godot/modules/noise/noise_texture_3d.cpp

470 lines
14 KiB
C++

/**************************************************************************/
/* 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 */
/* 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. */
/**************************************************************************/
#include "noise_texture_3d.h"
#include "core/core_string_names.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);
}
noise_thread.wait_to_finish();
}
void NoiseTexture3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture3D::_update_texture);
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture3D::_generate_texture);
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture3D::_thread_done);
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);
}
}
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);
tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
}
void NoiseTexture3D::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred(SNAME("_update_texture"));
}
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>();
}
Vector<Ref<Image>> images;
if (seamless) {
images = _get_seamless(width, height, depth, invert, seamless_blend_skirt);
} else {
images.resize(depth);
for (int i = 0; i < images.size(); i++) {
images.write[i] = ref_noise->get_image(width, height, i, invert, true, false);
}
}
// Normalize on whole texture at once rather than on each image individually as it would result in visible artifacts on z (depth) axis.
if (normalize) {
images = _normalize(images);
}
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;
}
Vector<Ref<Image>> NoiseTexture3D::_get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt) {
// Prevent memdelete due to unref() on other thread.
Ref<Noise> ref_noise = noise;
if (ref_noise.is_null()) {
return Vector<Ref<Image>>();
}
int skirt_depth = MAX(1, p_depth * p_blend_skirt);
int src_depth = p_depth + skirt_depth;
Vector<Ref<Image>> images;
images.resize(src_depth);
for (int i = 0; i < src_depth; i++) {
images.write[i] = ref_noise->get_seamless_image(p_width, p_height, i, p_invert, true, p_blend_skirt, false);
}
int half_depth = p_depth * 0.5;
int skirt_edge_z = half_depth + skirt_depth;
// swap halves on depth.
for (int i = 0; i < half_depth; i++) {
Ref<Image> img = images[i];
images.write[i] = images[i + half_depth];
images.write[i + half_depth] = img;
}
Vector<Ref<Image>> new_images = images;
new_images.resize(p_depth);
// scale seamless generation to third dimension.
for (int z = half_depth; z < skirt_edge_z; z++) {
int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(z - half_depth) / float(skirt_depth)));
Vector<uint8_t> img = images[z % p_depth]->get_data();
Vector<uint8_t> skirt = images[(z - half_depth) + p_depth]->get_data();
Vector<uint8_t> dest;
dest.resize(images[0]->get_width() * images[0]->get_height() * Image::get_format_pixel_size(images[0]->get_format()));
for (int i = 0; i < img.size(); i++) {
uint8_t fg, bg, out;
fg = skirt[i];
bg = img[i];
uint16_t a;
uint16_t inv_a;
a = alpha + 1;
inv_a = 256 - alpha;
out = (uint8_t)((a * fg + inv_a * bg) >> 8);
dest.write[i] = out;
}
Ref<Image> new_image = memnew(Image(images[0]->get_width(), images[0]->get_height(), false, images[0]->get_format(), dest));
new_images.write[z % p_depth] = new_image;
}
return new_images;
}
Vector<Ref<Image>> NoiseTexture3D::_normalize(Vector<Ref<Image>> p_images) {
real_t min_val = FLT_MAX;
real_t max_val = -FLT_MAX;
int w = p_images[0]->get_width();
int h = p_images[0]->get_height();
for (int i = 0; i < p_images.size(); i++) {
Vector<uint8_t> data = p_images[i]->get_data();
for (int j = 0; j < data.size(); j++) {
if (data[j] > max_val) {
max_val = data[j];
}
if (data[j] < min_val) {
min_val = data[j];
}
}
}
Vector<Ref<Image>> new_images;
new_images.resize(p_images.size());
for (int i = 0; i < p_images.size(); i++) {
Vector<uint8_t> data = p_images[i]->get_data();
for (int j = 0; j < data.size(); j++) {
uint8_t value;
if (max_val == min_val) {
value = 0;
} else {
value = static_cast<uint8_t>(CLAMP((data[j] - min_val) / (max_val - min_val) * 255.f, 0, 255));
}
data.write[j] = value;
}
Ref<Image> new_image = memnew(Image(w, h, false, Image::FORMAT_L8, data));
new_images.write[i] = new_image;
}
return new_images;
}
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;
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()) {
noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
noise = p_noise;
if (noise.is_valid()) {
noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
_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()) {
color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
color_ramp = p_gradient;
if (color_ramp.is_valid()) {
color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
_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;
}
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 {
ERR_FAIL_COND_V(!texture.is_valid(), Image::FORMAT_L8);
return RS::get_singleton()->texture_3d_get(texture)[0]->get_format();
}