/*************************************************************************/ /* noise_texture.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 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" NoiseTexture::NoiseTexture() { update_queued = false; noise_thread = NULL; regen_queued = false; first_time = true; size = Vector2i(512, 512); seamless = false; as_normalmap = false; bump_strength = 8.0; flags = FLAGS_DEFAULT; noise = Ref(); texture = VS::get_singleton()->texture_create(); _queue_update(); } NoiseTexture::~NoiseTexture() { VS::get_singleton()->free(texture); } 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_seamless", "seamless"), &NoiseTexture::set_seamless); ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless); ClassDB::bind_method(D_METHOD("set_as_normalmap", "as_normalmap"), &NoiseTexture::set_as_normalmap); ClassDB::bind_method(D_METHOD("is_normalmap"), &NoiseTexture::is_normalmap); 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, "seamless"), "set_seamless", "get_seamless"); ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap"); ADD_PROPERTY(PropertyInfo(Variant::REAL, "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, "OpenSimplexNoise"), "set_noise", "get_noise"); } void NoiseTexture::_validate_property(PropertyInfo &property) const { if (property.name == "bump_strength") { if (!as_normalmap) { property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL; } } } void NoiseTexture::_set_texture_data(const Ref &p_image) { data = p_image; if (data.is_valid()) { VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, flags); VS::get_singleton()->texture_set_data(texture, p_image); } emit_changed(); } void NoiseTexture::_thread_done(const Ref &p_image) { _set_texture_data(p_image); Thread::wait_to_finish(noise_thread); memdelete(noise_thread); noise_thread = NULL; if (regen_queued) { noise_thread = Thread::create(_thread_function, this); regen_queued = false; } } void NoiseTexture::_thread_function(void *p_ud) { NoiseTexture *tex = (NoiseTexture *)p_ud; tex->call_deferred("_thread_done", tex->_generate_texture()); } void NoiseTexture::_queue_update() { if (update_queued) return; update_queued = true; call_deferred("_update_texture"); } Ref NoiseTexture::_generate_texture() { update_queued = false; if (noise.is_null()) return Ref(); Ref image; if (seamless) { image = noise->get_seamless_image(size.x); } else { image = noise->get_image(size.x, size.y); } if (as_normalmap) { image->bumpmap_to_normalmap(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) { noise_thread = Thread::create(_thread_function, this); regen_queued = false; } else { regen_queued = true; } } else { Ref image = _generate_texture(); _set_texture_data(image); } } void NoiseTexture::set_noise(Ref p_noise) { if (p_noise == noise) return; if (noise.is_valid()) { noise->disconnect(CoreStringNames::get_singleton()->changed, this, "_update_texture"); } noise = p_noise; if (noise.is_valid()) { noise->connect(CoreStringNames::get_singleton()->changed, this, "_update_texture"); } _queue_update(); } Ref NoiseTexture::get_noise() { return noise; } void NoiseTexture::set_width(int p_width) { if (p_width == size.x) return; size.x = p_width; _queue_update(); } void NoiseTexture::set_height(int p_height) { if (p_height == size.y) return; size.y = p_height; _queue_update(); } void NoiseTexture::set_seamless(bool p_seamless) { if (p_seamless == seamless) return; seamless = p_seamless; _queue_update(); } bool NoiseTexture::get_seamless() { return seamless; } void NoiseTexture::set_as_normalmap(bool p_as_normalmap) { if (p_as_normalmap == as_normalmap) return; as_normalmap = p_as_normalmap; _queue_update(); _change_notify(); } bool NoiseTexture::is_normalmap() { return as_normalmap; } void NoiseTexture::set_bump_strength(float p_bump_strength) { if (p_bump_strength == bump_strength) return; bump_strength = p_bump_strength; if (as_normalmap) _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; } void NoiseTexture::set_flags(uint32_t p_flags) { flags = p_flags; VS::get_singleton()->texture_set_flags(texture, flags); } uint32_t NoiseTexture::get_flags() const { return flags; } Ref NoiseTexture::get_data() const { return data; }