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using UnityEngine;
using UnityEditor;
using UNEB;
public class OutputTexture2D : Node
{
private Texture2D texPreview;
NodeInput inputNoise;
private int _texRes = 100;
public int Resolution
{
get { return _texRes; }
set { _texRes = Mathf.Clamp(value, 10, 300); }
}
public override void Init()
{
inputNoise = AddInput();
inputNoise.name = "Input Noise";
texPreview = new Texture2D(200, 200);
FitKnobs();
bodyRect.height += 245;
bodyRect.width = 210f;
}
public override void OnBodyGUI()
{
EditorGUI.BeginChangeCheck();
Resolution = EditorGUILayout.IntField("Resolution", Resolution);
GUILayout.Box(texPreview, GUILayout.Width(texPreview.width), GUILayout.Height(texPreview.height));
if (GUILayout.Button("Update")) {
UpdateTexture();
}
if (EditorGUI.EndChangeCheck()) {
UpdateTexture();
}
}
public void UpdateTexture()
{
if (!inputNoise.HasOutputConnected()) {
return;
}
var noise = inputNoise.Outputs[0].GetValue<LibNoise.Generator.Perlin>();
for (int x = 0; x < texPreview.width; ++x) {
for (int y = 0; y < texPreview.height; ++y) {
var point = new Vector3(x, y, 0f) / _texRes;
float value = (float)noise.GetValue(point);
value = Mathf.Clamp01((value + 1) / 2f);
Color color = Color.HSVToRGB(value, 1f, 1f);
texPreview.SetPixel(x, y, color);
}
}
texPreview.Apply();
}
}
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