virtualx-engine/modules/opensimplex/noise_texture.h
JFonS f12a1b8863 Add SimplexNoise and NoiseTexture as new resources
SimplexNoise can be used to generate parameterized fractal noise based on Open Simplex.

NoiseTexture uses SimplexNoise to generate noise textures for using in
shaders/visual effects.
2018-09-14 15:24:34 +02:00

104 lines
3.6 KiB
C++

/*************************************************************************/
/* noise_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2018 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2018 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 "simplex_noise.h"
#include "core/image.h"
#include "core/reference.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/property_editor.h"
class NoiseTexture : public Texture {
GDCLASS(NoiseTexture, Texture)
private:
Ref<Image> data;
Thread *noise_thread;
bool first_time;
bool update_queued;
bool regen_queued;
RID texture;
uint32_t flags;
Ref<SimplexNoise> noise;
Vector2i size;
bool seamless;
bool as_normalmap;
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_data(const Ref<Image> &p_image);
protected:
static void _bind_methods();
public:
void set_noise(Ref<SimplexNoise> p_noise);
Ref<SimplexNoise> get_noise();
void set_width(int p_width);
void set_height(int p_hieght);
void set_seamless(bool p_seamless);
bool get_seamless();
void set_as_normalmap(bool p_seamless);
bool is_normalmap();
void set_size(Vector2 p_size);
Vector2 get_size();
int get_width() const;
int get_height() const;
virtual void set_flags(uint32_t p_flags);
virtual uint32_t get_flags() const;
virtual RID get_rid() const { return texture; }
virtual bool has_alpha() const { return false; }
virtual Ref<Image> get_data() const;
NoiseTexture();
virtual ~NoiseTexture();
};
#endif // NOISE_TEXTURE_H