godot/modules/noise/noise_texture.cpp

302 lines
9.3 KiB
C++

/*************************************************************************/
/* noise_texture.cpp */
/*************************************************************************/
/* 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. */
/*************************************************************************/
#include "noise_texture.h"
#include "core/core_string_names.h"
#include "noise.h"
NoiseTexture::NoiseTexture() {
noise = Ref<Noise>();
_queue_update();
}
NoiseTexture::~NoiseTexture() {
if (texture.is_valid()) {
RS::get_singleton()->free(texture);
}
noise_thread.wait_to_finish();
}
void NoiseTexture::_bind_methods() {
ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture::set_invert);
ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert);
ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt);
ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt);
ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
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, "as_normal_map"), "set_as_normal_map", "is_normal_map");
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
}
void NoiseTexture::_validate_property(PropertyInfo &property) const {
if (property.name == "bump_strength") {
if (!as_normal_map) {
property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL;
}
}
if (property.name == "seamless_blend_skirt") {
if (!seamless) {
property.usage = PROPERTY_USAGE_NO_EDITOR;
}
}
}
void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
image = p_image;
if (image.is_valid()) {
if (texture.is_valid()) {
RID new_texture = RS::get_singleton()->texture_2d_create(p_image);
RS::get_singleton()->texture_replace(texture, new_texture);
} else {
texture = RS::get_singleton()->texture_2d_create(p_image);
}
}
emit_changed();
}
void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
_set_texture_image(p_image);
noise_thread.wait_to_finish();
if (regen_queued) {
noise_thread.start(_thread_function, this);
regen_queued = false;
}
}
void NoiseTexture::_thread_function(void *p_ud) {
NoiseTexture *tex = static_cast<NoiseTexture *>(p_ud);
tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
}
void NoiseTexture::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred(SNAME("_update_texture"));
}
Ref<Image> NoiseTexture::_generate_texture() {
// Prevent memdelete due to unref() on other thread.
Ref<Noise> ref_noise = noise;
if (ref_noise.is_null()) {
return Ref<Image>();
}
Ref<Image> image;
if (seamless) {
image = ref_noise->get_seamless_image(size.x, size.y, invert, seamless_blend_skirt);
} else {
image = ref_noise->get_image(size.x, size.y, invert);
}
if (as_normal_map) {
image->bump_map_to_normal_map(bump_strength);
}
return image;
}
void NoiseTexture::_update_texture() {
bool use_thread = true;
if (first_time) {
use_thread = false;
first_time = false;
}
#ifdef NO_THREADS
use_thread = false;
#endif
if (use_thread) {
if (!noise_thread.is_started()) {
noise_thread.start(_thread_function, this);
regen_queued = false;
} else {
regen_queued = true;
}
} else {
Ref<Image> image = _generate_texture();
_set_texture_image(image);
}
update_queued = false;
}
void NoiseTexture::set_noise(Ref<Noise> p_noise) {
if (p_noise == noise) {
return;
}
if (noise.is_valid()) {
noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
}
noise = p_noise;
if (noise.is_valid()) {
noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
}
_queue_update();
}
Ref<Noise> NoiseTexture::get_noise() {
return noise;
}
void NoiseTexture::set_width(int p_width) {
ERR_FAIL_COND(p_width <= 0);
if (p_width == size.x) {
return;
}
size.x = p_width;
_queue_update();
}
void NoiseTexture::set_height(int p_height) {
ERR_FAIL_COND(p_height <= 0);
if (p_height == size.y) {
return;
}
size.y = p_height;
_queue_update();
}
void NoiseTexture::set_invert(bool p_invert) {
if (p_invert == invert) {
return;
}
invert = p_invert;
_queue_update();
}
bool NoiseTexture::get_invert() const {
return invert;
}
void NoiseTexture::set_seamless(bool p_seamless) {
if (p_seamless == seamless) {
return;
}
seamless = p_seamless;
_queue_update();
notify_property_list_changed();
}
bool NoiseTexture::get_seamless() {
return seamless;
}
void NoiseTexture::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 NoiseTexture::get_seamless_blend_skirt() {
return seamless_blend_skirt;
}
void NoiseTexture::set_as_normal_map(bool p_as_normal_map) {
if (p_as_normal_map == as_normal_map) {
return;
}
as_normal_map = p_as_normal_map;
_queue_update();
notify_property_list_changed();
}
bool NoiseTexture::is_normal_map() {
return as_normal_map;
}
void NoiseTexture::set_bump_strength(float p_bump_strength) {
if (p_bump_strength == bump_strength) {
return;
}
bump_strength = p_bump_strength;
if (as_normal_map) {
_queue_update();
}
}
float NoiseTexture::get_bump_strength() {
return bump_strength;
}
int NoiseTexture::get_width() const {
return size.x;
}
int NoiseTexture::get_height() const {
return size.y;
}
RID NoiseTexture::get_rid() const {
if (!texture.is_valid()) {
texture = RS::get_singleton()->texture_2d_placeholder_create();
}
return texture;
}
Ref<Image> NoiseTexture::get_image() const {
return image;
}