2167b977de
The previous RGBA format included unused RGB data. Using the LA8 format
removes the need to store the extra data.
The Docs have been updated to reflect the format changes.
(cherry picked from commit 041fe20f64
)
270 lines
8.2 KiB
C++
270 lines
8.2 KiB
C++
/*************************************************************************/
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/* noise_texture.cpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#include "noise_texture.h"
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#include "core/core_string_names.h"
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NoiseTexture::NoiseTexture() {
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update_queued = false;
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noise_thread = NULL;
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regen_queued = false;
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first_time = true;
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size = Vector2i(512, 512);
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seamless = false;
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as_normalmap = false;
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bump_strength = 8.0;
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flags = FLAGS_DEFAULT;
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noise = Ref<OpenSimplexNoise>();
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texture = VS::get_singleton()->texture_create();
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_queue_update();
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}
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NoiseTexture::~NoiseTexture() {
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VS::get_singleton()->free(texture);
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if (noise_thread) {
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Thread::wait_to_finish(noise_thread);
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memdelete(noise_thread);
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}
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}
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void NoiseTexture::_bind_methods() {
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ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture::set_width);
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ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture::set_height);
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ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture::set_noise);
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ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture::get_noise);
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ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture::set_seamless);
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ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture::get_seamless);
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ClassDB::bind_method(D_METHOD("set_as_normalmap", "as_normalmap"), &NoiseTexture::set_as_normalmap);
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ClassDB::bind_method(D_METHOD("is_normalmap"), &NoiseTexture::is_normalmap);
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ClassDB::bind_method(D_METHOD("set_bump_strength", "bump_strength"), &NoiseTexture::set_bump_strength);
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ClassDB::bind_method(D_METHOD("get_bump_strength"), &NoiseTexture::get_bump_strength);
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ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture::_update_texture);
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ClassDB::bind_method(D_METHOD("_queue_update"), &NoiseTexture::_queue_update);
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ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture::_generate_texture);
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ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture::_thread_done);
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ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_width", "get_width");
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ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater"), "set_height", "get_height");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
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ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normalmap"), "set_as_normalmap", "is_normalmap");
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ADD_PROPERTY(PropertyInfo(Variant::REAL, "bump_strength", PROPERTY_HINT_RANGE, "0,32,0.1,or_greater"), "set_bump_strength", "get_bump_strength");
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ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "OpenSimplexNoise"), "set_noise", "get_noise");
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}
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void NoiseTexture::_validate_property(PropertyInfo &property) const {
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if (property.name == "bump_strength") {
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if (!as_normalmap) {
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property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
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}
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}
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}
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void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) {
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data = p_image;
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if (data.is_valid()) {
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VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, p_image->get_format(), VS::TEXTURE_TYPE_2D, flags);
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VS::get_singleton()->texture_set_data(texture, p_image);
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}
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emit_changed();
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}
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void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
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_set_texture_data(p_image);
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Thread::wait_to_finish(noise_thread);
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memdelete(noise_thread);
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noise_thread = NULL;
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if (regen_queued) {
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noise_thread = Thread::create(_thread_function, this);
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regen_queued = false;
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}
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}
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void NoiseTexture::_thread_function(void *p_ud) {
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NoiseTexture *tex = (NoiseTexture *)p_ud;
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tex->call_deferred("_thread_done", tex->_generate_texture());
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}
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void NoiseTexture::_queue_update() {
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if (update_queued)
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return;
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update_queued = true;
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call_deferred("_update_texture");
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}
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Ref<Image> NoiseTexture::_generate_texture() {
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// Prevent memdelete due to unref() on other thread.
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Ref<OpenSimplexNoise> ref_noise = noise;
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if (ref_noise.is_null()) {
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return Ref<Image>();
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}
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Ref<Image> image;
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if (seamless) {
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image = ref_noise->get_seamless_image(size.x);
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} else {
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image = ref_noise->get_image(size.x, size.y);
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}
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if (as_normalmap) {
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image->bumpmap_to_normalmap(bump_strength);
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}
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return image;
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}
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void NoiseTexture::_update_texture() {
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bool use_thread = true;
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if (first_time) {
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use_thread = false;
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first_time = false;
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}
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#ifdef NO_THREADS
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use_thread = false;
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#endif
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if (use_thread) {
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if (!noise_thread) {
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noise_thread = Thread::create(_thread_function, this);
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regen_queued = false;
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} else {
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regen_queued = true;
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}
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} else {
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Ref<Image> image = _generate_texture();
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_set_texture_data(image);
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}
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update_queued = false;
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}
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void NoiseTexture::set_noise(Ref<OpenSimplexNoise> p_noise) {
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if (p_noise == noise)
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return;
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if (noise.is_valid()) {
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noise->disconnect(CoreStringNames::get_singleton()->changed, this, "_queue_update");
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}
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noise = p_noise;
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if (noise.is_valid()) {
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noise->connect(CoreStringNames::get_singleton()->changed, this, "_queue_update");
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}
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_queue_update();
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}
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Ref<OpenSimplexNoise> NoiseTexture::get_noise() {
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return noise;
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}
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void NoiseTexture::set_width(int p_width) {
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if (p_width == size.x) return;
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size.x = p_width;
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_queue_update();
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}
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void NoiseTexture::set_height(int p_height) {
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if (p_height == size.y) return;
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size.y = p_height;
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_queue_update();
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}
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void NoiseTexture::set_seamless(bool p_seamless) {
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if (p_seamless == seamless) return;
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seamless = p_seamless;
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_queue_update();
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}
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bool NoiseTexture::get_seamless() {
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return seamless;
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}
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void NoiseTexture::set_as_normalmap(bool p_as_normalmap) {
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if (p_as_normalmap == as_normalmap) return;
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as_normalmap = p_as_normalmap;
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_queue_update();
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_change_notify();
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}
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bool NoiseTexture::is_normalmap() {
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return as_normalmap;
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}
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void NoiseTexture::set_bump_strength(float p_bump_strength) {
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if (p_bump_strength == bump_strength) return;
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bump_strength = p_bump_strength;
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if (as_normalmap)
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_queue_update();
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}
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float NoiseTexture::get_bump_strength() {
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return bump_strength;
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}
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int NoiseTexture::get_width() const {
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return size.x;
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}
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int NoiseTexture::get_height() const {
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return size.y;
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}
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void NoiseTexture::set_flags(uint32_t p_flags) {
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flags = p_flags;
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VS::get_singleton()->texture_set_flags(texture, flags);
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}
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uint32_t NoiseTexture::get_flags() const {
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return flags;
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}
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Ref<Image> NoiseTexture::get_data() const {
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return data;
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}
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