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/**************************************************************************/
/* noise_texture_3d.cpp */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/**************************************************************************/
# include "noise_texture_3d.h"
# include "noise.h"
NoiseTexture3D : : NoiseTexture3D ( ) {
noise = Ref < Noise > ( ) ;
_queue_update ( ) ;
}
NoiseTexture3D : : ~ NoiseTexture3D ( ) {
ERR_FAIL_NULL ( RenderingServer : : get_singleton ( ) ) ;
if ( texture . is_valid ( ) ) {
RS : : get_singleton ( ) - > free ( texture ) ;
}
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if ( noise_thread . is_started ( ) ) {
noise_thread . wait_to_finish ( ) ;
}
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}
void NoiseTexture3D : : _bind_methods ( ) {
ClassDB : : bind_method ( D_METHOD ( " set_width " , " width " ) , & NoiseTexture3D : : set_width ) ;
ClassDB : : bind_method ( D_METHOD ( " set_height " , " height " ) , & NoiseTexture3D : : set_height ) ;
ClassDB : : bind_method ( D_METHOD ( " set_depth " , " depth " ) , & NoiseTexture3D : : set_depth ) ;
ClassDB : : bind_method ( D_METHOD ( " set_invert " , " invert " ) , & NoiseTexture3D : : set_invert ) ;
ClassDB : : bind_method ( D_METHOD ( " get_invert " ) , & NoiseTexture3D : : get_invert ) ;
ClassDB : : bind_method ( D_METHOD ( " set_seamless " , " seamless " ) , & NoiseTexture3D : : set_seamless ) ;
ClassDB : : bind_method ( D_METHOD ( " get_seamless " ) , & NoiseTexture3D : : get_seamless ) ;
ClassDB : : bind_method ( D_METHOD ( " set_seamless_blend_skirt " , " seamless_blend_skirt " ) , & NoiseTexture3D : : set_seamless_blend_skirt ) ;
ClassDB : : bind_method ( D_METHOD ( " get_seamless_blend_skirt " ) , & NoiseTexture3D : : get_seamless_blend_skirt ) ;
ClassDB : : bind_method ( D_METHOD ( " set_normalize " , " normalize " ) , & NoiseTexture3D : : set_normalize ) ;
ClassDB : : bind_method ( D_METHOD ( " is_normalized " ) , & NoiseTexture3D : : is_normalized ) ;
ClassDB : : bind_method ( D_METHOD ( " set_color_ramp " , " gradient " ) , & NoiseTexture3D : : set_color_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " get_color_ramp " ) , & NoiseTexture3D : : get_color_ramp ) ;
ClassDB : : bind_method ( D_METHOD ( " set_noise " , " noise " ) , & NoiseTexture3D : : set_noise ) ;
ClassDB : : bind_method ( D_METHOD ( " get_noise " ) , & NoiseTexture3D : : get_noise ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " width " , PROPERTY_HINT_RANGE , " 1,2048,1,or_greater,suffix:px " ) , " set_width " , " get_width " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " height " , PROPERTY_HINT_RANGE , " 1,2048,1,or_greater,suffix:px " ) , " set_height " , " get_height " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : INT , " depth " , PROPERTY_HINT_RANGE , " 1,2048,1,or_greater,suffix:px " ) , " set_depth " , " get_depth " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " invert " ) , " set_invert " , " get_invert " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " seamless " ) , " set_seamless " , " get_seamless " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : FLOAT , " seamless_blend_skirt " , PROPERTY_HINT_RANGE , " 0.05,1,0.001 " ) , " set_seamless_blend_skirt " , " get_seamless_blend_skirt " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : BOOL , " normalize " ) , " set_normalize " , " is_normalized " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " color_ramp " , PROPERTY_HINT_RESOURCE_TYPE , " Gradient " ) , " set_color_ramp " , " get_color_ramp " ) ;
ADD_PROPERTY ( PropertyInfo ( Variant : : OBJECT , " noise " , PROPERTY_HINT_RESOURCE_TYPE , " Noise " ) , " set_noise " , " get_noise " ) ;
}
void NoiseTexture3D : : _validate_property ( PropertyInfo & p_property ) const {
if ( p_property . name = = " seamless_blend_skirt " ) {
if ( ! seamless ) {
p_property . usage = PROPERTY_USAGE_NO_EDITOR ;
}
}
}
void NoiseTexture3D : : _set_texture_data ( const TypedArray < Image > & p_data ) {
if ( ! p_data . is_empty ( ) ) {
