/*************************************************************************/ /* noise_texture.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.h" #include "core/core_string_names.h" #include "noise.h" NoiseTexture::NoiseTexture() { noise = Ref(); _queue_update(); } NoiseTexture::~NoiseTexture() { if (texture.is_valid()) { RS::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_invert", "invert"), &NoiseTexture::set_invert); ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture::get_invert); 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_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture::set_seamless_blend_skirt); ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture::get_seamless_blend_skirt); ClassDB::bind_method(D_METHOD("set_as_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map); ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map); 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("_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, "invert"), "set_invert", "get_invert"); 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, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise"); } void NoiseTexture::_validate_property(PropertyInfo &property) const { if (property.name == "bump_strength") { if (!as_normal_map) { property.usage = PROPERTY_USAGE_NO_EDITOR | PROPERTY_USAGE_INTERNAL; } } if (property.name == "seamless_blend_skirt") { if (!seamless) { property.usage = PROPERTY_USAGE_NO_EDITOR; } } } void NoiseTexture::_set_texture_image(const Ref &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 NoiseTexture::_thread_done(const Ref &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 NoiseTexture::_thread_function(void *p_ud) { NoiseTexture *tex = (NoiseTexture *)p_ud; tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture()); } void NoiseTexture::_queue_update() { if (update_queued) { return; } update_queued = true; call_deferred(SNAME("_update_texture")); } Ref NoiseTexture::_generate_texture() { // Prevent memdelete due to unref() on other thread. Ref ref_noise = noise; if (ref_noise.is_null()) { return Ref(); } Ref image; if (seamless) { image = ref_noise->get_seamless_image(size.x, size.y, invert, seamless_blend_skirt); } else { image = ref_noise->get_image(size.x, size.y, invert); } if (as_normal_map) { image->bump_map_to_normal_map(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 = _generate_texture(); _set_texture_image(image); } update_queued = false; } void NoiseTexture::set_noise(Ref p_noise) { if (p_noise == noise) { return; } if (noise.is_valid()) { noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update)); } noise = p_noise; if (noise.is_valid()) { noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update)); } _queue_update(); } Ref NoiseTexture::get_noise() { return noise; } void NoiseTexture::set_width(int p_width) { ERR_FAIL_COND(p_width <= 0); if (p_width == size.x) { return; } size.x = p_width; _queue_update(); } void NoiseTexture::set_height(int p_height) { ERR_FAIL_COND(p_height <= 0); if (p_height == size.y) { return; } size.y = p_height; _queue_update(); } void NoiseTexture::set_invert(bool p_invert) { if (p_invert == invert) { return; } invert = p_invert; _queue_update(); } bool NoiseTexture::get_invert() const { return invert; } void NoiseTexture::set_seamless(bool p_seamless) { if (p_seamless == seamless) { return; } seamless = p_seamless; _queue_update(); notify_property_list_changed(); } bool NoiseTexture::get_seamless() { return seamless; } void NoiseTexture::set_seamless_blend_skirt(real_t p_blend_skirt) { if (p_blend_skirt == seamless_blend_skirt) { return; } seamless_blend_skirt = p_blend_skirt; _queue_update(); } real_t NoiseTexture::get_seamless_blend_skirt() { return seamless_blend_skirt; } void NoiseTexture::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 NoiseTexture::is_normal_map() { return as_normal_map; } void NoiseTexture::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 NoiseTexture::get_bump_strength() { return bump_strength; } int NoiseTexture::get_width() const { return size.x; } int NoiseTexture::get_height() const { return size.y; } RID NoiseTexture::get_rid() const { if (!texture.is_valid()) { texture = RS::get_singleton()->texture_2d_placeholder_create(); } return texture; } Ref NoiseTexture::get_image() const { return image; }