/*************************************************************************/ /* 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; Thread noise_thread; bool first_time = true; bool update_queued = false; bool regen_queued = false; mutable RID texture; uint32_t flags = 0; Ref 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 &p_image); static void _thread_function(void *p_ud); void _queue_update(); Ref _generate_texture(); void _update_texture(); void _set_texture_image(const Ref &p_image); protected: static void _bind_methods(); virtual void _validate_property(PropertyInfo &property) const override; public: void set_noise(Ref p_noise); Ref 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 get_image() const override; NoiseTexture(); virtual ~NoiseTexture(); }; #endif // NOISE_TEXTURE_H