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- /*************************************************************************/
- /* noise_texture.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 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() {
- update_queued = false;
- noise_thread = NULL;
- regen_queued = false;
- first_time = true;
- size = Vector2i(512, 512);
- seamless = false;
- as_normalmap = false;
- bump_strength = 8.0;
- flags = FLAGS_DEFAULT;
- noise = Ref<OpenSimplexNoise>();
- texture = VS::get_singleton()->texture_create();
- _queue_update();
- }
- NoiseTexture::~NoiseTexture() {
- VS::get_singleton()->free(texture);
- }
- 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_normalmap", "as_normalmap"), &NoiseTexture::set_as_normalmap);
- ClassDB::bind_method(D_METHOD("is_normalmap"), &NoiseTexture::is_normalmap);
- 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_normalmap"), "set_as_normalmap", "is_normalmap");
- ADD_PROPERTY(PropertyInfo(Variant::REAL, "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_normalmap) {
- property.usage = PROPERTY_USAGE_NOEDITOR | PROPERTY_USAGE_INTERNAL;
- }
- }
- }
- void NoiseTexture::_set_texture_data(const Ref<Image> &p_image) {
- data = p_image;
- if (data.is_valid()) {
- VS::get_singleton()->texture_allocate(texture, size.x, size.y, 0, Image::FORMAT_RGBA8, VS::TEXTURE_TYPE_2D, flags);
- VS::get_singleton()->texture_set_data(texture, p_image);
- }
- emit_changed();
- }
- void NoiseTexture::_thread_done(const Ref<Image> &p_image) {
- _set_texture_data(p_image);
- Thread::wait_to_finish(noise_thread);
- memdelete(noise_thread);
- noise_thread = NULL;
- if (regen_queued) {
- noise_thread = Thread::create(_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() {
- update_queued = false;
- if (noise.is_null()) return Ref<Image>();
- Ref<Image> image;
- if (seamless) {
- image = noise->get_seamless_image(size.x);
- } else {
- image = noise->get_image(size.x, size.y);
- }
- if (as_normalmap) {
- image->bumpmap_to_normalmap(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) {
- noise_thread = Thread::create(_thread_function, this);
- regen_queued = false;
- } else {
- regen_queued = true;
- }
- } else {
- Ref<Image> image = _generate_texture();
- _set_texture_data(image);
- }
- }
- void NoiseTexture::set_noise(Ref<OpenSimplexNoise> p_noise) {
- if (p_noise == noise)
- return;
- if (noise.is_valid()) {
- noise->disconnect(CoreStringNames::get_singleton()->changed, this, "_update_texture");
- }
- noise = p_noise;
- if (noise.is_valid()) {
- noise->connect(CoreStringNames::get_singleton()->changed, this, "_update_texture");
- }
- _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_normalmap(bool p_as_normalmap) {
- if (p_as_normalmap == as_normalmap) return;
- as_normalmap = p_as_normalmap;
- _queue_update();
- _change_notify();
- }
- bool NoiseTexture::is_normalmap() {
- return as_normalmap;
- }
- void NoiseTexture::set_bump_strength(float p_bump_strength) {
- if (p_bump_strength == bump_strength) return;
- bump_strength = p_bump_strength;
- if (as_normalmap)
- _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;
- }
- void NoiseTexture::set_flags(uint32_t p_flags) {
- flags = p_flags;
- VS::get_singleton()->texture_set_flags(texture, flags);
- }
- uint32_t NoiseTexture::get_flags() const {
- return flags;
- }
- Ref<Image> NoiseTexture::get_data() const {
- return data;
- }
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