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+/*************************************************************************/
+/* noise_texture.h */
+/*************************************************************************/
+/* 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. */
+/*************************************************************************/
+
+#ifndef NOISE_TEXTURE_H
+#define NOISE_TEXTURE_H
+
+#include "noise.h"
+
+#include "core/object/ref_counted.h"
+#include "scene/resources/texture.h"
+
+class NoiseTexture : public Texture2D {
+ GDCLASS(NoiseTexture, Texture2D);
+
+private:
+ Ref<Image> image;
+
+ Thread noise_thread;
+
+ bool first_time = true;
+ bool update_queued = false;
+ bool regen_queued = false;
+
+ mutable RID texture;
+ uint32_t flags = 0;
+
+ Ref<Noise> noise;
+ bool invert = false;
+ Vector2i size = Vector2i(512, 512);
+ Vector2 noise_offset;
+ bool seamless = false;
+ real_t seamless_blend_skirt = 0.1;
+ bool as_normal_map = false;
+ float bump_strength = 8.0;
+
+ void _thread_done(const Ref<Image> &p_image);
+ static void _thread_function(void *p_ud);
+
+ void _queue_update();
+ Ref<Image> _generate_texture();
+ void _update_texture();
+ void _set_texture_image(const Ref<Image> &p_image);
+
+protected:
+ static void _bind_methods();
+ virtual void _validate_property(PropertyInfo &property) const override;
+
+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_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_as_normal_map(bool p_as_normal_map);
+ bool is_normal_map();
+
+ void set_bump_strength(float p_bump_strength);
+ float get_bump_strength();
+
+ int get_width() const override;
+ int get_height() const override;
+
+ virtual RID get_rid() const override;
+ virtual bool has_alpha() const override { return false; }
+
+ virtual Ref<Image> get_image() const override;
+
+ NoiseTexture();
+ virtual ~NoiseTexture();
+};
+
+#endif // NOISE_TEXTURE_H