/**************************************************************************/ /* 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 color_ramp; Ref noise; void _thread_done(const TypedArray &p_data); static void _thread_function(void *p_ud); void _queue_update(); TypedArray _generate_texture(); void _update_texture(); void _set_texture_data(const TypedArray &p_data); Ref _modulate_with_gradient(Ref p_image, Ref p_gradient); protected: static void _bind_methods(); void _validate_property(PropertyInfo &p_property) const; public: void set_noise(Ref p_noise); Ref 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 &p_gradient); Ref get_color_ramp() const; virtual int get_width() const override; virtual int get_height() const override; virtual int get_depth() const override; virtual RID get_rid() const override; virtual Vector> get_data() const override; virtual Image::Format get_format() const override; NoiseTexture3D(); virtual ~NoiseTexture3D(); }; #endif // NOISE_TEXTURE_3D_H