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mirror of https://github.com/godotengine/godot.git synced 2025-11-23 15:16:17 +00:00

Optimize data format for OpenSimplex images

The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.

The Docs have been updated to reflect the format changes.

(cherry picked from commit 041fe20f64)
This commit is contained in:
nevarek
2021-01-06 19:01:21 -08:00
committed by Rémi Verschelde
parent 64cbff7e7d
commit 2167b977de
3 changed files with 9 additions and 17 deletions

View File

@@ -32,7 +32,7 @@
<argument index="1" name="height" type="int"> <argument index="1" name="height" type="int">
</argument> </argument>
<description> <description>
Generate a noise image with the requested [code]width[/code] and [code]height[/code], based on the current noise parameters. Generate a noise image in [constant Image.FORMAT_L8] format with the requested [code]width[/code] and [code]height[/code], based on the current noise parameters.
</description> </description>
</method> </method>
<method name="get_noise_1d" qualifiers="const"> <method name="get_noise_1d" qualifiers="const">
@@ -108,7 +108,7 @@
<argument index="0" name="size" type="int"> <argument index="0" name="size" type="int">
</argument> </argument>
<description> <description>
Generate a tileable noise image, based on the current noise parameters. Generated seamless images are always square ([code]size[/code] × [code]size[/code]). Generate a tileable noise image in [constant Image.FORMAT_L8] format, based on the current noise parameters. Generated seamless images are always square ([code]size[/code] × [code]size[/code]).
</description> </description>
</method> </method>
</methods> </methods>

View File

@@ -101,7 +101,7 @@ void NoiseTexture::_validate_property(PropertyInfo &property) const {
void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) { void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) {
data = p_image; data = p_image;
if (data.is_valid()) { if (data.is_valid()) {
VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, flags); VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, flags);
VS::get_singleton()->texture_set_data(texture, p_image); VS::get_singleton()->texture_set_data(texture, p_image);
} }
emit_changed(); emit_changed();

View File

@@ -99,7 +99,7 @@ void OpenSimplexNoise::set_lacunarity(float p_lacunarity) {
Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const { Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const {
PoolVector<uint8_t> data; PoolVector<uint8_t> data;
data.resize(p_width * p_height * 4); data.resize(p_width * p_height);
PoolVector<uint8_t>::Write wd8 = data.write(); PoolVector<uint8_t>::Write wd8 = data.write();
@@ -107,22 +107,18 @@ Ref<Image> OpenSimplexNoise::get_image(int p_width, int p_height) const {
for (int j = 0; j < p_width; j++) { for (int j = 0; j < p_width; j++) {
float v = get_noise_2d(i, j); float v = get_noise_2d(i, j);
v = v * 0.5 + 0.5; // Normalize [0..1] v = v * 0.5 + 0.5; // Normalize [0..1]
uint8_t value = uint8_t(CLAMP(v * 255.0, 0, 255)); wd8[(i * p_width + j)] = uint8_t(CLAMP(v * 255.0, 0, 255));
wd8[(i * p_width + j) * 4 + 0] = value;
wd8[(i * p_width + j) * 4 + 1] = value;
wd8[(i * p_width + j) * 4 + 2] = value;
wd8[(i * p_width + j) * 4 + 3] = 255;
} }
} }
Ref<Image> image = memnew(Image(p_width, p_height, false, Image::FORMAT_RGBA8, data)); Ref<Image> image = memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
return image; return image;
} }
Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) const { Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) const {
PoolVector<uint8_t> data; PoolVector<uint8_t> data;
data.resize(p_size * p_size * 4); data.resize(p_size * p_size);
PoolVector<uint8_t>::Write wd8 = data.write(); PoolVector<uint8_t>::Write wd8 = data.write();
@@ -144,15 +140,11 @@ Ref<Image> OpenSimplexNoise::get_seamless_image(int p_size) const {
float v = get_noise_4d(x, y, z, w); float v = get_noise_4d(x, y, z, w);
v = v * 0.5 + 0.5; // Normalize [0..1] v = v * 0.5 + 0.5; // Normalize [0..1]
uint8_t value = uint8_t(CLAMP(v * 255.0, 0, 255)); wd8[(i * p_size + j)] = uint8_t(CLAMP(v * 255.0, 0, 255));
wd8[(i * p_size + j) * 4 + 0] = value;
wd8[(i * p_size + j) * 4 + 1] = value;
wd8[(i * p_size + j) * 4 + 2] = value;
wd8[(i * p_size + j) * 4 + 3] = 255;
} }
} }
Ref<Image> image = memnew(Image(p_size, p_size, false, Image::FORMAT_RGBA8, data)); Ref<Image> image = memnew(Image(p_size, p_size, false, Image::FORMAT_L8, data));
return image; return image;
} }