Add support for generating noise images with an offset.
(cherry picked from commit 97c8d9f348
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6 changed files with 31 additions and 6 deletions
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@ -31,6 +31,9 @@
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<member name="noise" type="OpenSimplexNoise" setter="set_noise" getter="get_noise">
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<member name="noise" type="OpenSimplexNoise" setter="set_noise" getter="get_noise">
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The [OpenSimplexNoise] instance used to generate the noise.
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The [OpenSimplexNoise] instance used to generate the noise.
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</member>
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</member>
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<member name="noise_offset" type="Vector2" setter="set_noise_offset" getter="get_noise_offset" default="Vector2( 0, 0 )">
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An offset used to specify the noise space coordinate of the top left corner of the generated noise. This value is ignored if [member seamless] is enabled.
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</member>
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
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Whether the texture can be tiled without visible seams or not. Seamless textures take longer to generate.
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Whether the texture can be tiled without visible seams or not. Seamless textures take longer to generate.
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[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless noise. This is due to the way noise uses higher dimensions for generating seamless noise.
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[b]Note:[/b] Seamless noise has a lower contrast compared to non-seamless noise. This is due to the way noise uses higher dimensions for generating seamless noise.
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@ -31,8 +31,10 @@
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</argument>
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</argument>
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<argument index="1" name="height" type="int">
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<argument index="1" name="height" type="int">
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</argument>
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</argument>
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<argument index="2" name="noise_offset" type="Vector2" default="Vector2( 0, 0 )">
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</argument>
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<description>
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<description>
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Generate a noise image in [constant Image.FORMAT_L8] format with the requested [code]width[/code] and [code]height[/code], based on the current noise parameters.
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Generate a noise image in [constant Image.FORMAT_L8] format with the requested [code]width[/code] and [code]height[/code], based on the current noise parameters. If [code]noise_offset[/code] is specified, then the offset value is used as the coordinates of the top-left corner of the generated noise.
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</description>
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</description>
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</method>
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</method>
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<method name="get_noise_1d" qualifiers="const">
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<method name="get_noise_1d" qualifiers="const">
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@ -62,6 +62,9 @@ void NoiseTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
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ClassDB::bind_method(D_METHOD("set_noise_offset", "noise_offset"), &NoiseTexture::set_noise_offset);
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ClassDB::bind_method(D_METHOD("get_noise_offset"), &NoiseTexture::get_noise_offset);
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ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
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ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
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ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
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ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
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@ -82,6 +85,7 @@ void NoiseTexture::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise");
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ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "noise_offset"), "set_noise_offset", "get_noise_offset");
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}
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}
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void NoiseTexture::_validate_property(PropertyInfo &property) const {
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void NoiseTexture::_validate_property(PropertyInfo &property) const {
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@ -137,7 +141,7 @@ Ref<Image> NoiseTexture::_generate_texture() {
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if (seamless) {
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if (seamless) {
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image = ref_noise->get_seamless_image(size.x);
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image = ref_noise->get_seamless_image(size.x);
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} else {
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} else {
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image = ref_noise->get_image(size.x, size.y);
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image = ref_noise->get_image(size.x, size.y, noise_offset);
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}
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}
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if (as_normalmap) {
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if (as_normalmap) {
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@ -205,6 +209,14 @@ void NoiseTexture::set_height(int p_height) {
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_queue_update();
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_queue_update();
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}
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}
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void NoiseTexture::set_noise_offset(Vector2 p_noise_offset) {
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if (noise_offset == p_noise_offset) {
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return;
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}
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noise_offset = p_noise_offset;
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_queue_update();
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}
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void NoiseTexture::set_seamless(bool p_seamless) {
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void NoiseTexture::set_seamless(bool p_seamless) {
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if (p_seamless == seamless) {
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if (p_seamless == seamless) {
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return;
