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@@ -37,6 +37,8 @@ public class NoiseNode : RenderNode
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public InputProperty<VoronoiFeature> VoronoiFeature { get; }
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public InputProperty<double> Randomness { get; }
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+
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+ public InputProperty<double> AngleOffset { get; }
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public NoiseNode()
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{
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@@ -54,6 +56,8 @@ public class NoiseNode : RenderNode
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Randomness = CreateInput(nameof(Randomness), "RANDOMNESS", 1d)
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.WithRules(v => v.Min(0d).Max(1d));
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+
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+ AngleOffset = CreateInput(nameof(AngleOffset), "ANGLE_OFFSET", 0d);
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}
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protected override void OnPaint(RenderContext context, DrawingSurface target)
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@@ -131,14 +135,14 @@ public class NoiseNode : RenderNode
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(float)(1d / Scale.Value),
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(float)(1d / Scale.Value),
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octaves, (float)Seed.Value),
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- Nodes.NoiseType.Voronoi => CreateVoronoiShader((float)Seed.Value, (float)(1d / (Scale.Value)), octaves, (float)Randomness.Value, (int)VoronoiFeature.Value),
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+ Nodes.NoiseType.Voronoi => CreateVoronoiShader((float)Seed.Value, (float)(1d / (Scale.Value)), octaves, (float)Randomness.Value, (int)VoronoiFeature.Value, (float)AngleOffset.Value),
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_ => null
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};
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return shader;
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}
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- private Shader CreateVoronoiShader(float seed, float frequency, int octaves, float randomness, int feature)
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+ private Shader CreateVoronoiShader(float seed, float frequency, int octaves, float randomness, int feature, float angleOffset)
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{
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string voronoiShaderCode = """
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uniform float iSeed;
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@@ -146,10 +150,12 @@ public class NoiseNode : RenderNode
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uniform int iOctaves;
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uniform float iRandomness;
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uniform int iFeature;
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+ uniform float iAngleOffset;
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const int MAX_OCTAVES = 8;
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const float LARGE_NUMBER = 1e9;
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const float FEATURE_SEED_SCALE = 10.0;
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+ const float PI = 3.14159265;
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float hashPoint(float2 p, float seed) {
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p = fract(p * float2(0.3183099, 0.3678794) + seed);
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@@ -157,12 +163,24 @@ public class NoiseNode : RenderNode
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return fract(p.x * p.y);
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}
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- float2 getFeaturePoint(float2 cell, float seed, float randomness) {
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- float2 randomFeaturePoint = float2(
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+ float2 getFeaturePoint(float2 cell, float seed, float randomness, float angleOffset) {
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+ float2 randomCellOffset = float2(
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hashPoint(cell, seed),
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hashPoint(cell, seed + 17.0)
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);
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- return mix(float2(0.5, 0.5), randomFeaturePoint, randomness);
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+
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+ float2 featurePoint = mix(float2(0.5, 0.5), randomCellOffset, randomness);
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+
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+ float angle = hashPoint(cell, seed + 53.0) * PI * 2.0;
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+ angle += angleOffset;
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+
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+ float2 dir = float2(cos(angle), sin(angle));
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+ float offsetAmount = 0.15;
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+ featurePoint += dir * offsetAmount * randomness;
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+
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+ featurePoint = clamp(featurePoint, 0.0, 1.0);
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+
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+ return featurePoint;
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}
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float2 getVoronoiDistances(float2 pos, float seed) {
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@@ -173,7 +191,7 @@ public class NoiseNode : RenderNode
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for (int y = -1; y <= 1; y++) {
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for (int x = -1; x <= 1; x++) {
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float2 neighborCell = cell + float2(float(x), float(y));
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- float2 featurePoint = getFeaturePoint(neighborCell, seed, iRandomness);
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+ float2 featurePoint = getFeaturePoint(neighborCell, seed, iRandomness, iAngleOffset);
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float2 delta = pos - (neighborCell + featurePoint);
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float dist = length(delta);
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@@ -229,6 +247,7 @@ public class NoiseNode : RenderNode
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uniforms.Add("iOctaves", new Uniform("iOctaves", octaves));
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uniforms.Add("iRandomness", new Uniform("iRandomness", randomness));
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uniforms.Add("iFeature", new Uniform("iFeature", feature));
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+ uniforms.Add("iAngleOffset", new Uniform("iAngleOffset", angleOffset));
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return Shader.Create(voronoiShaderCode, uniforms, out _);
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}
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