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Style fixes for open simplex noise demo

Aaron Franke 5 years ago
parent
commit
729be3461d

+ 12 - 29
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()
-

+ 6 - 7
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;
-}
+}