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return;
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@ -252,6 +264,10 @@ int NoiseTexture::get_height() const {
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return size.y;
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return size.y;
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}
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}
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Vector2 NoiseTexture::get_noise_offset() const {
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return noise_offset;
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}
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void NoiseTexture::set_flags(uint32_t p_flags) {
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void NoiseTexture::set_flags(uint32_t p_flags) {
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flags = p_flags;
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flags = p_flags;
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VS::get_singleton()->texture_set_flags(texture, flags);
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VS::get_singleton()->texture_set_flags(texture, flags);
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@ -56,6 +56,7 @@ private:
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Ref<OpenSimplexNoise> noise;
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Ref<OpenSimplexNoise> noise;
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Vector2i size;
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Vector2i size;
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Vector2 noise_offset;
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bool seamless;
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bool seamless;
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bool as_normalmap;
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bool as_normalmap;
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float bump_strength;
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float bump_strength;
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@ -79,6 +80,9 @@ public:
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void set_width(int p_width);
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void set_width(int p_width);
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void set_height(int p_height);
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void set_height(int p_height);
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void set_noise_offset(Vector2 p_noise_offset);
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Vector2 get_noise_offset() const;
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void set_seamless(bool p_seamless);
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void set_seamless(bool p_seamless);
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bool get_seamless();
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bool get_seamless();
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@ -102,7 +102,7 @@ void OpenSimplexNoise::set_lacunarity(float p_lacunarity) {
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emit_changed();
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emit_changed();
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}
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}
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Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const {
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Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height, const Vector2 &p_noise_offset) const {
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PoolVector<uint8_t> data;
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PoolVector<uint8_t> data;
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data.resize(p_width * p_height);
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data.resize(p_width * p_height);
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@ -110,7 +110,7 @@ Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const {
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for (int i = 0; i < p_height; i++) {
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for (int i = 0; i < p_height; i++) {
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for (int j = 0; j < p_width; j++) {
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for (int j = 0; j < p_width; j++) {
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float v = get_noise_2d(j, i);
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float v = get_noise_2d(float(j) + p_noise_offset.x, float(i) + p_noise_offset.y);
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v = v * 0.5 + 0.5; // Normalize [0..1]
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v = v * 0.5 + 0.5; // Normalize [0..1]
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wd8[(i * p_width + j)] = uint8_t(CLAMP(v * 255.0, 0, 255));
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wd8[(i * p_width + j)] = uint8_t(CLAMP(v * 255.0, 0, 255));
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}
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}
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@ -167,7 +167,7 @@ void OpenSimplexNoise::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_lacunarity", "lacunarity"), &OpenSimplexNoise::set_lacunarity);
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ClassDB::bind_method(D_METHOD("set_lacunarity", "lacunarity"), &OpenSimplexNoise::set_lacunarity);
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ClassDB::bind_method(D_METHOD("get_lacunarity"), &OpenSimplexNoise::get_lacunarity);
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ClassDB::bind_method(D_METHOD("get_lacunarity"), &OpenSimplexNoise::get_lacunarity);
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ClassDB::bind_method(D_METHOD("get_image", "width", "height"), &OpenSimplexNoise::get_image);
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ClassDB::bind_method(D_METHOD("get_image", "width", "height", "noise_offset"), &OpenSimplexNoise::get_image, DEFVAL(Vector2()));
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ClassDB::bind_method(D_METHOD("get_seamless_image", "size"), &OpenSimplexNoise::get_seamless_image);
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ClassDB::bind_method(D_METHOD("get_seamless_image", "size"), &OpenSimplexNoise::get_seamless_image);
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ClassDB::bind_method(D_METHOD("get_noise_1d", "x"), &OpenSimplexNoise::get_noise_1d);
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ClassDB::bind_method(D_METHOD("get_noise_1d", "x"), &OpenSimplexNoise::get_noise_1d);
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@ -75,7 +75,7 @@ public:
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void set_lacunarity(float p_lacunarity);
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void set_lacunarity(float p_lacunarity);
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float get_lacunarity() const { return lacunarity; }
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float get_lacunarity() const { return lacunarity; }
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Ref<Image> get_image(int p_width, int p_height) const;
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Ref<Image> get_image(int p_width, int p_height, const Vector2 &p_noise_offset = Vector2()) const;
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Ref<Image> get_seamless_image(int p_size) const;
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Ref<Image> get_seamless_image(int p_size) const;
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float get_noise_1d(float x) const;
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float get_noise_1d(float x) const;
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