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Fix issues with the noise generator node
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Its nodes now get updated when changing the noise texture, and it waits for `noise_texture.changed` to emit before emitting the `value_changed` signal. See https://docs.godotengine.org/en/stable/classes/class_noisetexture2d.html for the explanation.
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OverloadedOrama committed Dec 17, 2024
1 parent 0f53fc3 commit 3edb371
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Showing 3 changed files with 168 additions and 184 deletions.
1 change: 0 additions & 1 deletion src/Classes/ShaderLoader.gd
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,6 @@ static func create_ui_for_shader_uniforms(
hbox.add_child(curve_edit)
elif u_name.begins_with("noise_"):
var noise_generator_dialog := NOISE_GENERATOR.instantiate() as AcceptDialog
noise_generator_dialog.always_on_top = true
var noise_generator := noise_generator_dialog.get_child(0) as NoiseGenerator
if params.has(u_name) and params[u_name] is NoiseTexture2D:
noise_generator.noise_texture = params[u_name]
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184 changes: 83 additions & 101 deletions src/UI/Nodes/NoiseGenerator.gd
Original file line number Diff line number Diff line change
Expand Up @@ -11,131 +11,113 @@ var noise_texture: NoiseTexture2D:
if not is_instance_valid(preview):
await ready
preview.texture = noise_texture
_set_node_values()

@onready var preview := %Preview as TextureRect
@onready var size_slider := %SizeSlider as ValueSliderV2
@onready var properties := {
"invert": %InvertCheckBox,
"in_3d_space": %In3DSpaceCheckBox,
"seamless": %SeamlessCheckBox,
"as_normal_map": %NormalMapCheckBox,
"normalize": %NormalizeCheckBox,
"color_ramp": %ColorRampEdit,
"noise:noise_type": %NoiseTypeOptionButton,
"noise:seed": %SeedSlider,
"noise:frequency": %FrequencySlider,
"noise:offset": %OffsetSlider,
"noise:fractal_type": %FractalTypeOptionButton,
"noise:fractal_octaves": %FractalOctavesSlider,
"noise:fractal_lacunarity": %FractalLacunaritySlider,
"noise:fractal_gain": %FractalGainSlider,
"noise:fractal_weighted_strength": %FractalWeightedStrengthSlider,
"noise:domain_warp_enabled": %DomainWarpEnabledCheckBox,
"noise:domain_warp_type": %DomainWarpTypeOptionButton,
"noise:domain_warp_amplitude": %DomainWarpAmplitudeSlider,
"noise:domain_warp_frequency": %DomainWarpFrequencySlider,
"noise:domain_warp_fractal_type": %DomainWarpFractalTypeOptionButton,
"noise:domain_warp_fractal_octaves": %DomainWarpFractalOctavesSlider,
"noise:domain_warp_fractal_lacunarity": %DomainWarpFractalLacunaritySlider,
"noise:domain_warp_fractal_gain": %DomainWarpFractalGainSlider
}


func _init() -> void:
noise_texture = NoiseTexture2D.new()


func _on_size_slider_value_changed(value: Vector2) -> void:
noise_texture.width = value.x
noise_texture.height = value.y
value_changed.emit(noise_texture)
func _ready() -> void:
# Connect the signals of the object property nodes
for prop in properties:
var node: Control = properties[prop]
if node is ValueSliderV3:
node.value_changed.connect(_property_vector3_changed.bind(prop))
elif node is ValueSliderV2:
var property_path: String = prop
node.value_changed.connect(_property_vector2_changed.bind(property_path))
elif node is Range:
node.value_changed.connect(_property_value_changed.bind(prop))
elif node is OptionButton:
node.item_selected.connect(_property_item_selected.bind(prop))
elif node is CheckBox:
node.toggled.connect(_property_toggled.bind(prop))
elif node is GradientEditNode:
node.updated.connect(_property_gradient_changed.bind(prop))


