmaps" type="bool" setter="set_generate_mipmaps" getter="is_generating_mipmaps" default="true">
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Determines whether mipmaps are generated for this texture.
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Enabling this results in less texture aliasing, but the noise texture generation may take longer.
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Requires (anisotropic) mipmap filtering to be enabled for a material to have an effect.
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</member>
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<member name="height" type="int" setter="set_height" getter="get_height" default="512">
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Height of the generated texture.
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</member>
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<member name="in_3d_space" type="bool" setter="set_in_3d_space" getter="is_in_3d_space" default="false">
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Determines whether the noise image is calculated in 3D space. May result in reduced contrast.
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</member>
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<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
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If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
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</member>
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149
modules/noise/editor/noise_editor_plugin.cpp
Normal file
149
modules/noise/editor/noise_editor_plugin.cpp
Normal file
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@ -0,0 +1,149 @@
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/*************************************************************************/
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/* noise_editor_plugin.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "noise_editor_plugin.h"
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#ifdef TOOLS_ENABLED
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#include "editor/editor_scale.h"
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#include "modules/noise/noise.h"
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#include "modules/noise/noise_texture.h"
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class NoisePreview : public Control {
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GDCLASS(NoisePreview, Control)
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static const int PREVIEW_HEIGHT = 150;
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static const int PADDING_3D_SPACE_SWITCH = 2;
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Ref<Noise> _noise;
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Size2i _preview_texture_size;
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TextureRect *_texture_rect = nullptr;
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Button *_3d_space_switch = nullptr;
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public:
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NoisePreview() {
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set_custom_minimum_size(Size2(0, EDSCALE * PREVIEW_HEIGHT));
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_texture_rect = memnew(TextureRect);
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_texture_rect->set_anchors_and_offsets_preset(Control::PRESET_WIDE);
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_texture_rect->set_stretch_mode(TextureRect::STRETCH_KEEP_ASPECT_COVERED);
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add_child(_texture_rect);
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_3d_space_switch = memnew(Button);
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_3d_space_switch->set_text(TTR("3D"));
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_3d_space_switch->set_tooltip(TTR("Toggles whether the noise preview is computed in 3D space."));
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_3d_space_switch->set_toggle_mode(true);
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_3d_space_switch->set_offset(SIDE_LEFT, PADDING_3D_SPACE_SWITCH);
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_3d_space_switch->set_offset(SIDE_TOP, PADDING_3D_SPACE_SWITCH);
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_3d_space_switch->connect("pressed", callable_mp(this, &NoisePreview::_on_3d_button_pressed));
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add_child(_3d_space_switch);
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}
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void set_noise(Ref<Noise> noise) {
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if (_noise == noise) {
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return;
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}
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_noise = noise;
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if (_noise.is_valid()) {
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if (_noise->has_meta("_preview_in_3d_space_")) {
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_3d_space_switch->set_pressed(true);
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}
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update_preview();
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}
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}
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private:
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void _on_3d_button_pressed() {
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if (_3d_space_switch->is_pressed()) {
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_noise->set_meta("_preview_in_3d_space_", true);
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} else {
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_noise->remove_meta("_preview_in_3d_space_");
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}
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}
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void _notification(int p_what) {
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switch (p_what) {
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case NOTIFICATION_RESIZED: {
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_preview_texture_size = get_size();
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update_preview();
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} break;
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}
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}
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void update_preview() {
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if (MIN(_preview_texture_size.width, _preview_texture_size.height) > 0) {
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Ref<NoiseTexture> tex;
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tex.instantiate();
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tex->set_width(_preview_texture_size.width);
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tex->set_height(_preview_texture_size.height);
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tex->set_in_3d_space(_3d_space_switch->is_pressed());
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tex->set_noise(_noise);
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_texture_rect->set_texture(tex);
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}
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}
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};
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/////////////////////////////////////////////////////////////////////////////////
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class NoiseEditorInspectorPlugin : public EditorInspectorPlugin {
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GDCLASS(NoiseEditorInspectorPlugin, EditorInspectorPlugin)
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public:
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bool can_handle(Object *p_object) override {
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return Object::cast_to<Noise>(p_object) != nullptr;
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}
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void parse_begin(Object *p_object) override {
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Noise *noise_ptr = Object::cast_to<Noise>(p_object);
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if (noise_ptr) {
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Ref<Noise> noise(noise_ptr);
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NoisePreview *viewer = memnew(NoisePreview);
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viewer->set_noise(noise);
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add_custom_control(viewer);
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}
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}
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};
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/////////////////////////////////////////////////////////////////////////////////
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String NoiseEditorPlugin::get_name() const {
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return Noise::get_class_static();
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}
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NoiseEditorPlugin::NoiseEditorPlugin() {
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Ref<NoiseEditorInspectorPlugin> plugin;
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plugin.instantiate();
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add_inspector_plugin(plugin);
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}
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#endif // TOOLS_ENABLED
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49
modules/noise/editor/noise_editor_plugin.h
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49
modules/noise/editor/noise_editor_plugin.h
Normal file
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@ -0,0 +1,49 @@
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/*************************************************************************/
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/* noise_editor_plugin.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NOISE_EDITOR_PLUGIN_H
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#define NOISE_EDITOR_PLUGIN_H
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#ifdef TOOLS_ENABLED
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#include "editor/editor_plugin.h"
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class NoiseEditorPlugin : public EditorPlugin {
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GDCLASS(NoiseEditorPlugin, EditorPlugin)
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public:
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String get_name() const override;
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NoiseEditorPlugin();
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};
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#endif // TOOLS_ENABLED
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#endif // NOISE_EDITOR_PLUGIN_H
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#include "fastnoise_lite.h"
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FastNoiseLite::FastNoiseLite() {
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// Most defaults copied from the library.
