Beispiel #1
0
        public static void Gen3D(Texture3D tex, NoiseProfile profile, Func <int, int, bool> progressionCallback)
        {
            var pixels     = tex.GetPixels();
            var pixelCount = pixels.Length;

            for (var i = 0; i < pixels.Length; i++)
            {
                pixels[i] = new Color(0, 0, 0, 0);
            }
            var         min           = 0f;
            var         max           = 1f;
            const float referenceSize = 256f;
            var         tw            = tex.width;
            var         th            = tex.height;
            var         td            = tex.depth;

            var valid = profile.ForEach3D(new Vector3Int(tex.width, tex.height, tex.depth),
                                          (shape, pos) =>
            {
                var wx = pos.x * referenceSize / tw;
                var wy = pos.y * referenceSize / th;
                var wz = pos.z * referenceSize / td;
                var ix = (pos.x % tw);
                var iy = tw * (pos.y % th);
                var iz = td * tw * (pos.z % td);
                var i  = ((ix + iy + iz) + 1000 * pixelCount) % pixelCount;

                if (profile.Warp)
                {
                    profile.FastNoise.GradientPerturbFractal(ref wx, ref wy, ref wz);
                }
                var fade  = shape.Density(new Vector3((float)pos.x / tw, (float)pos.y / th, (float)pos.z / td));
                var noise = profile.BaseValue + profile.FastNoise.GetNoise(wx, wy, wz);
                noise     = fade * noise + pixels[i].r;
                min       = Mathf.Min(min, noise);
                max       = Mathf.Max(max, noise);
                pixels[i] = new Color(noise, noise, noise, noise);
            },
                                          (i, total) =>
            {
                return(progressionCallback != null && progressionCallback(i, total));
            });

            if (!valid)
            {
                return;
            }
            pixels = pixels.Select(x => (x - Color.white * min) / (max - min)).ToArray();
            tex.SetPixels(pixels);
            tex.Apply();
        }
Beispiel #2
0
        public static void Gen2D(Texture2D tex, NoiseProfile profile)
        {
            var pixels     = tex.GetPixels();
            var pixelCount = pixels.Length;

            for (var i = 0; i < pixels.Length; i++)
            {
                pixels[i] = new Color(0, 0, 0, 0);
            }
            var         min           = 0f;
            var         max           = 1f;
            const float referenceSize = 256f;
            var         tw            = tex.width;
            var         th            = tex.height;

            profile.ForEach2D(new Vector2Int(tex.width, tex.height),
                              (shape, x, y) =>
            {
                var wx = x * referenceSize / tw;
                var wy = y * referenceSize / th;
                var wz = 1f;
                var i  = (((x % tw) + tw * (y % th)) + 100 * pixelCount) % pixelCount;

                if (profile.Warp)
                {
                    profile.FastNoise.GradientPerturbFractal(ref wx, ref wy, ref wz);
                }
                var fade  = shape.Density(new Vector3((float)x / tw, (float)y / th, 0));
                var noise = profile.BaseValue + profile.FastNoise.GetNoise(wx, wy);
                noise     = fade * noise + pixels[i].r;
                min       = Mathf.Min(min, noise);
                max       = Mathf.Max(max, noise);
                pixels[i] = new Color(noise, noise, noise, noise);
            });

            pixels = pixels.Select(x => (x - Color.white * min) / (max - min)).ToArray();
            tex.SetPixels(pixels);
            tex.Apply();
        }
Beispiel #3
0
        public override void OnInspectorGUI()
        {
            serializedObject.Update();

            profile = target as NoiseProfile;

            var resolution  = serializedObject.FindProperty("resolution");
            var colorFormat = serializedObject.FindProperty("colorFormat");
            var shapes      = serializedObject.FindProperty("shapes");

            var texSize = CalcResolution(profile.Resolution);

            textureFormat = TextureFormat.RGBA32;
            switch ((NoiseProfile.ColorFormat)colorFormat.intValue)
            {
            case NoiseProfile.ColorFormat.R8:
                textureFormat = TextureFormat.R8;
                break;

            case NoiseProfile.ColorFormat.A8:
                textureFormat = TextureFormat.Alpha8;
                break;

            case NoiseProfile.ColorFormat.RGBA32:
            default:
                break;
            }

            EditorGUILayout.HelpBox("Generator", MessageType.Info);
            if (GUILayout.Button("Save 3DTexture"))
            {
                Save3DTexture();
            }
            if (GUILayout.Button("Save 2DTexture"))
            {
                Save2DTexture();
            }

            EditorGUILayout.Space();
            EditorGUILayout.HelpBox("Output Settings", MessageType.Info);
            EditorGUILayout.PropertyField(resolution);
            EditorGUILayout.PropertyField(colorFormat);
            EditorGUILayout.LabelField("Texture Resolution: " + texSize + "x" + texSize + "(x" + texSize + ")");

            EditorGUILayout.Space();
            EditorGUILayout.HelpBox("Preview", MessageType.Info);
            DrawPreview();

            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("FastNoise parameters", MessageType.Info);
            CommonGUI();

            EditorGUILayout.Space();

            EditorGUILayout.HelpBox("Tiling / Shape Settings", MessageType.Info);
            ShapeGenerator();
            EditorGUILayout.PropertyField(shapes, true);

            serializedObject.ApplyModifiedProperties();
        }