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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;

	Size2i size = Size2i(512, 512);
	bool invert = false;
	bool in_3d_space = false;
	bool generate_mipmaps = true;
	bool seamless = false;
	real_t seamless_blend_skirt = 0.1;
	bool as_normal_map = false;
	float bump_strength = 8.0;

	Ref<Gradient> color_ramp;
	Ref<Noise> noise;

	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);

	Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);

protected:
	static void _bind_methods();
	void _validate_property(PropertyInfo &p_property) const;

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_in_3d_space(bool p_enable);
	bool is_in_3d_space() const;

	void set_generate_mipmaps(bool p_enable);
	bool is_generating_mipmaps() 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();

	void set_color_ramp(const Ref<Gradient> &p_gradient);
	Ref<Gradient> get_color_ramp() const;

	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