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set_noise_type(TYPE_SIMPLEX_SMOOTH);
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set_seed(0);
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set_frequency(0.01);
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set_in_3d_space(false);
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_noise.SetNoiseType((_FastNoiseLite::NoiseType)noise_type);
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_noise.SetSeed(seed);
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_noise.SetFrequency(frequency);
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set_fractal_type(FRACTAL_FBM);
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set_fractal_octaves(5);
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set_fractal_lacunarity(2.0);
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set_fractal_gain(0.5);
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set_fractal_weighted_strength(0.0);
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set_fractal_ping_pong_strength(2.0);
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_noise.SetFractalType((_FastNoiseLite::FractalType)fractal_type);
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_noise.SetFractalOctaves(fractal_octaves);
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_noise.SetFractalLacunarity(fractal_lacunarity);
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_noise.SetFractalGain(fractal_gain);
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_noise.SetFractalWeightedStrength(fractal_weighted_strength);
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_noise.SetFractalPingPongStrength(fractal_ping_pong_strength);
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set_cellular_distance_function(DISTANCE_EUCLIDEAN);
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set_cellular_return_type(RETURN_CELL_VALUE);
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set_cellular_jitter(0.45);
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_noise.SetCellularDistanceFunction((_FastNoiseLite::CellularDistanceFunction)cellular_distance_function);
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_noise.SetCellularReturnType((_FastNoiseLite::CellularReturnType)cellular_return_type);
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_noise.SetCellularJitter(cellular_jitter);
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set_domain_warp_enabled(false);
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set_domain_warp_type(DOMAIN_WARP_SIMPLEX);
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set_domain_warp_amplitude(30.0);
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set_domain_warp_frequency(0.05);
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set_domain_warp_fractal_type(DOMAIN_WARP_FRACTAL_PROGRESSIVE);
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set_domain_warp_fractal_octaves(5);
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set_domain_warp_fractal_lacunarity(6);
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set_domain_warp_fractal_gain(0.5);
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_domain_warp_noise.SetDomainWarpType((_FastNoiseLite::DomainWarpType)domain_warp_type);
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_domain_warp_noise.SetSeed(seed);
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_domain_warp_noise.SetDomainWarpAmp(domain_warp_amplitude);
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_domain_warp_noise.SetFrequency(domain_warp_frequency);
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_domain_warp_noise.SetFractalType(_FastNoiseLite::FractalType_None);
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_domain_warp_noise.SetFractalOctaves(domain_warp_fractal_octaves);
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_domain_warp_noise.SetFractalLacunarity(domain_warp_fractal_lacunarity);
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_domain_warp_noise.SetFractalGain(domain_warp_fractal_gain);
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}
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FastNoiseLite::~FastNoiseLite() {
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void FastNoiseLite::set_seed(int p_seed) {
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seed = p_seed;
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_noise.SetSeed(p_seed);
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_domain_warp_noise.SetSeed(p_seed);
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emit_changed();
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}
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@ -94,14 +93,6 @@ real_t FastNoiseLite::get_frequency() const {
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return frequency;
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}
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void FastNoiseLite::set_in_3d_space(bool p_enable) {
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in_3d_space = p_enable;
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emit_changed();
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}
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bool FastNoiseLite::is_in_3d_space() const {
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return in_3d_space;
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}
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void FastNoiseLite::set_offset(Vector3 p_offset) {
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offset = p_offset;
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emit_changed();
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@ -111,46 +102,6 @@ Vector3 FastNoiseLite::get_offset() const {
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return offset;
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}
|
||||
|
||||
void FastNoiseLite::set_color_ramp(const Ref<Gradient> &p_gradient) {
|
||||
color_ramp = p_gradient;
|
||||
if (color_ramp.is_valid()) {
|
||||
color_ramp->connect(SNAME("changed"), callable_mp(this, &FastNoiseLite::_changed));
|
||||
emit_changed();
|
||||
}
|
||||
}
|
||||
|
||||
Ref<Gradient> FastNoiseLite::get_color_ramp() const {
|
||||
return color_ramp;
|
||||
}
|
||||
|
||||
// Noise functions.
|
||||
|
||||
real_t FastNoiseLite::get_noise_1d(real_t p_x) {
|
||||
return get_noise_2d(p_x, 0.0);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) {
|
||||
return get_noise_2d(p_v.x, p_v.y);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) {
|
||||
if (domain_warp_enabled) {
|
||||
_domain_warp_noise.DomainWarp(p_x, p_y);
|
||||
}
|
||||
return _noise.GetNoise(p_x + offset.x, p_y + offset.y);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) {
|
||||
return get_noise_3d(p_v.x, p_v.y, p_v.z);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) {
|
||||
if (domain_warp_enabled) {
|
||||
_domain_warp_noise.DomainWarp(p_x, p_y, p_z);
|
||||
}
|
||||
return _noise.GetNoise(p_x + offset.x, p_y + offset.y, p_z + offset.z);
|
||||
}
|
||||
|
||||
// Fractal.
|
||||
|
||||
void FastNoiseLite::set_fractal_type(FractalType p_type) {
|
||||
|
@ -204,12 +155,12 @@ real_t FastNoiseLite::get_fractal_weighted_strength() const {
|
|||
}
|
||||
|
||||
void FastNoiseLite::set_fractal_ping_pong_strength(real_t p_ping_pong_strength) {
|
||||
fractal_pinp_pong_strength = p_ping_pong_strength;
|
||||
fractal_ping_pong_strength = p_ping_pong_strength;
|
||||
_noise.SetFractalPingPongStrength(p_ping_pong_strength);
|
||||
emit_changed();
|
||||
}
|
||||
real_t FastNoiseLite::get_fractal_ping_pong_strength() const {
|
||||
return fractal_pinp_pong_strength;
|
||||
return fractal_ping_pong_strength;
|
||||
}
|
||||
|
||||
// Cellular.
|
||||
|
@ -237,7 +188,6 @@ real_t FastNoiseLite::get_cellular_jitter() const {
|
|||
void FastNoiseLite::set_cellular_return_type(CellularReturnType p_ret) {
|
||||
cellular_return_type = p_ret;
|
||||
_noise.SetCellularReturnType((_FastNoiseLite::CellularReturnType)p_ret);
|
||||
|
||||
emit_changed();
|
||||
}
|
||||
|
||||
|
@ -345,68 +295,32 @@ real_t FastNoiseLite::get_domain_warp_fractal_gain() const {
|
|||
return domain_warp_fractal_gain;
|
||||
}
|
||||
|
||||
// Textures.
|
||||
// Noise interface functions.
|
||||
|
||||
Ref<Image> FastNoiseLite::get_image(int p_width, int p_height, bool p_invert) {
|
||||
bool grayscale = color_ramp.is_null();
|
||||
|
||||
Vector<uint8_t> data;
|
||||
data.resize(p_width * p_height * (grayscale ? 1 : 4));
|
||||
|
||||
uint8_t *wd8 = data.ptrw();
|
||||
|
||||
// Get all values and identify min/max values.
|
||||
Vector<real_t> values;
|
||||
values.resize(p_width * p_height);
|
||||
real_t min_val = 100;
|
||||
real_t max_val = -100;
|
||||
|
||||
for (int y = 0, i = 0; y < p_height; y++) {
|
||||
for (int x = 0; x < p_width; x++, i++) {
|
||||
values.set(i, is_in_3d_space() ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
|
||||
if (values[i] > max_val) {
|
||||
max_val = values[i];
|
||||
}
|
||||
if (values[i] < min_val) {
|
||||
min_val = values[i];
|
||||
}
|
||||
}
|
||||
real_t FastNoiseLite::get_noise_1d(real_t p_x) const {
|
||||
return get_noise_2d(p_x, 0.0);
|
||||
}
|
||||
|
||||
// Normalize values and write to texture.
|
||||
uint8_t value;
|
||||
for (int i = 0, x = 0; i < p_height; i++) {
|
||||
for (int j = 0; j < p_width; j++, x++) {
|
||||
if (max_val == min_val) {
|
||||
value = 0;
|
||||
} else {
|
||||
value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
|
||||
}
|
||||
if (p_invert) {
|
||||
value = 255 - value;
|
||||
}
|
||||
if (grayscale) {
|
||||
wd8[x] = value;
|
||||
} else {
|
||||
float luminance = value / 255.0;
|
||||
Color ramp_color = color_ramp->get_color_at_offset(luminance);
|
||||
wd8[x * 4 + 0] = uint8_t(CLAMP(ramp_color.r * 255, 0, 255));
|
||||
wd8[x * 4 + 1] = uint8_t(CLAMP(ramp_color.g * 255, 0, 255));
|
||||
wd8[x * 4 + 2] = uint8_t(CLAMP(ramp_color.b * 255, 0, 255));
|
||||
wd8[x * 4 + 3] = uint8_t(CLAMP(ramp_color.a * 255, 0, 255));
|
||||
}
|
||||
}
|
||||
}
|
||||
if (grayscale) {
|
||||
return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
|
||||
} else {
|
||||
return memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data));
|
||||
}
|
||||
real_t FastNoiseLite::get_noise_2dv(Vector2 p_v) const {
|
||||
return get_noise_2d(p_v.x, p_v.y);
|
||||
}
|
||||
|
||||
Ref<Image> FastNoiseLite::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
|
||||
// Just return parent function. This is here only so Godot will properly document this function.
