116 lines
4.2 KiB
C++
116 lines
4.2 KiB
C++
/**************************************************************************/
|
|
/* noise_texture_3d.h */
|
|
/**************************************************************************/
|
|
/* 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. */
|
|
/**************************************************************************/
|
|
|
|
#ifndef NOISE_TEXTURE_3D_H
|
|
#define NOISE_TEXTURE_3D_H
|
|
|
|
#include "noise.h"
|
|
|
|
#include "core/object/ref_counted.h"
|
|
#include "scene/resources/texture.h"
|
|
|
|
class NoiseTexture3D : public Texture3D {
|
|
GDCLASS(NoiseTexture3D, Texture3D);
|
|
|
|
private:
|
|
Thread noise_thread;
|
|
|
|
bool first_time = true;
|
|
bool update_queued = false;
|
|
bool regen_queued = false;
|
|
|
|
mutable RID texture;
|
|
uint32_t flags = 0;
|
|
|
|
int width = 64;
|
|
int height = 64;
|
|
int depth = 64;
|
|
bool invert = false;
|
|
bool seamless = false;
|
|
real_t seamless_blend_skirt = 0.1;
|
|
bool normalize = true;
|
|
|
|
Ref<Gradient> color_ramp;
|
|
Ref<Noise> noise;
|
|
|
|
void _thread_done(const TypedArray<Image> &p_data);
|
|
static void _thread_function(void *p_ud);
|
|
|
|
void _queue_update();
|
|
TypedArray<Image> _generate_texture();
|
|
void _update_texture();
|
|
void _set_texture_data(const TypedArray<Image> &p_data);
|
|
|
|
Vector<Ref<Image>> _get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt);
|
|
Vector<Ref<Image>> _normalize(Vector<Ref<Image>> p_images);
|
|
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);
|
|
void set_height(int p_height);
|
|
void set_depth(int p_depth);
|
|
|
|
void set_invert(bool p_invert);
|
|
bool get_invert() 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();
|
|
|
|
void set_normalize(bool p_normalize);
|
|
bool is_normalized() const;
|
|
|
|
void set_color_ramp(const Ref<Gradient> &p_gradient);
|
|
Ref<Gradient> get_color_ramp() const;
|
|
|
|
virtual int get_width() const override;
|
|
virtual int get_height() const override;
|
|
virtual int get_depth() const override;
|
|
|
|
virtual RID get_rid() const override;
|
|
|
|
virtual Vector<Ref<Image>> get_data() const override;
|
|
virtual Image::Format get_format() const override;
|
|
|
|
NoiseTexture3D();
|
|
virtual ~NoiseTexture3D();
|
|
};
|
|
|
|
#endif // NOISE_TEXTURE_3D_H
|