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Value Noise Texture
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using System; | |
using System.Collections.Generic; | |
using System.Linq; | |
using System.Text; | |
using BaseX; | |
using CodeX; | |
namespace FrooxEngine | |
{ | |
[Category("Assets/Procedural Textures")] | |
public class NoiseTexture : ProceduralTexture | |
{ | |
public readonly Sync<int> Seed; | |
public readonly Sync<bool> Monochrome; | |
public readonly Sync<color> MonochromeMax; | |
public readonly Sync<color> MonochromeMin; | |
[RangeAttribute(-1f, 1f)] | |
public readonly Sync<float> Bias; | |
public readonly Sync<float> Gain; | |
public readonly Sync<bool> Clamp; | |
color _min; | |
color _max; | |
float _bias; | |
float _gain; | |
bool _clamp; | |
protected override void PrepareAssetUpdateData() | |
{ | |
_min = MonochromeMin.Value; | |
_max = MonochromeMax.Value; | |
_bias = Bias.Value; | |
_gain = Gain.Value; | |
_clamp = Clamp.Value; | |
} | |
protected override void ClearTextureData() | |
{ | |
} | |
protected override void UpdateTextureData(Bitmap2D tex2D) | |
{ | |
var r = new Random(Seed.Value); | |
if(Monochrome.Value) | |
{ | |
for (int y = 0; y < tex2D.Size.y; y++) | |
for (int x = 0; x < tex2D.Size.x; x++) | |
{ | |
var value = (float)r.NextDouble(); | |
tex2D.SetPixel(x, y, MathX.LerpUnclamped(_min, _max, value)); | |
} | |
} | |
else | |
r.NextBytes(tex2D.RawData); | |
if(!(MathX.Approximatelly(_bias, 0f) && MathX.Approximatelly(_gain, 1f))) | |
{ | |
for (int y = 0; y < tex2D.Size.y; y++) | |
for (int x = 0; x < tex2D.Size.x; x++) | |
{ | |
var c = tex2D.GetPixel(x, y); | |
c = c * _gain + _bias; | |
if (_clamp) | |
c = MathX.Clamp01(c); | |
tex2D.SetPixel(x, y, c); | |
} | |
} | |
} | |
protected override void OnAwake() | |
{ | |
base.OnAwake(); | |
MonochromeMin.Value = color.Black; | |
MonochromeMax.Value = color.White; | |
Bias.Value = 0f; | |
Gain.Value = 1f; | |
Clamp.Value = true; | |
} | |
protected override void OnAttach() | |
{ | |
base.OnAttach(); | |
Seed.Value = RandomX.Int; | |
} | |
} | |
} |
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