|
||||
return Noise::get_seamless_image(p_width, p_height, p_invert, p_blend_skirt);
|
||||
real_t FastNoiseLite::get_noise_2d(real_t p_x, real_t p_y) const {
|
||||
if (domain_warp_enabled) {
|
||||
_domain_warp_noise.DomainWarp(p_x, p_y);
|
||||
}
|
||||
return _noise.GetNoise(p_x + offset.x, p_y + offset.y);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_3dv(Vector3 p_v) const {
|
||||
return get_noise_3d(p_v.x, p_v.y, p_v.z);
|
||||
}
|
||||
|
||||
real_t FastNoiseLite::get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const {
|
||||
if (domain_warp_enabled) {
|
||||
_domain_warp_noise.DomainWarp(p_x, p_y, p_z);
|
||||
}
|
||||
return _noise.GetNoise(p_x + offset.x, p_y + offset.y, p_z + offset.z);
|
||||
}
|
||||
|
||||
void FastNoiseLite::_changed() {
|
||||
|
@ -418,108 +332,103 @@ void FastNoiseLite::_bind_methods() {
|
|||
|
||||
ClassDB::bind_method(D_METHOD("set_noise_type", "type"), &FastNoiseLite::set_noise_type);
|
||||
ClassDB::bind_method(D_METHOD("get_noise_type"), &FastNoiseLite::get_noise_type);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "noise_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Smooth,Cellular,Perlin,Value Cubic,Value"), "set_noise_type", "get_noise_type");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_seed", "seed"), &FastNoiseLite::set_seed);
|
||||
ClassDB::bind_method(D_METHOD("get_seed"), &FastNoiseLite::get_seed);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_frequency", "freq"), &FastNoiseLite::set_frequency);
|
||||
ClassDB::bind_method(D_METHOD("get_frequency"), &FastNoiseLite::get_frequency);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frequency", PROPERTY_HINT_RANGE, ".001,1"), "set_frequency", "get_frequency");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &FastNoiseLite::set_in_3d_space);
|
||||
ClassDB::bind_method(D_METHOD("is_in_3d_space"), &FastNoiseLite::is_in_3d_space);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_offset", "offset"), &FastNoiseLite::set_offset);
|
||||
ClassDB::bind_method(D_METHOD("get_offset"), &FastNoiseLite::get_offset);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "offset", PROPERTY_HINT_RANGE, "-999999999,999999999,1"), "set_offset", "get_offset");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &FastNoiseLite::set_color_ramp);
|
||||
ClassDB::bind_method(D_METHOD("get_color_ramp"), &FastNoiseLite::get_color_ramp);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
|
||||
|
||||
// Fractal.
|
||||
|
||||
ADD_GROUP("Fractal", "fractal_");
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_type", "type"), &FastNoiseLite::set_fractal_type);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_type"), &FastNoiseLite::get_fractal_type);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_type", PROPERTY_HINT_ENUM, "None,FBM,Ridged,Ping-Pong"), "set_fractal_type", "get_fractal_type");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_octaves", "octave_count"), &FastNoiseLite::set_fractal_octaves);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_octaves"), &FastNoiseLite::get_fractal_octaves);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_fractal_octaves", "get_fractal_octaves");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_lacunarity", "lacunarity"), &FastNoiseLite::set_fractal_lacunarity);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_lacunarity"), &FastNoiseLite::get_fractal_lacunarity);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_lacunarity"), "set_fractal_lacunarity", "get_fractal_lacunarity");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_gain", "gain"), &FastNoiseLite::set_fractal_gain);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_gain"), &FastNoiseLite::get_fractal_gain);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_gain"), "set_fractal_gain", "get_fractal_gain");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_weighted_strength", "weighted_strength"), &FastNoiseLite::set_fractal_weighted_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_weighted_strength"), &FastNoiseLite::get_fractal_weighted_strength);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_weighted_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fractal_weighted_strength", "get_fractal_weighted_strength");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_fractal_ping_pong_strength", "ping_pong_strength"), &FastNoiseLite::set_fractal_ping_pong_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_fractal_ping_pong_strength"), &FastNoiseLite::get_fractal_ping_pong_strength);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_ping_pong_strength"), "set_fractal_ping_pong_strength", "get_fractal_ping_pong_strength");
|
||||
|
||||
// Cellular.
|
||||
|
||||
ADD_GROUP("Cellular", "cellular_");
|
||||
ClassDB::bind_method(D_METHOD("set_cellular_distance_function", "func"), &FastNoiseLite::set_cellular_distance_function);
|
||||
ClassDB::bind_method(D_METHOD("get_cellular_distance_function"), &FastNoiseLite::get_cellular_distance_function);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_distance_function", PROPERTY_HINT_ENUM, "Euclidean,Euclidean Squared,Manhattan,Hybrid"), "set_cellular_distance_function", "get_cellular_distance_function");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_cellular_jitter", "jitter"), &FastNoiseLite::set_cellular_jitter);
|
||||
ClassDB::bind_method(D_METHOD("get_cellular_jitter"), &FastNoiseLite::get_cellular_jitter);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cellular_jitter"), "set_cellular_jitter", "get_cellular_jitter");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_cellular_return_type", "ret"), &FastNoiseLite::set_cellular_return_type);
|
||||
ClassDB::bind_method(D_METHOD("get_cellular_return_type"), &FastNoiseLite::get_cellular_return_type);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_return_type", PROPERTY_HINT_ENUM, "Cell Value,Distance,Distance2,Distance2Add,Distance2Sub,Distance2Mul,Distance2Div"), "set_cellular_return_type", "get_cellular_return_type");
|
||||
|
||||
// Domain warp.
