godot/modules/noise/noise_texture_2d.h

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/*************************************************************************/
/* noise_texture_2d.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* 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 */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef NOISE_TEXTURE_2D_H
#define NOISE_TEXTURE_2D_H
#include "noise.h"
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#include "core/object/ref_counted.h"
#include "scene/resources/texture.h"
class NoiseTexture2D : public Texture2D {
GDCLASS(NoiseTexture2D, Texture2D);
private:
Ref<Image> image;
Thread noise_thread;
bool first_time = true;
bool update_queued = false;
bool regen_queued = false;
mutable RID texture;
uint32_t flags = 0;
Size2i size = Size2i(512, 512);
bool invert = false;
bool in_3d_space = false;
bool generate_mipmaps = true;
bool seamless = false;
real_t seamless_blend_skirt = 0.1;
bool as_normal_map = false;
float bump_strength = 8.0;
Ref<Gradient> color_ramp;
Ref<Noise> noise;
void _thread_done(const Ref<Image> &p_image);
static void _thread_function(void *p_ud);
void _queue_update();
Ref<Image> _generate_texture();
void _update_texture();
void _set_texture_image(const Ref<Image> &p_image);
Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_noise(Ref<Noise> p_noise);
Ref<Noise> get_noise();
void set_width(int p_width);
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void set_height(int p_height);
void set_invert(bool p_invert);
bool get_invert() const;
void set_in_3d_space(bool p_enable);
bool is_in_3d_space() const;
void set_generate_mipmaps(bool p_enable);
bool is_generating_mipmaps() const;
void set_seamless(bool p_seamless);
bool get_seamless();
void set_seamless_blend_skirt(real_t p_blend_skirt);
real_t get_seamless_blend_skirt();
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void set_as_normal_map(bool p_as_normal_map);
bool is_normal_map();
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void set_bump_strength(float p_bump_strength);
float get_bump_strength();
void set_color_ramp(const Ref<Gradient> &p_gradient);
Ref<Gradient> get_color_ramp() const;
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int get_width() const override;
int get_height() const override;
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virtual RID get_rid() const override;
virtual bool has_alpha() const override { return false; }
virtual Ref<Image> get_image() const override;
NoiseTexture2D();
virtual ~NoiseTexture2D();
};
#endif // NOISE_TEXTURE_2D_H