virtualx-engine/modules/noise/noise_texture_3d.h

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/**************************************************************************/
/* noise_texture_3d.h */
/**************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/**************************************************************************/
/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
/* */
/* 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_3D_H
#define NOISE_TEXTURE_3D_H
#include "noise.h"
#include "core/object/ref_counted.h"
#include "scene/resources/texture.h"
class NoiseTexture3D : public Texture3D {
GDCLASS(NoiseTexture3D, Texture3D);
private:
Thread noise_thread;
bool first_time = true;
bool update_queued = false;
bool regen_queued = false;
mutable RID texture;
uint32_t flags = 0;
int width = 64;
int height = 64;
int depth = 64;
bool invert = false;
bool seamless = false;
real_t seamless_blend_skirt = 0.1;
bool normalize = true;
Ref<Gradient> color_ramp;
Ref<Noise> noise;
Image::Format format = Image::FORMAT_L8;
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void _thread_done(const TypedArray<Image> &p_data);
static void _thread_function(void *p_ud);
void _queue_update();
TypedArray<Image> _generate_texture();
void _update_texture();
void _set_texture_data(const TypedArray<Image> &p_data);
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_depth(int p_depth);
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_normalize(bool p_normalize);
bool is_normalized() const;
void set_color_ramp(const Ref<Gradient> &p_gradient);
Ref<Gradient> get_color_ramp() const;
virtual int get_width() const override;
virtual int get_height() const override;
virtual int get_depth() const override;
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virtual bool has_mipmaps() const override;
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virtual RID get_rid() const override;
virtual Vector<Ref<Image>> get_data() const override;
virtual Image::Format get_format() const override;
NoiseTexture3D();
virtual ~NoiseTexture3D();
};
#endif // NOISE_TEXTURE_3D_H