|
||||
|
||||
ADD_GROUP("Domain Warp", "domain_warp_");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_enabled", "domain_warp_enabled"), &FastNoiseLite::set_domain_warp_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_domain_warp_enabled"), &FastNoiseLite::is_domain_warp_enabled);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "domain_warp_enabled"), "set_domain_warp_enabled", "is_domain_warp_enabled");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_type", "domain_warp_type"), &FastNoiseLite::set_domain_warp_type);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_type"), &FastNoiseLite::get_domain_warp_type);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Reduced,Basic Grid"), "set_domain_warp_type", "get_domain_warp_type");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_amplitude", "domain_warp_amplitude"), &FastNoiseLite::set_domain_warp_amplitude);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_amplitude"), &FastNoiseLite::get_domain_warp_amplitude);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_amplitude"), "set_domain_warp_amplitude", "get_domain_warp_amplitude");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_frequency", "domain_warp_frequency"), &FastNoiseLite::set_domain_warp_frequency);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_frequency"), &FastNoiseLite::get_domain_warp_frequency);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_frequency"), "set_domain_warp_frequency", "get_domain_warp_frequency");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_type", "domain_warp_fractal_type"), &FastNoiseLite::set_domain_warp_fractal_type);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_type"), &FastNoiseLite::get_domain_warp_fractal_type);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_type", PROPERTY_HINT_ENUM, "None,Progressive,Independent"), "set_domain_warp_fractal_type", "get_domain_warp_fractal_type");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_octaves", "domain_warp_octave_count"), &FastNoiseLite::set_domain_warp_fractal_octaves);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_octaves"), &FastNoiseLite::get_domain_warp_fractal_octaves);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_domain_warp_fractal_octaves", "get_domain_warp_fractal_octaves");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_lacunarity", "domain_warp_lacunarity"), &FastNoiseLite::set_domain_warp_fractal_lacunarity);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_lacunarity"), &FastNoiseLite::get_domain_warp_fractal_lacunarity);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_lacunarity"), "set_domain_warp_fractal_lacunarity", "get_domain_warp_fractal_lacunarity");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_domain_warp_fractal_gain", "domain_warp_gain"), &FastNoiseLite::set_domain_warp_fractal_gain);
|
||||
ClassDB::bind_method(D_METHOD("get_domain_warp_fractal_gain"), &FastNoiseLite::get_domain_warp_fractal_gain);
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_gain"), "set_domain_warp_fractal_gain", "get_domain_warp_fractal_gain");
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_changed"), &FastNoiseLite::_changed);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "noise_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Smooth,Cellular,Perlin,Value Cubic,Value"), "set_noise_type", "get_noise_type");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "seed"), "set_seed", "get_seed");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "frequency", PROPERTY_HINT_RANGE, ".001,1"), "set_frequency", "get_frequency");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::VECTOR3, "offset", PROPERTY_HINT_RANGE, "-999999999,999999999,0.01"), "set_offset", "get_offset");
|
||||
|
||||
ADD_GROUP("Fractal", "fractal_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_type", PROPERTY_HINT_ENUM, "None,FBM,Ridged,Ping-Pong"), "set_fractal_type", "get_fractal_type");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_fractal_octaves", "get_fractal_octaves");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_lacunarity"), "set_fractal_lacunarity", "get_fractal_lacunarity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_gain"), "set_fractal_gain", "get_fractal_gain");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_weighted_strength", PROPERTY_HINT_RANGE, "0,1,0.01"), "set_fractal_weighted_strength", "get_fractal_weighted_strength");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "fractal_ping_pong_strength"), "set_fractal_ping_pong_strength", "get_fractal_ping_pong_strength");
|
||||
|
||||
ADD_GROUP("Cellular", "cellular_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_distance_function", PROPERTY_HINT_ENUM, "Euclidean,Euclidean Squared,Manhattan,Hybrid"), "set_cellular_distance_function", "get_cellular_distance_function");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "cellular_jitter"), "set_cellular_jitter", "get_cellular_jitter");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "cellular_return_type", PROPERTY_HINT_ENUM, "Cell Value,Distance,Distance2,Distance2Add,Distance2Sub,Distance2Mul,Distance2Div"), "set_cellular_return_type", "get_cellular_return_type");
|
||||
|
||||
ADD_GROUP("Domain Warp", "domain_warp_");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "domain_warp_enabled"), "set_domain_warp_enabled", "is_domain_warp_enabled");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_type", PROPERTY_HINT_ENUM, "Simplex,Simplex Reduced,Basic Grid"), "set_domain_warp_type", "get_domain_warp_type");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_amplitude"), "set_domain_warp_amplitude", "get_domain_warp_amplitude");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_frequency"), "set_domain_warp_frequency", "get_domain_warp_frequency");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_type", PROPERTY_HINT_ENUM, "None,Progressive,Independent"), "set_domain_warp_fractal_type", "get_domain_warp_fractal_type");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "domain_warp_fractal_octaves", PROPERTY_HINT_RANGE, "1,10,1"), "set_domain_warp_fractal_octaves", "get_domain_warp_fractal_octaves");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_lacunarity"), "set_domain_warp_fractal_lacunarity", "get_domain_warp_fractal_lacunarity");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "domain_warp_fractal_gain"), "set_domain_warp_fractal_gain", "get_domain_warp_fractal_gain");
|
||||
|
||||
BIND_ENUM_CONSTANT(TYPE_VALUE);
|
||||
BIND_ENUM_CONSTANT(TYPE_VALUE_CUBIC);
|
||||
BIND_ENUM_CONSTANT(TYPE_PERLIN);
|
||||
|
|
|
@ -99,36 +99,33 @@ private:
|
|||
_FastNoiseLite _domain_warp_noise;
|
||||
|
||||
Vector3 offset;
|
||||
NoiseType noise_type;
|
||||
Ref<Gradient> color_ramp;
|
||||
NoiseType noise_type = TYPE_SIMPLEX_SMOOTH;
|
||||
|
||||
int seed;
|
||||
real_t frequency;
|
||||
bool in_3d_space;
|
||||
int seed = 0;
|
||||
real_t frequency = 0.01;
|
||||
|
||||
// Fractal specific.
|
||||
FractalType fractal_type;
|
||||
int fractal_octaves;
|
||||
real_t fractal_lacunarity;
|
||||
real_t fractal_gain;
|
||||
real_t fractal_weighted_strength;
|
||||
real_t fractal_pinp_pong_strength;
|
||||
FractalType fractal_type = FRACTAL_FBM;
|
||||
int fractal_octaves = 5;
|
||||
real_t fractal_lacunarity = 2;
|
||||
real_t fractal_gain = 0.5;
|
||||
real_t fractal_weighted_strength = 0;
|
||||
real_t fractal_ping_pong_strength = 2;
|
||||
|
||||
// Cellular specific.
|
||||
CellularDistanceFunction cellular_distance_function;
|
||||
CellularReturnType cellular_return_type;
|
||||
real_t cellular_jitter;
|
||||
CellularDistanceFunction cellular_distance_function = DISTANCE_EUCLIDEAN;
|
||||
CellularReturnType cellular_return_type = RETURN_DISTANCE;
|
||||
real_t cellular_jitter = 0.45;
|
||||
|
||||
// Domain warp specific.
|
||||
bool domain_warp_enabled;
|
||||
DomainWarpType domain_warp_type;
|
||||
real_t domain_warp_frequency;
|
||||
real_t domain_warp_amplitude;
|
||||
|
||||
DomainWarpFractalType domain_warp_fractal_type;
|
||||
int domain_warp_fractal_octaves;
|
||||
real_t domain_warp_fractal_lacunarity;
|
||||
real_t domain_warp_fractal_gain;
|
||||
bool domain_warp_enabled = false;
|
||||
DomainWarpType domain_warp_type = DOMAIN_WARP_SIMPLEX;
|
||||
real_t domain_warp_amplitude = 30.0;
|
||||
real_t domain_warp_frequency = 0.05;
|
||||
DomainWarpFractalType domain_warp_fractal_type = DOMAIN_WARP_FRACTAL_PROGRESSIVE;
|
||||
int domain_warp_fractal_octaves = 5;
|
||||
real_t domain_warp_fractal_lacunarity = 6;
|
||||
real_t domain_warp_fractal_gain = 0.5;
|
||||
|
||||
public:
|
||||
FastNoiseLite();
|
||||
|
@ -145,15 +142,9 @@ public:
|
|||
void set_frequency(real_t p_freq);
|
||||
real_t get_frequency() const;
|
||||
|
||||
void set_in_3d_space(bool p_enable);
|
||||
bool is_in_3d_space() const;
|
||||
|
||||
void set_offset(Vector3 p_offset);
|
||||
Vector3 get_offset() const;
|
||||
|
||||
void set_color_ramp(const Ref<Gradient> &p_gradient);
|
||||
Ref<Gradient> get_color_ramp() const;
|
||||
|
||||
// Fractal specific.
|
||||
|
||||
void set_fractal_type(FractalType p_type);
|
||||
|
@ -212,17 +203,13 @@ public:
|
|||
real_t get_domain_warp_fractal_gain() const;
|
||||
|
||||
// Interface methods.
