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[Noise/NoiseTexture2D] Allow disabling normalization
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@ -17,8 +17,10 @@
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<param index="1" name="height" type="int" />
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<param index="2" name="invert" type="bool" default="false" />
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<param index="3" name="in_3d_space" type="bool" default="false" />
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<param index="4" name="normalize" type="bool" default="true" />
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<description>
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Returns a 2D [Image] noise image.
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Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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<method name="get_noise_1d" qualifiers="const">
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@ -66,8 +68,10 @@
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<param index="2" name="invert" type="bool" default="false" />
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<param index="3" name="in_3d_space" type="bool" default="false" />
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<param index="4" name="skirt" type="float" default="0.1" />
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<param index="5" name="normalize" type="bool" default="true" />
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<description>
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Returns a seamless 2D [Image] noise image.
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Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
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</description>
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</method>
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</methods>
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@ -44,6 +44,10 @@
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<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
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The instance of the [Noise] object.
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</member>
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<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
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If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
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Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
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</member>
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<member name="resource_local_to_scene" type="bool" setter="set_local_to_scene" getter="is_local_to_scene" overrides="Resource" default="false" />
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<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
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If [code]true[/code], a seamless texture is requested from the [Noise] resource.
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@ -32,7 +32,7 @@
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#include <float.h>
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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 {
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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, bool p_normalize) const {
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ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
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int skirt_width = MAX(1, p_width * p_blend_skirt);
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@ -40,7 +40,7 @@ Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, b
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int src_width = p_width + skirt_width;
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int src_height = p_height + skirt_height;
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Ref<Image> src = get_image(src_width, src_height, p_invert, p_in_3d_space);
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Ref<Image> src = get_image(src_width, src_height, p_invert, p_in_3d_space, p_normalize);
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bool grayscale = (src->get_format() == Image::FORMAT_L8);
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if (grayscale) {
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return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
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@ -58,7 +58,7 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
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return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
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}
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Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space) const {
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Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
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ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
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Vector<uint8_t> data;
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@ -66,38 +66,49 @@ Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_
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uint8_t *wd8 = data.ptrw();
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// Get all values and identify min/max values.
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Vector<real_t> values;
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values.resize(p_width * p_height);
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real_t min_val = FLT_MAX;
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real_t max_val = -FLT_MAX;
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for (int y = 0, i = 0; y < p_height; y++) {
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for (int x = 0; x < p_width; x++, i++) {
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values.set(i, p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
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if (values[i] > max_val) {
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max_val = values[i];
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}
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if (values[i] < min_val) {
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min_val = values[i];
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if (p_normalize) {
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// Get all values and identify min/max values.
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Vector<real_t> values;
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values.resize(p_width * p_height);
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real_t min_val = FLT_MAX;
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real_t max_val = -FLT_MAX;
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for (int y = 0, i = 0; y < p_height; y++) {
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for (int x = 0; x < p_width; x++, i++) {
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values.set(i, p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
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if (values[i] > max_val) {
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max_val = values[i];
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}
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if (values[i] < min_val) {
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min_val = values[i];
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}
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}
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}
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}
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// Normalize values and write to texture.
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uint8_t ivalue;
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for (int i = 0, x = 0; i < p_height; i++) {
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for (int j = 0; j < p_width; j++, x++) {
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if (max_val == min_val) {
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ivalue = 0;
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} else {
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ivalue = static_cast<uint8_t>(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
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}
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// Normalize values and write to texture.
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uint8_t value;
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for (int i = 0, x = 0; i < p_height; i++) {
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for (int j = 0; j < p_width; j++, x++) {
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if (max_val == min_val) {
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value = 0;
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} else {
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value = uint8_t(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
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}
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if (p_invert) {
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value = 255 - value;
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}
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if (p_invert) {
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ivalue = 255 - ivalue;
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}
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wd8[x] = value;
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wd8[x] = ivalue;
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}
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}
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} else {
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// Without normalization, the expected range of the noise function is [-1, 1].
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uint8_t ivalue;
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for (int y = 0, i = 0; y < p_height; y++) {
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for (int x = 0; x < p_width; x++, i++) {
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float value = (p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
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ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
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wd8[i] = p_invert ? (255 - ivalue) : ivalue;
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}
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}
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}
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@ -113,6 +124,6 @@ void Noise::_bind_methods() {
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ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
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// Textures.
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ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space"), &Noise::get_image, DEFVAL(false), DEFVAL(false));
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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));
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ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
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ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
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}
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@ -233,8 +233,8 @@ public:
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virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
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virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
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virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false) const;
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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;
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virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
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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, bool p_normalize = true) const;
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};
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#endif // NOISE_H
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@ -76,6 +76,9 @@ void NoiseTexture2D::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength);
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ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength);
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ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture2D::set_normalize);
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ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture2D::is_normalized);
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ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp);
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ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp);
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@ -91,6 +94,7 @@ void NoiseTexture2D::_bind_methods() {
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map"), "set_as_normal_map", "is_normal_map");
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ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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::BOOL, "normalize"), "set_normalize", "is_normalized");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
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}
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@ -156,9 +160,9 @@ Ref<Image> NoiseTexture2D::_generate_texture() {
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Ref<Image> new_image;
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if (seamless) {
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new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt);
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new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize);
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} else {
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new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space);
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new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize);
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}
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if (color_ramp.is_valid()) {
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new_image = _modulate_with_gradient(new_image, color_ramp);
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@ -349,6 +353,18 @@ void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) {
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_queue_update();
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}
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void NoiseTexture2D::set_normalize(bool p_normalize) {
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if (normalize == p_normalize) {
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return;
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}
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normalize = p_normalize;
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_queue_update();
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}
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bool NoiseTexture2D::is_normalized() const {
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return normalize;
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}
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Ref<Gradient> NoiseTexture2D::get_color_ramp() const {
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return color_ramp;
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}
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@ -59,6 +59,7 @@ private:
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real_t seamless_blend_skirt = 0.1;
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bool as_normal_map = false;
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float bump_strength = 8.0;
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bool normalize = true;
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Ref<Gradient> color_ramp;
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Ref<Noise> noise;
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@ -105,6 +106,9 @@ public:
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void set_bump_strength(float p_bump_strength);
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float get_bump_strength();
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void set_normalize(bool p_normalize);
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bool is_normalized() const;
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void set_color_ramp(const Ref<Gradient> &p_gradient);
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Ref<Gradient> get_color_ramp() const;
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