258 lines
8 KiB
C++
258 lines
8 KiB
C++
/*************************************************************************/
|
|
/* noise_texture.cpp */
|
|
/*************************************************************************/
|
|
/* This file is part of: */
|
|
/* GODOT ENGINE */
|
|
/* https://godotengine.org */
|
|
/*************************************************************************/
|
|
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
|
|
/* Copyright (c) 2014-2021 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() {
|
|
noise = Ref<OpenSimplexNoise>();
|
|
|
|
_queue_update();
|
|
}
|
|
|
|
NoiseTexture::~NoiseTexture() {
|
|
if (texture.is_valid()) {
|
|
RS::get_singleton()->free(texture);
|
|
}
|
|
noise_thread.wait_to_finish();
|
|
}
|
|
|
|
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_normal_map", "as_normal_map"), &NoiseTexture::set_as_normal_map);
|
|
ClassDB::bind_method(D_METHOD("is_normal_map"), &NoiseTexture::is_normal_map);
|
|
|
|
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_normal_map"), "set_as_normal_map", "is_normal_map");
|
|
ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "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_normal_map) {
|
|
property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
|
|
}
|
|
}
|
|
}
|
|
|
|
void NoiseTexture::_set_texture_image(const Ref<Image> &p_image) {
|
|
image = p_image;
|
|
if (image.is_valid()) {
|
|
if (texture.is_valid()) {
|
|
RID new_texture = RS::get_singleton()->texture_2d_create(p_image);
|
|
RS::get_singleton()->texture_replace(texture, new_texture);
|
|
} else {
|
|
texture = RS::get_singleton()->texture_2d_create(p_image);
|
|
}
|
|
}
|
|
emit_changed();
|
|
}
|
|
|
|
void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
|
|
_set_texture_image(p_image);
|
|
noise_thread.wait_to_finish();
|
|
if (regen_queued) {
|
|
noise_thread.start(_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<Image> NoiseTexture::_generate_texture() {
|
|
// Prevent memdelete due to unref() on other thread.
|
|
Ref<OpenSimplexNoise> ref_noise = noise;
|
|
|
|
if (ref_noise.is_null()) {
|
|
return Ref<Image>();
|
|
}
|
|
|
|
Ref<Image> image;
|
|
|
|
if (seamless) {
|
|
image = ref_noise->get_seamless_image(size.x);
|
|
} else {
|
|
image = ref_noise->get_image(size.x, size.y);
|
|
}
|
|
|
|
if (as_normal_map) {
|
|
image->bump_map_to_normal_map(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.is_started()) {
|
|
noise_thread.start(_thread_function, this);
|
|
regen_queued = false;
|
|
} else {
|
|
regen_queued = true;
|
|
}
|
|
|
|
} else {
|
|
Ref<Image> image = _generate_texture();
|
|
_set_texture_image(image);
|
|
}
|
|
update_queued = false;
|
|
}
|
|
|
|
void NoiseTexture::set_noise(Ref<OpenSimplexNoise> p_noise) {
|
|
if (p_noise == noise) {
|
|
return;
|
|
}
|
|
if (noise.is_valid()) {
|
|
noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
|
|
}
|
|
noise = p_noise;
|
|
if (noise.is_valid()) {
|
|
noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture::_queue_update));
|
|
}
|
|
_queue_update();
|
|
}
|
|
|
|
Ref<OpenSimplexNoise> 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_normal_map(bool p_as_normal_map) {
|
|
if (p_as_normal_map == as_normal_map) {
|
|
return;
|
|
}
|
|
as_normal_map = p_as_normal_map;
|
|
_queue_update();
|
|
notify_property_list_changed();
|
|
}
|
|
|
|
bool NoiseTexture::is_normal_map() {
|
|
return as_normal_map;
|
|
}
|
|
|
|
void NoiseTexture::set_bump_strength(float p_bump_strength) {
|
|
if (p_bump_strength == bump_strength) {
|
|
return;
|
|
}
|
|
bump_strength = p_bump_strength;
|
|
if (as_normal_map) {
|
|
_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;
|
|
}
|
|
|
|
RID NoiseTexture::get_rid() const {
|
|
if (!texture.is_valid()) {
|
|
texture = RS::get_singleton()->texture_2d_placeholder_create();
|
|
}
|
|
|
|
return texture;
|
|
}
|
|
|
|
Ref<Image> NoiseTexture::get_image() const {
|
|
return image;
|
|
}
|