|
||||
real_t get_noise_1d(real_t p_x) const override;
|
||||
|
||||
Ref<Image> get_image(int p_width, int p_height, bool p_invert = false) override;
|
||||
Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, real_t p_blend_skirt = 0.1) override;
|
||||
real_t get_noise_2dv(Vector2 p_v) const override;
|
||||
real_t get_noise_2d(real_t p_x, real_t p_y) const override;
|
||||
|
||||
real_t get_noise_1d(real_t p_x) override;
|
||||
|
||||
real_t get_noise_2dv(Vector2 p_v) override;
|
||||
real_t get_noise_2d(real_t p_x, real_t p_y) override;
|
||||
|
||||
real_t get_noise_3dv(Vector3 p_v) override;
|
||||
real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) override;
|
||||
real_t get_noise_3dv(Vector3 p_v) const override;
|
||||
real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const override;
|
||||
|
||||
void _changed();
|
||||
};
|
||||
|
|
|
@ -30,13 +30,13 @@
|
|||
|
||||
#include "noise.h"
|
||||
|
||||
Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
|
||||
Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt) const {
|
||||
int skirt_width = p_width * p_blend_skirt;
|
||||
int skirt_height = p_height * p_blend_skirt;
|
||||
int src_width = p_width + skirt_width;
|
||||
int src_height = p_height + skirt_height;
|
||||
|
||||
Ref<Image> src = get_image(src_width, src_height, p_invert);
|
||||
Ref<Image> src = get_image(src_width, src_height, p_invert, p_in_3d_space);
|
||||
bool grayscale = (src->get_format() == Image::FORMAT_L8);
|
||||
if (grayscale) {
|
||||
return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
|
||||
|
@ -54,6 +54,50 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
|
|||
return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
|
||||
}
|
||||
|
||||
Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space) const {
|
||||
Vector<uint8_t> data;
|
||||
data.resize(p_width * p_height);
|
||||
|
||||
uint8_t *wd8 = data.ptrw();
|
||||
|
||||
// Get all values and identify min/max values.
|
||||
Vector<real_t> values;
|
||||
values.resize(p_width * p_height);
|
||||
real_t min_val = 1000;
|
||||
real_t max_val = -1000;
|
||||
|
||||
for (int y = 0, i = 0; y < p_height; y++) {
|
||||
for (int x = 0; x < p_width; x++, i++) {
|
||||
values.set(i, p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
|
||||
if (values[i] > max_val) {
|
||||
max_val = values[i];
|
||||
}
|
||||
if (values[i] < min_val) {
|
||||
min_val = values[i];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Normalize values and write to texture.
|
||||
uint8_t value;
|
||||
for (int i = 0, x = 0; i < p_height; i++) {
|
||||
for (int j = 0; j < p_width; j++, x++) {
|
||||
if (max_val == min_val) {
|
||||
value = 0;
|
||||
} else {
|
||||
value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
|
||||
}
|
||||
if (p_invert) {
|
||||
value = 255 - value;
|
||||
}
|
||||
|
||||
wd8[x] = value;
|
||||
}
|
||||
}
|
||||
|
||||
return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
|
||||
}
|
||||
|
||||
void Noise::_bind_methods() {
|
||||
// Noise functions.
|
||||
ClassDB::bind_method(D_METHOD("get_noise_1d", "x"), &Noise::get_noise_1d);
|
||||
|
@ -63,6 +107,6 @@ void Noise::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
|
||||
|
||||
// Textures.
|
||||
ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert"), &Noise::get_image, DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "skirt"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(0.1));
|
||||
ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space"), &Noise::get_image, DEFVAL(false), DEFVAL(false));
|
||||
ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1));
|
||||
}
|
||||
|
|
|
@ -81,7 +81,7 @@ class Noise : public Resource {
|
|||
};
|
||||
|
||||
template <typename T>
|
||||
Ref<Image> _generate_seamless_image(Ref<Image> p_src, int p_width, int p_height, bool p_invert, real_t p_blend_skirt) {
|
||||
Ref<Image> _generate_seamless_image(Ref<Image> p_src, int p_width, int p_height, bool p_invert, real_t p_blend_skirt) const {
|
||||
/*
|
||||
To make a seamless image, we swap the quadrants so the edges are perfect matches.
|
||||
We initially get a 10% larger image so we have an overlap we can use to blend over the seams.
|
||||
|
@ -225,16 +225,16 @@ public:
|
|||
// Virtual destructor so we can delete any Noise derived object when referenced as a Noise*.
|
||||
virtual ~Noise() {}
|
||||
|
||||
virtual real_t get_noise_1d(real_t p_x) = 0;
|
||||
virtual real_t get_noise_1d(real_t p_x) const = 0;
|
||||
|
||||
virtual real_t get_noise_2dv(Vector2 p_v) = 0;
|
||||
virtual real_t get_noise_2d(real_t p_x, real_t p_y) = 0;
|
||||
virtual real_t get_noise_2dv(Vector2 p_v) const = 0;
|
||||
virtual real_t get_noise_2d(real_t p_x, real_t p_y) const = 0;
|
||||
|
||||
virtual real_t get_noise_3dv(Vector3 p_v) = 0;
|
||||
virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) = 0;
|
||||
virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
|
||||
virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
|
||||
|
||||
virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false) = 0;
|
||||
virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, real_t p_blend_skirt = 0.1);
|
||||
virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false) const;
|
||||
virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1) const;
|
||||
};
|
||||
|
||||
#endif // NOISE_H
|
||||
|
|
|
@ -47,15 +47,22 @@ NoiseTexture::~NoiseTexture() {
|
|||
}
|
||||
|
||||
void NoiseTexture::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
|
||||
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
|
||||
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
|
||||
ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
|
||||
ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
|
||||
ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture::set_in_3d_space);
|
||||
ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture::is_in_3d_space);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture::set_generate_mipmaps);
|
||||
ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture::is_generating_mipmaps);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
|
||||
ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
|
||||
|
||||
|
@ -68,17 +75,22 @@ void NoiseTexture::_bind_methods() {
|
|||
ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
|
||||
ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
|
||||
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
|
||||
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
|
||||
ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture::set_color_ramp);
|
||||
ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture::get_color_ramp);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
|
||||
ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps"), "set_generate_mipmaps", "is_generating_mipmaps");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map"), "set_as_normal_map", "is_normal_map");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
|
||||
}
|
||||
|
||||
|
@ -143,18 +155,42 @@ Ref<Image> NoiseTexture::_generate_texture() {
|
|||
Ref<Image> image;
|
||||
|
||||
if (seamless) {
|
||||
image = ref_noise->get_seamless_image(size.x, size.y, invert, seamless_blend_skirt);
|
||||
image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt);
|
||||
} else {
|
||||
image = ref_noise->get_image(size.x, size.y, invert);
|
||||
image = ref_noise->get_image(size.x, size.y, invert, in_3d_space);
|
||||
}
|
||||
if (color_ramp.is_valid()) {
|
||||
image = _modulate_with_gradient(image, color_ramp);
|
||||
}
|
||||
|
||||
if (as_normal_map) {
|
||||
image->bump_map_to_normal_map(bump_strength);
|
||||
}
|
||||
if (generate_mipmaps) {
|
||||
image->generate_mipmaps();
|
||||
}
|
||||
|
||||
return image;
|
||||
}
|
||||
|
||||
Ref<Image> NoiseTexture::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
|
||||
int width = p_image->get_width();
|
||||
int height = p_image->get_height();
|
||||
|
||||
Ref<Image> new_image;
|
||||
new_image.instantiate();
|
||||
new_image->create(width, height, false, Image::FORMAT_RGBA8);
|
||||
|
||||
for (int row = 0; row < height; row++) {
|
||||
for (int col = 0; col < width; col++) {
|
||||
Color pixel_color = p_image->get_pixel(col, row);
|
||||
Color ramp_color = color_ramp->get_color_at_offset(pixel_color.get_luminance());
|
||||
new_image->set_pixel(col, row, ramp_color);
|
||||
}
|
||||
}
|
||||
|
||||
return new_image;
|
||||
}
|
||||
|
||||
void NoiseTexture::_update_texture() {
|
||||