Vector < Ref < Image > > data ;
data . resize ( p_data . size ( ) ) ;
for ( int i = 0 ; i < data . size ( ) ; i + + ) {
data . write [ i ] = p_data [ i ] ;
}
if ( texture . is_valid ( ) ) {
RID new_texture = RS : : get_singleton ( ) - > texture_3d_create ( data [ 0 ] - > get_format ( ) , data [ 0 ] - > get_width ( ) , data [ 0 ] - > get_height ( ) , data . size ( ) , false , data ) ;
RS : : get_singleton ( ) - > texture_replace ( texture , new_texture ) ;
} else {
texture = RS : : get_singleton ( ) - > texture_3d_create ( data [ 0 ] - > get_format ( ) , data [ 0 ] - > get_width ( ) , data [ 0 ] - > get_height ( ) , data . size ( ) , false , data ) ;
}
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format = data [ 0 ] - > get_format ( ) ;
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}
emit_changed ( ) ;
}
void NoiseTexture3D : : _thread_done ( const TypedArray < Image > & p_data ) {
_set_texture_data ( p_data ) ;
noise_thread . wait_to_finish ( ) ;
if ( regen_queued ) {
noise_thread . start ( _thread_function , this ) ;
regen_queued = false ;
}
}
void NoiseTexture3D : : _thread_function ( void * p_ud ) {
NoiseTexture3D * tex = static_cast < NoiseTexture3D * > ( p_ud ) ;
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callable_mp ( tex , & NoiseTexture3D : : _thread_done ) . call_deferred ( tex - > _generate_texture ( ) ) ;
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}
void NoiseTexture3D : : _queue_update ( ) {
if ( update_queued ) {
return ;
}
update_queued = true ;
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callable_mp ( this , & NoiseTexture3D : : _update_texture ) . call_deferred ( ) ;
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}
TypedArray < Image > NoiseTexture3D : : _generate_texture ( ) {
// Prevent memdelete due to unref() on other thread.
Ref < Noise > ref_noise = noise ;
if ( ref_noise . is_null ( ) ) {
return TypedArray < Image > ( ) ;
}
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ERR_FAIL_COND_V_MSG ( ( int64_t ) width * height * depth > Image : : MAX_PIXELS , TypedArray < Image > ( ) , " The NoiseTexture3D is too big, consider lowering its width, height, or depth. " ) ;
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Vector < Ref < Image > > images ;
if ( seamless ) {
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images = ref_noise - > _get_seamless_image ( width , height , depth , invert , true , seamless_blend_skirt , normalize ) ;
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} else {
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images = ref_noise - > _get_image ( width , height , depth , invert , true , normalize ) ;
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}
if ( color_ramp . is_valid ( ) ) {
for ( int i = 0 ; i < images . size ( ) ; i + + ) {
images . write [ i ] = _modulate_with_gradient ( images [ i ] , color_ramp ) ;
}
}
TypedArray < Image > new_data ;
new_data . resize ( images . size ( ) ) ;
for ( int i = 0 ; i < new_data . size ( ) ; i + + ) {
new_data [ i ] = images [ i ] ;
}
return new_data ;
}
Ref < Image > NoiseTexture3D : : _modulate_with_gradient ( Ref < Image > p_image , Ref < Gradient > p_gradient ) {
int w = p_image - > get_width ( ) ;
int h = p_image - > get_height ( ) ;
Ref < Image > new_image = Image : : create_empty ( w , h , false , Image : : FORMAT_RGBA8 ) ;
for ( int row = 0 ; row < h ; row + + ) {
for ( int col = 0 ; col < w ; col + + ) {
Color pixel_color = p_image - > get_pixel ( col , row ) ;
Color ramp_color = p_gradient - > get_color_at_offset ( pixel_color . get_luminance ( ) ) ;
new_image - > set_pixel ( col , row , ramp_color ) ;
}
}
return new_image ;
}
void NoiseTexture3D : : _update_texture ( ) {
bool use_thread = true ;
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# ifndef THREADS_ENABLED
use_thread = false ;
# endif
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if ( first_time ) {
use_thread = false ;
first_time = false ;
}
if ( use_thread ) {
if ( ! noise_thread . is_started ( ) ) {
noise_thread . start ( _thread_function , this ) ;
