d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
124 lines
4.3 KiB
C++
124 lines
4.3 KiB
C++
/**************************************************************************/
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/* noise_texture_2d.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef NOISE_TEXTURE_2D_H
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#define NOISE_TEXTURE_2D_H
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#include "noise.h"
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#include "core/object/ref_counted.h"
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#include "scene/resources/texture.h"
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class NoiseTexture2D : public Texture2D {
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GDCLASS(NoiseTexture2D, Texture2D);
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private:
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Ref<Image> image;
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Thread noise_thread;
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bool first_time = true;
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bool update_queued = false;
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bool regen_queued = false;
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mutable RID texture;
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uint32_t flags = 0;
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Size2i size = Size2i(512, 512);
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bool invert = false;
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bool in_3d_space = false;
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bool generate_mipmaps = true;
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bool seamless = false;
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real_t seamless_blend_skirt = 0.1;
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bool as_normal_map = false;
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float bump_strength = 8.0;
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Ref<Gradient> color_ramp;
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Ref<Noise> noise;
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void _thread_done(const Ref<Image> &p_image);
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static void _thread_function(void *p_ud);
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void _queue_update();
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Ref<Image> _generate_texture();
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void _update_texture();
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void _set_texture_image(const Ref<Image> &p_image);
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Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_noise(Ref<Noise> p_noise);
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Ref<Noise> get_noise();
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void set_width(int p_width);
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void set_height(int p_height);
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void set_invert(bool p_invert);
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bool get_invert() const;
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void set_in_3d_space(bool p_enable);
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bool is_in_3d_space() const;
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void set_generate_mipmaps(bool p_enable);
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bool is_generating_mipmaps() const;
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void set_seamless(bool p_seamless);
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bool get_seamless();
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void set_seamless_blend_skirt(real_t p_blend_skirt);
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real_t get_seamless_blend_skirt();
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void set_as_normal_map(bool p_as_normal_map);
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bool is_normal_map();
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void set_bump_strength(float p_bump_strength);
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float get_bump_strength();
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void set_color_ramp(const Ref<Gradient> &p_gradient);
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Ref<Gradient> get_color_ramp() const;
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int get_width() const override;
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int get_height() const override;
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virtual RID get_rid() const override;
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virtual bool has_alpha() const override { return false; }
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virtual Ref<Image> get_image() const override;
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NoiseTexture2D();
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virtual ~NoiseTexture2D();
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};
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#endif // NOISE_TEXTURE_2D_H
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