bool use_thread = true;
|
||||
if (first_time) {
|
||||
|
@ -227,6 +263,29 @@ bool NoiseTexture::get_invert() const {
|
|||
return invert;
|
||||
}
|
||||
|
||||
void NoiseTexture::set_in_3d_space(bool p_enable) {
|
||||
if (p_enable == in_3d_space) {
|
||||
return;
|
||||
}
|
||||
in_3d_space = p_enable;
|
||||
_queue_update();
|
||||
}
|
||||
bool NoiseTexture::is_in_3d_space() const {
|
||||
return in_3d_space;
|
||||
}
|
||||
|
||||
void NoiseTexture::set_generate_mipmaps(bool p_enable) {
|
||||
if (p_enable == generate_mipmaps) {
|
||||
return;
|
||||
}
|
||||
generate_mipmaps = p_enable;
|
||||
_queue_update();
|
||||
}
|
||||
|
||||
bool NoiseTexture::is_generating_mipmaps() const {
|
||||
return generate_mipmaps;
|
||||
}
|
||||
|
||||
void NoiseTexture::set_seamless(bool p_seamless) {
|
||||
if (p_seamless == seamless) {
|
||||
return;
|
||||
|
@ -278,6 +337,24 @@ float NoiseTexture::get_bump_strength() {
|
|||
return bump_strength;
|
||||
}
|
||||
|
||||
void NoiseTexture::set_color_ramp(const Ref<Gradient> &p_gradient) {
|
||||
if (p_gradient == color_ramp) {
|
||||
return;
|
||||
}
|
||||
if (color_ramp.is_valid()) {
|
||||
color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
|
||||
}
|
||||
color_ramp = p_gradient;
|
||||
if (color_ramp.is_valid()) {
|
||||
color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
|
||||
}
|
||||
_queue_update();
|
||||
}
|
||||
|
||||
Ref<Gradient> NoiseTexture::get_color_ramp() const {
|
||||
return color_ramp;
|
||||
}
|
||||
|
||||
int NoiseTexture::get_width() const {
|
||||
return size.x;
|
||||
}
|
||||
|
|
|
@ -51,15 +51,18 @@ private:
|
|||
mutable RID texture;
|
||||
uint32_t flags = 0;
|
||||
|
||||
Ref<Noise> noise;
|
||||
Size2i size = Size2i(512, 512);
|
||||
bool invert = false;
|
||||
Vector2i size = Vector2i(512, 512);
|
||||
Vector2 noise_offset;
|
||||
bool in_3d_space = false;
|
||||
bool generate_mipmaps = true;
|
||||
bool seamless = false;
|
||||
real_t seamless_blend_skirt = 0.1;
|
||||
bool as_normal_map = false;
|
||||
float bump_strength = 8.0;
|
||||
|
||||
Ref<Gradient> color_ramp;
|
||||
Ref<Noise> noise;
|
||||
|
||||
void _thread_done(const Ref<Image> &p_image);
|
||||
static void _thread_function(void *p_ud);
|
||||
|
||||
|
@ -68,6 +71,8 @@ private:
|
|||
void _update_texture();
|
||||
void _set_texture_image(const Ref<Image> &p_image);
|
||||
|
||||
Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
|
||||
|
||||
protected:
|
||||
static void _bind_methods();
|
||||
virtual void _validate_property(PropertyInfo &property) const override;
|
||||
|
@ -82,6 +87,12 @@ public:
|
|||
void set_invert(bool p_invert);
|
||||
bool get_invert() const;
|
||||
|
||||
void set_in_3d_space(bool p_enable);
|
||||
bool is_in_3d_space() const;
|
||||
|
||||
void set_generate_mipmaps(bool p_enable);
|
||||
bool is_generating_mipmaps() const;
|
||||
|
||||
void set_seamless(bool p_seamless);
|
||||
bool get_seamless();
|
||||
|
||||
|
@ -94,6 +105,9 @@ public:
|
|||
void set_bump_strength(float p_bump_strength);
|
||||
float get_bump_strength();
|
||||
|
||||
void set_color_ramp(const Ref<Gradient> &p_gradient);
|
||||
Ref<Gradient> get_color_ramp() const;
|
||||
|
||||
int get_width() const override;
|
||||
int get_height() const override;
|
||||
|
||||
|
|
|
@ -34,10 +34,19 @@
|
|||
#include "noise.h"
|
||||
#include "noise_texture.h"
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
#include "editor/editor_plugin.h"
|
||||
#include "editor/noise_editor_plugin.h"
|
||||
#endif
|
||||
|
||||
void register_noise_types() {
|
||||
GDREGISTER_CLASS(NoiseTexture);
|
||||
GDREGISTER_ABSTRACT_CLASS(Noise);
|
||||
GDREGISTER_CLASS(FastNoiseLite);
|
||||
|
||||
#ifdef TOOLS_ENABLED
|
||||
EditorPlugins::add_by_type<NoiseEditorPlugin>();
|
||||
#endif
|
||||
}
|
||||
|
||||
void unregister_noise_types() {
|
||||
|
|
92
thirdparty/noise/FastNoiseLite.h
vendored
92
thirdparty/noise/FastNoiseLite.h
vendored
|
@ -295,7 +295,7 @@ public:
|
|||
/// Noise output bounded between -1...1
|
||||
/// </returns>
|
||||
template <typename FNfloat>
|
||||
float GetNoise(FNfloat x, FNfloat y)
|
||||
float GetNoise(FNfloat x, FNfloat y) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
|
@ -321,7 +321,7 @@ public:
|
|||
/// Noise output bounded between -1...1
|
||||
/// </returns>
|
||||
template <typename FNfloat>
|
||||
float GetNoise(FNfloat x, FNfloat y, FNfloat z)
|
||||
float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
|
@ -350,7 +350,7 @@ public:
|
|||
/// noise = GetNoise(x, y)</code>
|
||||
/// </example>
|
||||
template <typename FNfloat>
|
||||
void DomainWarp(FNfloat& x, FNfloat& y)
|
||||
void DomainWarp(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
|
@ -377,7 +377,7 @@ public:
|
|||
/// noise = GetNoise(x, y, z)</code>
|
||||
/// </example>
|
||||
template <typename FNfloat>
|
||||
void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
|
@ -528,7 +528,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
|
||||
float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed);
|
||||
hash ^= hash >> 15;
|
||||
|
@ -541,7 +541,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
|
||||
float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
|
||||
hash ^= hash >> 15;
|
||||
|
@ -555,7 +555,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo)
|
||||
void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
|
||||
|
||||
|
@ -564,7 +564,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo)
|
||||
void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
|
||||
|
||||
|
@ -574,7 +574,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo)
|
||||
void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed);
|
||||
int index1 = hash & (127 << 1);
|
||||
|
@ -592,7 +592,7 @@ private:
|
|||
}
|
||||
|
||||
|
||||
void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo)
|
||||
void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
|
||||
int index1 = hash & (63 << 2);
|
||||
|
@ -616,7 +616,7 @@ private:
|
|||
// Generic noise gen
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenNoiseSingle(int seed, FNfloat x, FNfloat y)
|
||||
float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
switch (mNoiseType)
|
||||
{
|
||||
|
@ -638,7 +638,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
switch (mNoiseType)
|
||||
{
|
||||
|
@ -663,7 +663,7 @@ private:
|
|||
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
|
||||
|
||||
template <typename FNfloat>
|
||||
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y)
|
||||
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
x *= mFrequency;
|
||||
y *= mFrequency;
|
||||
|
@ -686,7 +686,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
x *= mFrequency;
|
||||
y *= mFrequency;
|
||||
|
@ -757,7 +757,7 @@ private:
|
|||
// Domain Warp Coordinate Transforms
|
||||
|
||||
template <typename FNfloat>
|
||||
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y)
|
||||
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
|
@ -777,7 +777,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
switch (mWarpTransformType3D)
|
||||
{
|
||||
|
@ -844,7 +844,7 @@ private:
|
|||
// Fractal FBm
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalFBm(FNfloat x, FNfloat y)
|
||||
float GenFractalFBm(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -865,7 +865,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z)
|
||||
float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -890,7 +890,7 @@ private:
|
|||
// Fractal Ridged
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalRidged(FNfloat x, FNfloat y)
|
||||
float GenFractalRidged(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -911,7 +911,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z)
|
||||
float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -936,7 +936,7 @@ private:
|
|||
// Fractal PingPong
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalPingPong(FNfloat x, FNfloat y)
|
||||
float GenFractalPingPong(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -957,7 +957,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z)
|
||||
float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
|
@ -982,7 +982,7 @@ private:
|
|||
// Simplex/OpenSimplex2 Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleSimplex(int seed, FNfloat x, FNfloat y)
|
||||
float SingleSimplex(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
|
||||
|
||||
|
@ -1053,7 +1053,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
// 3D OpenSimplex2 case uses two offset rotated cube grids.
