diff options
Diffstat (limited to 'modules/noise/noise_texture_2d.cpp')
-rw-r--r-- | modules/noise/noise_texture_2d.cpp | 378 |
1 files changed, 378 insertions, 0 deletions
diff --git a/modules/noise/noise_texture_2d.cpp b/modules/noise/noise_texture_2d.cpp new file mode 100644 index 0000000000..8d279f9dd3 --- /dev/null +++ b/modules/noise/noise_texture_2d.cpp @@ -0,0 +1,378 @@ +/*************************************************************************/ +/* noise_texture_2d.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_2d.h" + +#include "core/core_string_names.h" +#include "noise.h" + +NoiseTexture2D::NoiseTexture2D() { + noise = Ref<Noise>(); + + _queue_update(); +} + +NoiseTexture2D::~NoiseTexture2D() { + if (texture.is_valid()) { + RS::get_singleton()->free(texture); + } + noise_thread.wait_to_finish(); +} + +void NoiseTexture2D::_bind_methods() { + ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture2D::_update_texture); + ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture2D::_generate_texture); + ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture2D::_thread_done); + + ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture2D::set_width); + ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture2D::set_height); + + ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture2D::set_invert); + ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture2D::get_invert); + + ClassDB::bind_method(D_METHOD("set_in_3d_space", "enable"), &NoiseTexture2D::set_in_3d_space); + ClassDB::bind_method(D_METHOD("is_in_3d_space"), &NoiseTexture2D::is_in_3d_space); + + ClassDB::bind_method(D_METHOD("set_generate_mipmaps", "invert"), &NoiseTexture2D::set_generate_mipmaps); + ClassDB::bind_method(D_METHOD("is_generating_mipmaps"), &NoiseTexture2D::is_generating_mipmaps); + + ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture2D::set_seamless); + ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture2D::get_seamless); + + ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture2D::set_seamless_blend_skirt); + ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture2D::get_seamless_blend_skirt); + + ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture2D::set_as_normal_map); + ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture2D::is_normal_map); + + ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture2D::set_bump_strength); + ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture2D::get_bump_strength); + + ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture2D::set_color_ramp); + ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture2D::get_color_ramp); + + ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture2D::set_noise); + ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture2D::get_noise); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space"), "set_in_3d_space", "is_in_3d_space"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps"), "set_generate_mipmaps", "is_generating_mipmaps"); + 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, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise"); +} + +void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "bump_strength") { + if (!as_normal_map) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } + + if (p_property.name == "seamless_blend_skirt") { + if (!seamless) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void NoiseTexture2D::_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 NoiseTexture2D::_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 NoiseTexture2D::_thread_function(void *p_ud) { + NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud); + tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture()); +} + +void NoiseTexture2D::_queue_update() { + if (update_queued) { + return; + } + + update_queued = true; + call_deferred(SNAME("_update_texture")); +} + +Ref<Image> NoiseTexture2D::_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, in_3d_space, seamless_blend_skirt); + } else { + image = ref_noise->get_image(size.x, size.y, invert, in_3d_space); + } + if (color_ramp.is_valid()) { + image = _modulate_with_gradient(image, color_ramp); + } + if (as_normal_map) { + image->bump_map_to_normal_map(bump_strength); + } + if (generate_mipmaps) { + image->generate_mipmaps(); + } + + return image; +} + +Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) { + int width = p_image->get_width(); + int height = p_image->get_height(); + + Ref<Image> new_image; + new_image.instantiate(); + new_image->create(width, height, false, Image::FORMAT_RGBA8); + + for (int row = 0; row < height; row++) { + for (int col = 0; col < width; col++) { + Color pixel_color = p_image->get_pixel(col, row); + Color ramp_color = color_ramp->get_color_at_offset(pixel_color.get_luminance()); + new_image->set_pixel(col, row, ramp_color); + } + } + + return new_image; +} + +void NoiseTexture2D::_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 NoiseTexture2D::set_noise(Ref<Noise> p_noise) { + if (p_noise == noise) { + return; + } + if (noise.is_valid()) { + noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update)); + } + noise = p_noise; + if (noise.is_valid()) { + noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update)); + } + _queue_update(); +} + +Ref<Noise> NoiseTexture2D::get_noise() { + return noise; +} + +void NoiseTexture2D::set_width(int p_width) { + ERR_FAIL_COND(p_width <= 0); + if (p_width == size.x) { + return; + } + size.x = p_width; + _queue_update(); +} + +void NoiseTexture2D::set_height(int p_height) { + ERR_FAIL_COND(p_height <= 0); + if (p_height == size.y) { + return; + } + size.y = p_height; + _queue_update(); +} + +void NoiseTexture2D::set_invert(bool p_invert) { + if (p_invert == invert) { + return; + } + invert = p_invert; + _queue_update(); +} + +bool NoiseTexture2D::get_invert() const { + return invert; +} + +void NoiseTexture2D::set_in_3d_space(bool p_enable) { + if (p_enable == in_3d_space) { + return; + } + in_3d_space = p_enable; + _queue_update(); +} +bool NoiseTexture2D::is_in_3d_space() const { + return in_3d_space; +} + +void NoiseTexture2D::set_generate_mipmaps(bool p_enable) { + if (p_enable == generate_mipmaps) { + return; + } + generate_mipmaps = p_enable; + _queue_update(); +} + +bool NoiseTexture2D::is_generating_mipmaps() const { + return generate_mipmaps; +} + +void NoiseTexture2D::set_seamless(bool p_seamless) { + if (p_seamless == seamless) { + return; + } + seamless = p_seamless; + _queue_update(); + notify_property_list_changed(); +} + +bool NoiseTexture2D::get_seamless() { + return seamless; +} + +void NoiseTexture2D::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 NoiseTexture2D::get_seamless_blend_skirt() { + return seamless_blend_skirt; +} + +void NoiseTexture2D::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 NoiseTexture2D::is_normal_map() { + return as_normal_map; +} + +void NoiseTexture2D::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 NoiseTexture2D::get_bump_strength() { + return bump_strength; +} + +void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) { + if (p_gradient == color_ramp) { + return; + } + if (color_ramp.is_valid()) { + color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update)); + } + color_ramp = p_gradient; + if (color_ramp.is_valid()) { + color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture2D::_queue_update)); + } + _queue_update(); +} + +Ref<Gradient> NoiseTexture2D::get_color_ramp() const { + return color_ramp; +} + +int NoiseTexture2D::get_width() const { + return size.x; +} + +int NoiseTexture2D::get_height() const { + return size.y; +} + +RID NoiseTexture2D::get_rid() const { + if (!texture.is_valid()) { + texture = RS::get_singleton()->texture_2d_placeholder_create(); + } + + return texture; +} + +Ref<Image> NoiseTexture2D::get_image() const { + return image; +} |