1426cd3b3a
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". Backported from #70885.
111 lines
3.8 KiB
C++
111 lines
3.8 KiB
C++
/**************************************************************************/
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/* noise_texture.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_H
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#define NOISE_TEXTURE_H
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#include "open_simplex_noise.h"
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#include "core/image.h"
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#include "core/reference.h"
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/property_editor.h"
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class NoiseTexture : public Texture {
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GDCLASS(NoiseTexture, Texture);
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private:
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Ref<Image> data;
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Thread noise_thread;
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bool first_time;
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bool update_queued;
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bool regen_queued;
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RID texture;
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uint32_t flags;
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Ref<OpenSimplexNoise> noise;
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Vector2i size;
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Vector2 noise_offset;
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bool seamless;
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bool as_normalmap;
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float bump_strength;
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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_data(const Ref<Image> &p_image);
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_noise(Ref<OpenSimplexNoise> p_noise);
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Ref<OpenSimplexNoise> 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_noise_offset(Vector2 p_noise_offset);
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Vector2 get_noise_offset() const;
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void set_seamless(bool p_seamless);
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bool get_seamless();
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void set_as_normalmap(bool p_as_normalmap);
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bool is_normalmap();
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void set_bump_strength(float p_bump_strength);
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float get_bump_strength();
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int get_width() const;
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int get_height() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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virtual RID get_rid() const { return texture; }
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virtual bool has_alpha() const { return false; }
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virtual Ref<Image> get_data() const;
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NoiseTexture();
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virtual ~NoiseTexture();
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};
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#endif // NOISE_TEXTURE_H
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