|
||||
|
||||
|
@ -1155,7 +1155,7 @@ private:
|
|||
// OpenSimplex2S Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y)
|
||||
float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
// 2D OpenSimplex2S case is a modified 2D simplex noise.
|
||||
|
||||
|
@ -1286,7 +1286,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
// 3D OpenSimplex2S case uses two offset rotated cube grids.
|
||||
|
||||
|
@ -1482,7 +1482,7 @@ private:
|
|||
// Cellular Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleCellular(int seed, FNfloat x, FNfloat y)
|
||||
float SingleCellular(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int xr = FastRound(x);
|
||||
int yr = FastRound(y);
|
||||
|
@ -1612,7 +1612,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int xr = FastRound(x);
|
||||
int yr = FastRound(y);
|
||||
|
@ -1769,7 +1769,7 @@ private:
|
|||
// Perlin Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SinglePerlin(int seed, FNfloat x, FNfloat y)
|
||||
float SinglePerlin(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
|
@ -1794,7 +1794,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
|
@ -1833,7 +1833,7 @@ private:
|
|||
// Value Cubic Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleValueCubic(int seed, FNfloat x, FNfloat y)
|
||||
float SingleValueCubic(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x1 = FastFloor(x);
|
||||
int y1 = FastFloor(y);
|
||||
|
@ -1863,7 +1863,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x1 = FastFloor(x);
|
||||
int y1 = FastFloor(y);
|
||||
|
@ -1920,7 +1920,7 @@ private:
|
|||
// Value Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleValue(int seed, FNfloat x, FNfloat y)
|
||||
float SingleValue(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
|
@ -1940,7 +1940,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
|
@ -1972,7 +1972,7 @@ private:
|
|||
// Domain Warp
|
||||
|
||||
template <typename FNfloat>
|
||||
void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
|
||||
void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
|
@ -1989,7 +1989,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
|
||||
void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
|
@ -2009,7 +2009,7 @@ private:
|
|||
// Domain Warp Single Wrapper
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpSingle(FNfloat& x, FNfloat& y)
|
||||
void DomainWarpSingle(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
|
@ -2023,7 +2023,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
|
@ -2041,7 +2041,7 @@ private:
|
|||
// Domain Warp Fractal Progressive
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y)
|
||||
void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
|
@ -2062,7 +2062,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
|
@ -2087,7 +2087,7 @@ private:
|
|||
// Domain Warp Fractal Independant
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y)
|
||||
void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
FNfloat xs = x;
|
||||
FNfloat ys = y;
|
||||
|
@ -2108,7 +2108,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
FNfloat xs = x;
|
||||
FNfloat ys = y;
|
||||
|
@ -2133,7 +2133,7 @@ private:
|
|||
// Domain Warp Basic Grid
|
||||
|
||||
template <typename FNfloat>
|
||||
void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
|
||||
void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
|
||||
{
|
||||
FNfloat xf = x * frequency;
|
||||
FNfloat yf = y * frequency;
|
||||
|
@ -2166,7 +2166,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
|
||||
void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
|
||||
{
|
||||
FNfloat xf = x * frequency;
|
||||
FNfloat yf = y * frequency;
|
||||
|
@ -2228,7 +2228,7 @@ private:
|
|||
// Domain Warp Simplex/OpenSimplex2
|
||||
|
||||
template <typename FNfloat>
|
||||
void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly)
|
||||
void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const
|
||||
{
|
||||
const float SQRT3 = 1.7320508075688772935274463415059f;
|
||||
const float G2 = (3 - SQRT3) / 6;
|
||||
|
@ -2326,7 +2326,7 @@ private:
|
|||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly)
|
||||
void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const
|
||||
{
|
||||
x *= frequency;
|
||||
y *= frequency;
|
||||
|
|
414
thirdparty/noise/patches/FastNoiseLite.patch
vendored
414
thirdparty/noise/patches/FastNoiseLite.patch
vendored
|
@ -16,3 +16,417 @@
|
|||
-#endif
|
||||
+}
|
||||
+#endif // namespace fastnoiselite
|
||||
@@ -295,7 +295,7 @@ public:
|
||||
/// Noise output bounded between -1...1
|
||||
/// </returns>
|
||||
template <typename FNfloat>
|
||||
- float GetNoise(FNfloat x, FNfloat y)
|
||||
+ float GetNoise(FNfloat x, FNfloat y) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
@@ -321,7 +321,7 @@ public:
|
||||
/// Noise output bounded between -1...1
|
||||
/// </returns>
|
||||
template <typename FNfloat>
|
||||
- float GetNoise(FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float GetNoise(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
@@ -350,7 +350,7 @@ public:
|
||||
/// noise = GetNoise(x, y)</code>
|
||||
/// </example>
|
||||
template <typename FNfloat>
|
||||
- void DomainWarp(FNfloat& x, FNfloat& y)
|
||||
+ void DomainWarp(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
@@ -377,7 +377,7 @@ public:
|
||||
/// noise = GetNoise(x, y, z)</code>
|
||||
/// </example>
|
||||
template <typename FNfloat>
|
||||
- void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void DomainWarp(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
Arguments_must_be_floating_point_values<FNfloat>();
|
||||
|
||||
@@ -528,7 +528,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd)
|
||||
+ float GradCoord(int seed, int xPrimed, int yPrimed, float xd, float yd) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed);
|
||||
hash ^= hash >> 15;
|
||||
@@ -541,7 +541,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd)
|
||||
+ float GradCoord(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
|
||||
hash ^= hash >> 15;
|
||||
@@ -555,7 +555,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo)
|
||||
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, float& xo, float& yo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed) & (255 << 1);
|
||||
|
||||
@@ -564,7 +564,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo)
|
||||
+ void GradCoordOut(int seed, int xPrimed, int yPrimed, int zPrimed, float& xo, float& yo, float& zo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed) & (255 << 2);
|
||||
|
||||
@@ -574,7 +574,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo)
|
||||
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, float xd, float yd, float& xo, float& yo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed);
|
||||
int index1 = hash & (127 << 1);
|
||||
@@ -592,7 +592,7 @@ private:
|
||||
}
|
||||
|
||||
|
||||
- void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo)
|
||||
+ void GradCoordDual(int seed, int xPrimed, int yPrimed, int zPrimed, float xd, float yd, float zd, float& xo, float& yo, float& zo) const
|
||||
{
|
||||
int hash = Hash(seed, xPrimed, yPrimed, zPrimed);
|
||||
int index1 = hash & (63 << 2);
|
||||
@@ -616,7 +616,7 @@ private:
|
||||
// Generic noise gen
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y)
|
||||
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
switch (mNoiseType)
|
||||
{
|
||||
@@ -638,7 +638,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float GenNoiseSingle(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
switch (mNoiseType)
|
||||
{
|
||||
@@ -663,7 +663,7 @@ private:
|
||||
// Noise Coordinate Transforms (frequency, and possible skew or rotation)
|
||||
|
||||
template <typename FNfloat>
|
||||
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y)
|
||||
