From 729be3461d25e873ad169c2a74c4b59d0743d9ff Mon Sep 17 00:00:00 2001 From: Aaron Franke Date: Sun, 2 Feb 2020 03:56:57 -0500 Subject: [PATCH] Style fixes for open simplex noise demo --- .../OpenSimplexNoise_Viewer.gd | 41 ++++++------------- .../OpenSimplexNoise_Viewer.shader | 13 +++--- 2 files changed, 18 insertions(+), 36 deletions(-) diff --git a/misc/opensimplexnoise/OpenSimplexNoise_Viewer.gd b/misc/opensimplexnoise/OpenSimplexNoise_Viewer.gd index 6e87c7b2..bf57f4d5 100644 --- a/misc/opensimplexnoise/OpenSimplexNoise_Viewer.gd +++ b/misc/opensimplexnoise/OpenSimplexNoise_Viewer.gd @@ -1,108 +1,91 @@ extends Control -#The OpenSimplexNoise object +# The OpenSimplexNoise object. var noise = OpenSimplexNoise.new() var noise_texture = NoiseTexture.new() -#Various noise parameters -var noise_size = 500 +# Various noise parameters. var min_noise = -1 var max_noise = 1 -#Are we using a NoiseTexture instead? -#Noise textures automatically grab and apply the noise data to an ImageTexture, instead of manually +# Are we using a NoiseTexture instead? +# Noise textures automatically grab and apply the noise data to an ImageTexture, instead of manually. const use_noise_texture = false # Called when the node enters the scene tree for the first time. func _ready(): - - #Set up noise with basic info + # Set up noise with basic info. $ParameterContainer/SeedSpinBox.value = noise.seed $ParameterContainer/LacunaritySpinBox.value = noise.lacunarity $ParameterContainer/OctavesSpinBox.value = noise.octaves $ParameterContainer/PeriodSpinBox.value = noise.period $ParameterContainer/PersistenceSpinBox.value = noise.persistence - #Render the noise + # Render the noise. _refresh_noise_images() - #Do we need to set up a noise texture? + # Do we need to set up a noise texture? if use_noise_texture: noise_texture.noise = noise $SeamlessNoiseTexture.texture = noise_texture func _refresh_noise_images(): - - #Adjust min/max for shader + # Adjust min/max for shader. var _min = ((min_noise + 1)/2) var _max = ((max_noise + 1)/2) var _material = $SeamlessNoiseTexture.material _material.set_shader_param("min_value", _min) _material.set_shader_param("max_value", _max) - #Are we using noise textures instead? + # Are we using noise textures instead? if use_noise_texture: return - #Get a new image if we aren't using a NoiseTexture + # Get a new image if we aren't using a NoiseTexture. var image = noise.get_seamless_image(500) var image_texture = ImageTexture.new() - #Draw it + # Draw it. image_texture.create_from_image(image) $SeamlessNoiseTexture.texture = image_texture func _on_DocumentationButton_pressed(): + #warning-ignore:return_value_discarded OS.shell_open("https://docs.godotengine.org/en/latest/classes/class_opensimplexnoise.html") func _on_SeedSpinBox_value_changed(value): - - #Update the noise seed noise.seed = value _refresh_noise_images() func _on_LacunaritySpinBox_value_changed(value): - - #Update noise noise.lacunarity = value _refresh_noise_images() func _on_OctavesSpinBox_value_changed(value): - - #Update noise noise.octaves = value _refresh_noise_images() func _on_PeriodSpinBox_value_changed(value): - - #Update noise noise.period = value _refresh_noise_images() func _on_PersistenceSpinBox_value_changed(value): - - #Update noise noise.persistence = value _refresh_noise_images() func _on_MinClipSpinBox_value_changed(value): - - #Just refresh min_noise = value _refresh_noise_images() func _on_MaxClipSpinBox_value_changed(value): - - #Just refresh max_noise = value _refresh_noise_images() - diff --git a/misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader b/misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader index bf141b47..f71fe272 100644 --- a/misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader +++ b/misc/opensimplexnoise/OpenSimplexNoise_Viewer.shader @@ -4,18 +4,17 @@ uniform float min_value = -1; uniform float max_value = 1; void fragment() { - - //Get the color + // Get the color. vec4 color = texture(TEXTURE, UV); - //Compare the value + // Compare the value. float gray = color.x; - if (gray < min_value){ + if (gray < min_value) { color = vec4(0, 0, 0, 1); - }else if (gray > max_value) { + } else if (gray > max_value) { color = vec4(1, 1, 1, 1); } - //Write back the color + // Write back the color. COLOR = color; -} \ No newline at end of file +}