godot/modules/opensimplex/noise_texture.cpp
lawnjelly 3d981b8265 Add option to use handles to RID
Adds an option to compile an alternative implementation for RIDs, which allows checks for erroneous usage patterns as well as providing leak tests.
2021-12-06 14:43:34 +00:00

283 lines
8.7 KiB
C++

/*************************************************************************/
/* noise_texture.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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"
NoiseTexture::NoiseTexture() {
update_queued = false;
regen_queued = false;
first_time = true;
size = Vector2i(512, 512);
seamless = false;
as_normalmap = false;
bump_strength = 8.0;
flags = FLAGS_DEFAULT;
noise = Ref<OpenSimplexNoise>();
texture = RID_PRIME(VS::get_singleton()->texture_create());
_queue_update();
}
NoiseTexture::~NoiseTexture() {
VS::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_noise_offset", "noise_offset"), &NoiseTexture::set_noise_offset);
ClassDB::bind_method(D_METHOD("get_noise_offset"), &NoiseTexture::get_noise_offset);
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_as_normalmap", "as_normalmap"), &NoiseTexture::set_as_normalmap);
ClassDB::bind_method(D_METHOD("is_normalmap"), &NoiseTexture::is_normalmap);
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("_queue_update"), &NoiseTexture::_queue_update);
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, "seamless"), "set_seamless", "get_seamless");
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap");
ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "OpenSimplexNoise"), "set_noise", "get_noise");
ADD_PROPERTY(PropertyInfo(Variant::VECTOR2, "noise_offset"), "set_noise_offset", "get_noise_offset");
}
void NoiseTexture::_validate_property(PropertyInfo &property) const {
if (property.name == "bump_strength") {
if (!as_normalmap) {
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
}
}
}
void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) {
data = p_image;
if (data.is_valid()) {
VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, flags);
VS::get_singleton()->texture_set_data(texture, p_image);
}
emit_changed();
}
void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
_set_texture_data(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 = (NoiseTexture *)p_ud;
tex->call_deferred("_thread_done", tex->_generate_texture());
}
void NoiseTexture::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred("_update_texture");
}
Ref<Image> NoiseTexture::_generate_texture() {
// Prevent memdelete due to unref() on other thread.
Ref<OpenSimplexNoise> ref_noise = noise;
if (ref_noise.is_null()) {
return Ref<Image>();
}
Ref<Image> image;
if (seamless) {
image = ref_noise->get_seamless_image(size.x);
} else {
image = ref_noise->get_image(size.x, size.y, noise_offset);
}
if (as_normalmap) {
image->bumpmap_to_normalmap(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_data(image);
}
update_queued = false;
}
void NoiseTexture::set_noise(Ref<OpenSimplexNoise> p_noise) {
if (p_noise == noise) {
return;
}
if (noise.is_valid()) {
noise->disconnect(CoreStringNames::get_singleton()->changed, this, "_queue_update");
}
noise = p_noise;
if (noise.is_valid()) {
noise->connect(CoreStringNames::get_singleton()->changed, this, "_queue_update");
}
_queue_update();
}
Ref<OpenSimplexNoise> NoiseTexture::get_noise() {
return noise;
}
void NoiseTexture::set_width(int p_width) {
if (p_width == size.x) {
return;
}
size.x = p_width;
_queue_update();
}
void NoiseTexture::set_height(int p_height) {
if (p_height == size.y) {
return;
}
size.y = p_height;
_queue_update();
}
void NoiseTexture::set_noise_offset(Vector2 p_noise_offset) {
if (noise_offset == p_noise_offset) {
return;
}
noise_offset = p_noise_offset;
_queue_update();
}
void NoiseTexture::set_seamless(bool p_seamless) {
if (p_seamless == seamless) {
return;
}
seamless = p_seamless;
_queue_update();
}
bool NoiseTexture::get_seamless() {
return seamless;
}
void NoiseTexture::set_as_normalmap(bool p_as_normalmap) {
if (p_as_normalmap == as_normalmap) {
return;
}
as_normalmap = p_as_normalmap;
_queue_update();
_change_notify();
}
bool NoiseTexture::is_normalmap() {
return as_normalmap;
}
void NoiseTexture::set_bump_strength(float p_bump_strength) {
if (p_bump_strength == bump_strength) {
return;
}
bump_strength = p_bump_strength;
if (as_normalmap) {
_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;
}
Vector2 NoiseTexture::get_noise_offset() const {
return noise_offset;
}
void NoiseTexture::set_flags(uint32_t p_flags) {
flags = p_flags;
VS::get_singleton()->texture_set_flags(texture, flags);
}
uint32_t NoiseTexture::get_flags() const {
return flags;
}
Ref<Image> NoiseTexture::get_data() const {
return data;
}