func _on_invert_check_box_toggled(toggled_on: bool) -> void:
noise_texture.invert = toggled_on
value_changed.emit(noise_texture)
func _set_node_values() -> void:
size_slider.value.x = noise_texture.width
size_slider.value.y = noise_texture.height
for prop in properties:
var property_path: String = prop
var value = noise_texture.get_indexed(property_path)
if value == null:
continue
var node: Control = properties[prop]
if node is Range or node is ValueSliderV3 or node is ValueSliderV2:
if typeof(node.value) != typeof(value) and typeof(value) != TYPE_INT:
continue
node.value = value
elif node is OptionButton:
node.selected = value
elif node is CheckBox:
node.button_pressed = value
elif node is GradientEditNode:
node.gradient = value


func _on_in_3d_space_check_box_toggled(toggled_on: bool) -> void:
noise_texture.in_3d_space = toggled_on
func _set_value_from_node(value, prop: String) -> void:
noise_texture.set_indexed(prop, value)
await noise_texture.changed
value_changed.emit(noise_texture)


func _on_seamless_check_box_toggled(toggled_on: bool) -> void:
noise_texture.seamless = toggled_on
value_changed.emit(noise_texture)
func _property_vector3_changed(value: Vector3, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_normal_map_check_box_toggled(toggled_on: bool) -> void:
noise_texture.as_normal_map = toggled_on
value_changed.emit(noise_texture)
func _property_vector2_changed(value: Vector2, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_normalize_check_box_toggled(toggled_on: bool) -> void:
noise_texture.normalize = toggled_on
value_changed.emit(noise_texture)
func _property_value_changed(value: float, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_gradient_edit_updated(gradient: Gradient, _cc: bool) -> void:
noise_texture.color_ramp = gradient
value_changed.emit(noise_texture)
func _property_item_selected(value: int, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_noise_type_option_button_item_selected(index: FastNoiseLite.NoiseType) -> void:
(noise_texture.noise as FastNoiseLite).noise_type = index
value_changed.emit(noise_texture)
func _property_gradient_changed(value: Gradient, _cc: bool, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_seed_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).seed = value
value_changed.emit(noise_texture)


func _on_frequency_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).frequency = value
value_changed.emit(noise_texture)
func _property_toggled(value: bool, prop: String) -> void:
_set_value_from_node(value, prop)


func _on_offset_slider_value_changed(value: Vector3) -> void:
(noise_texture.noise as FastNoiseLite).offset = value
value_changed.emit(noise_texture)


func _on_fractal_type_option_button_item_selected(index: FastNoiseLite.FractalType) -> void:
(noise_texture.noise as FastNoiseLite).fractal_type = index
value_changed.emit(noise_texture)


func _on_fractal_octaves_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).fractal_octaves = value
value_changed.emit(noise_texture)


func _on_fractal_lacunarity_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).fractal_lacunarity = value
value_changed.emit(noise_texture)


func _on_fractal_gain_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).fractal_gain = value
value_changed.emit(noise_texture)


func _on_fractal_weighted_strength_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).fractal_weighted_strength = value
value_changed.emit(noise_texture)


func _on_domain_warp_enabled_check_box_toggled(toggled_on: bool) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_enabled = toggled_on
value_changed.emit(noise_texture)


func _on_domain_warp_type_option_button_item_selected(index: FastNoiseLite.DomainWarpType) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_type = index
value_changed.emit(noise_texture)


func _on_domain_warp_amplitude_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_amplitude = value
value_changed.emit(noise_texture)


func _on_domain_warp_frequency_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_frequency = value
value_changed.emit(noise_texture)


func _on_domain_warp_fractal_type_option_button_item_selected(
index: FastNoiseLite.DomainWarpFractalType
) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_fractal_type = index
value_changed.emit(noise_texture)


func _on_domain_warp_fractal_octaves_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_fractal_octaves = value
value_changed.emit(noise_texture)


func _on_domain_warp_fractal_lacunarity_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_fractal_lacunarity = value
value_changed.emit(noise_texture)


func _on_domain_warp_fractal_gain_slider_value_changed(value: float) -> void:
(noise_texture.noise as FastNoiseLite).domain_warp_fractal_gain = value
func _on_size_slider_value_changed(value: Vector2) -> void:
noise_texture.width = value.x
noise_texture.height = value.y
await noise_texture.changed
value_changed.emit(noise_texture)
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