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
x *= mFrequency;
|
||||
y *= mFrequency;
|
||||
@@ -686,7 +686,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void TransformNoiseCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
x *= mFrequency;
|
||||
y *= mFrequency;
|
||||
@@ -757,7 +757,7 @@ private:
|
||||
// Domain Warp Coordinate Transforms
|
||||
|
||||
template <typename FNfloat>
|
||||
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y)
|
||||
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
@@ -777,7 +777,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void TransformDomainWarpCoordinate(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
switch (mWarpTransformType3D)
|
||||
{
|
||||
@@ -844,7 +844,7 @@ private:
|
||||
// Fractal FBm
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalFBm(FNfloat x, FNfloat y)
|
||||
+ float GenFractalFBm(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -865,7 +865,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float GenFractalFBm(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -890,7 +890,7 @@ private:
|
||||
// Fractal Ridged
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalRidged(FNfloat x, FNfloat y)
|
||||
+ float GenFractalRidged(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -911,7 +911,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float GenFractalRidged(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -936,7 +936,7 @@ private:
|
||||
// Fractal PingPong
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalPingPong(FNfloat x, FNfloat y)
|
||||
+ float GenFractalPingPong(FNfloat x, FNfloat y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -957,7 +957,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float GenFractalPingPong(FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float sum = 0;
|
||||
@@ -982,7 +982,7 @@ private:
|
||||
// Simplex/OpenSimplex2 Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleSimplex(int seed, FNfloat x, FNfloat y)
|
||||
+ float SingleSimplex(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
// 2D OpenSimplex2 case uses the same algorithm as ordinary Simplex.
|
||||
|
||||
@@ -1053,7 +1053,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SingleOpenSimplex2(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
// 3D OpenSimplex2 case uses two offset rotated cube grids.
|
||||
|
||||
@@ -1155,7 +1155,7 @@ private:
|
||||
// OpenSimplex2S Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y)
|
||||
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
// 2D OpenSimplex2S case is a modified 2D simplex noise.
|
||||
|
||||
@@ -1286,7 +1286,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SingleOpenSimplex2S(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
// 3D OpenSimplex2S case uses two offset rotated cube grids.
|
||||
|
||||
@@ -1482,7 +1482,7 @@ private:
|
||||
// Cellular Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleCellular(int seed, FNfloat x, FNfloat y)
|
||||
+ float SingleCellular(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int xr = FastRound(x);
|
||||
int yr = FastRound(y);
|
||||
@@ -1612,7 +1612,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SingleCellular(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int xr = FastRound(x);
|
||||
int yr = FastRound(y);
|
||||
@@ -1769,7 +1769,7 @@ private:
|
||||
// Perlin Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SinglePerlin(int seed, FNfloat x, FNfloat y)
|
||||
+ float SinglePerlin(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
@@ -1794,7 +1794,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SinglePerlin(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
@@ -1833,7 +1833,7 @@ private:
|
||||
// Value Cubic Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleValueCubic(int seed, FNfloat x, FNfloat y)
|
||||
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x1 = FastFloor(x);
|
||||
int y1 = FastFloor(y);
|
||||
@@ -1863,7 +1863,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SingleValueCubic(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x1 = FastFloor(x);
|
||||
int y1 = FastFloor(y);
|
||||
@@ -1920,7 +1920,7 @@ private:
|
||||
// Value Noise
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleValue(int seed, FNfloat x, FNfloat y)
|
||||
+ float SingleValue(int seed, FNfloat x, FNfloat y) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
@@ -1940,7 +1940,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z)
|
||||
+ float SingleValue(int seed, FNfloat x, FNfloat y, FNfloat z) const
|
||||
{
|
||||
int x0 = FastFloor(x);
|
||||
int y0 = FastFloor(y);
|
||||
@@ -1972,7 +1972,7 @@ private:
|
||||
// Domain Warp
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
|
||||
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
@@ -1989,7 +1989,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
|
||||
+ void DoSingleDomainWarp(int seed, float amp, float freq, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
|
||||
{
|
||||
switch (mDomainWarpType)
|
||||
{
|
||||
@@ -2009,7 +2009,7 @@ private:
|
||||
// Domain Warp Single Wrapper
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpSingle(FNfloat& x, FNfloat& y)
|
||||
+ void DomainWarpSingle(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
@@ -2023,7 +2023,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void DomainWarpSingle(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
@@ -2041,7 +2041,7 @@ private:
|
||||
// Domain Warp Fractal Progressive
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y)
|
||||
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
@@ -2062,7 +2062,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void DomainWarpFractalProgressive(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
int seed = mSeed;
|
||||
float amp = mDomainWarpAmp * mFractalBounding;
|
||||
@@ -2087,7 +2087,7 @@ private:
|
||||
// Domain Warp Fractal Independant
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y)
|
||||
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y) const
|
||||
{
|
||||
FNfloat xs = x;
|
||||
FNfloat ys = y;
|
||||
@@ -2108,7 +2108,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z)
|
||||
+ void DomainWarpFractalIndependent(FNfloat& x, FNfloat& y, FNfloat& z) const
|
||||
{
|
||||
FNfloat xs = x;
|
||||
FNfloat ys = y;
|
||||
@@ -2133,7 +2133,7 @@ private:
|
||||
// Domain Warp Basic Grid
|
||||
|
||||
template <typename FNfloat>
|
||||
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr)
|
||||
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr) const
|
||||
{
|
||||
FNfloat xf = x * frequency;
|
||||
FNfloat yf = y * frequency;
|
||||
@@ -2166,7 +2166,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr)
|
||||
+ void SingleDomainWarpBasicGrid(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr) const
|
||||
{
|
||||
FNfloat xf = x * frequency;
|
||||
FNfloat yf = y * frequency;
|
||||
@@ -2228,7 +2228,7 @@ private:
|
||||
// Domain Warp Simplex/OpenSimplex2
|
||||
|
||||
template <typename FNfloat>
|
||||
- void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly)
|
||||
+ void SingleDomainWarpSimplexGradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat& xr, FNfloat& yr, bool outGradOnly) const
|
||||
{
|
||||
const float SQRT3 = 1.7320508075688772935274463415059f;
|
||||
const float G2 = (3 - SQRT3) / 6;
|
||||
@@ -2326,7 +2326,7 @@ private:
|
||||
}
|
||||
|
||||
template <typename FNfloat>
|
||||
- void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly)
|
||||
+ void SingleDomainWarpOpenSimplex2Gradient(int seed, float warpAmp, float frequency, FNfloat x, FNfloat y, FNfloat z, FNfloat& xr, FNfloat& yr, FNfloat& zr, bool outGradOnly) const
|
||||
{
|
||||
x *= frequency;
|
||||
y *= frequency;
|
||||
|
|
Loading…
Reference in a new issue