regen_queued = false ;
} else {
regen_queued = true ;
}
} else {
TypedArray < Image > new_data = _generate_texture ( ) ;
_set_texture_data ( new_data ) ;
}
update_queued = false ;
}
void NoiseTexture3D : : set_noise ( Ref < Noise > p_noise ) {
if ( p_noise = = noise ) {
return ;
}
if ( noise . is_valid ( ) ) {
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noise - > disconnect_changed ( callable_mp ( this , & NoiseTexture3D : : _queue_update ) ) ;
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}
noise = p_noise ;
if ( noise . is_valid ( ) ) {
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noise - > connect_changed ( callable_mp ( this , & NoiseTexture3D : : _queue_update ) ) ;
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}
_queue_update ( ) ;
}
Ref < Noise > NoiseTexture3D : : get_noise ( ) {
return noise ;
}
void NoiseTexture3D : : set_width ( int p_width ) {
ERR_FAIL_COND ( p_width < = 0 ) ;
if ( p_width = = width ) {
return ;
}
width = p_width ;
_queue_update ( ) ;
}
void NoiseTexture3D : : set_height ( int p_height ) {
ERR_FAIL_COND ( p_height < = 0 ) ;
if ( p_height = = height ) {
return ;
}
height = p_height ;
_queue_update ( ) ;
}
void NoiseTexture3D : : set_depth ( int p_depth ) {
ERR_FAIL_COND ( p_depth < = 0 ) ;
if ( p_depth = = depth ) {
return ;
}
depth = p_depth ;
_queue_update ( ) ;
}
void NoiseTexture3D : : set_invert ( bool p_invert ) {
if ( p_invert = = invert ) {
return ;
}
invert = p_invert ;
_queue_update ( ) ;
}
bool NoiseTexture3D : : get_invert ( ) const {
return invert ;
}
void NoiseTexture3D : : set_seamless ( bool p_seamless ) {
if ( p_seamless = = seamless ) {
return ;
}
seamless = p_seamless ;
_queue_update ( ) ;
notify_property_list_changed ( ) ;
}
bool NoiseTexture3D : : get_seamless ( ) {
return seamless ;
}
void NoiseTexture3D : : set_seamless_blend_skirt ( real_t p_blend_skirt ) {
ERR_FAIL_COND ( p_blend_skirt < 0.05 | | p_blend_skirt > 1 ) ;
if ( p_blend_skirt = = seamless_blend_skirt ) {
return ;
}
seamless_blend_skirt = p_blend_skirt ;
_queue_update ( ) ;
}
real_t NoiseTexture3D : : get_seamless_blend_skirt ( ) {
return seamless_blend_skirt ;
}
void NoiseTexture3D : : set_color_ramp ( const Ref < Gradient > & p_gradient ) {
if ( p_gradient = = color_ramp ) {
return ;
}
if ( color_ramp . is_valid ( ) ) {
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color_ramp - > disconnect_changed ( callable_mp ( this , & NoiseTexture3D : : _queue_update ) ) ;
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}
color_ramp = p_gradient ;
if ( color_ramp . is_valid ( ) ) {
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color_ramp - > connect_changed ( callable_mp ( this , & NoiseTexture3D : : _queue_update ) ) ;
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}
_queue_update ( ) ;
}
void NoiseTexture3D : : set_normalize ( bool p_normalize ) {
if ( normalize = = p_normalize ) {
return ;
}
normalize = p_normalize ;
_queue_update ( ) ;
}
bool NoiseTexture3D : : is_normalized ( ) const {
return normalize ;
}
Ref < Gradient > NoiseTexture3D : : get_color_ramp ( ) const {
return color_ramp ;
}
int NoiseTexture3D : : get_width ( ) const {
return width ;
}
int NoiseTexture3D : : get_height ( ) const {
return height ;
}
int NoiseTexture3D : : get_depth ( ) const {
return depth ;
}
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bool NoiseTexture3D : : has_mipmaps ( ) const {
return false ;
}
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RID NoiseTexture3D : : get_rid ( ) const {
if ( ! texture . is_valid ( ) ) {
texture = RS : : get_singleton ( ) - > texture_3d_placeholder_create ( ) ;
}
return texture ;
}
Vector < Ref < Image > > NoiseTexture3D : : get_data ( ) const {
ERR_FAIL_COND_V ( ! texture . is_valid ( ) , Vector < Ref < Image > > ( ) ) ;
return RS : : get_singleton ( ) - > texture_3d_get ( texture ) ;
}
Image : : Format NoiseTexture3D : : get_format ( ) const {
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return format ;
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}