123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357 |
- /**************************************************************************/
- /* noise_texture_3d.cpp */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #include "noise_texture_3d.h"
- #include "noise.h"
- NoiseTexture3D::NoiseTexture3D() {
- noise = Ref<Noise>();
- _queue_update();
- }
- NoiseTexture3D::~NoiseTexture3D() {
- ERR_FAIL_NULL(RenderingServer::get_singleton());
- if (texture.is_valid()) {
- RS::get_singleton()->free(texture);
- }
- if (noise_thread.is_started()) {
- noise_thread.wait_to_finish();
- }
- }
- void NoiseTexture3D::_bind_methods() {
- ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture3D::set_width);
- ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture3D::set_height);
- ClassDB::bind_method(D_METHOD("set_depth", "depth"), &NoiseTexture3D::set_depth);
- ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture3D::set_invert);
- ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture3D::get_invert);
- ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture3D::set_seamless);
- ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture3D::get_seamless);
- ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture3D::set_seamless_blend_skirt);
- ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture3D::get_seamless_blend_skirt);
- ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture3D::set_normalize);
- ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture3D::is_normalized);
- ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture3D::set_color_ramp);
- ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture3D::get_color_ramp);
- ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture3D::set_noise);
- ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture3D::get_noise);
- ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
- ADD_PROPERTY(PropertyInfo(Variant::INT, "depth", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_depth", "get_depth");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
- ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
- ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize"), "set_normalize", "is_normalized");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
- ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
- }
- void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const {
- if (p_property.name == "seamless_blend_skirt") {
- if (!seamless) {
- p_property.usage = PROPERTY_USAGE_NO_EDITOR;
- }
- }
- }
- void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) {
- if (!p_data.is_empty()) {
- Vector<Ref<Image>> data;
- data.resize(p_data.size());
- for (int i = 0; i < data.size(); i++) {
- data.write[i] = p_data[i];
- }
- if (texture.is_valid()) {
- RID new_texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data);
- RS::get_singleton()->texture_replace(texture, new_texture);
- } else {
- texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data);
- }
- format = data[0]->get_format();
- }
- emit_changed();
- }
- void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) {
- _set_texture_data(p_data);
- noise_thread.wait_to_finish();
- if (regen_queued) {
- noise_thread.start(_thread_function, this);
- regen_queued = false;
- }
- }
- void NoiseTexture3D::_thread_function(void *p_ud) {
- NoiseTexture3D *tex = static_cast<NoiseTexture3D *>(p_ud);
- callable_mp(tex, &NoiseTexture3D::_thread_done).call_deferred(tex->_generate_texture());
- }
- void NoiseTexture3D::_queue_update() {
- if (update_queued) {
- return;
- }
- update_queued = true;
- callable_mp(this, &NoiseTexture3D::_update_texture).call_deferred();
- }
- TypedArray<Image> NoiseTexture3D::_generate_texture() {
- // Prevent memdelete due to unref() on other thread.
- Ref<Noise> ref_noise = noise;
- if (ref_noise.is_null()) {
- return TypedArray<Image>();
- }
- ERR_FAIL_COND_V_MSG((int64_t)width * height * depth > Image::MAX_PIXELS, TypedArray<Image>(), "The NoiseTexture3D is too big, consider lowering its width, height, or depth.");
- Vector<Ref<Image>> images;
- if (seamless) {
- images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize);
- } else {
- images = ref_noise->_get_image(width, height, depth, invert, true, normalize);
- }
- if (color_ramp.is_valid()) {
- for (int i = 0; i < images.size(); i++) {
- images.write[i] = _modulate_with_gradient(images[i], color_ramp);
- }
- }
- TypedArray<Image> new_data;
- new_data.resize(images.size());
- for (int i = 0; i < new_data.size(); i++) {
- new_data[i] = images[i];
- }
- return new_data;
- }
- Ref<Image> NoiseTexture3D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
- int w = p_image->get_width();
- int h = p_image->get_height();
- Ref<Image> new_image = Image::create_empty(w, h, false, Image::FORMAT_RGBA8);
- for (int row = 0; row < h; row++) {
- for (int col = 0; col < w; col++) {
- Color pixel_color = p_image->get_pixel(col, row);
- Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance());
- new_image->set_pixel(col, row, ramp_color);
- }
- }
- return new_image;
- }
- void NoiseTexture3D::_update_texture() {
- bool use_thread = true;
- #ifndef THREADS_ENABLED
- use_thread = false;
- #endif
- if (first_time) {
- use_thread = false;
- first_time = false;
- }
- if (use_thread) {
- if (!noise_thread.is_started()) {
- noise_thread.start(_thread_function, this);
- regen_queued = false;
- } else {
- regen_queued = true;
- }
- } else {
- TypedArray<Image> new_data = _generate_texture();
- _set_texture_data(new_data);
- }
- update_queued = false;
- }
- void NoiseTexture3D::set_noise(Ref<Noise> p_noise) {
- if (p_noise == noise) {
- return;
- }
- if (noise.is_valid()) {
- noise->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
- }
- noise = p_noise;
- if (noise.is_valid()) {
- noise->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
- }
- _queue_update();
- }
- Ref<Noise> NoiseTexture3D::get_noise() {
- return noise;
- }
- void NoiseTexture3D::set_width(int p_width) {
- ERR_FAIL_COND(p_width <= 0);
- if (p_width == width) {
- return;
- }
- width = p_width;
- _queue_update();
- }
- void NoiseTexture3D::set_height(int p_height) {
- ERR_FAIL_COND(p_height <= 0);
- if (p_height == height) {
- return;
- }
- height = p_height;
- _queue_update();
- }
- void NoiseTexture3D::set_depth(int p_depth) {
- ERR_FAIL_COND(p_depth <= 0);
- if (p_depth == depth) {
- return;
- }
- depth = p_depth;
- _queue_update();
- }
- void NoiseTexture3D::set_invert(bool p_invert) {
- if (p_invert == invert) {
- return;
- }
- invert = p_invert;
- _queue_update();
- }
- bool NoiseTexture3D::get_invert() const {
- return invert;
- }
- void NoiseTexture3D::set_seamless(bool p_seamless) {
- if (p_seamless == seamless) {
- return;
- }
- seamless = p_seamless;
- _queue_update();
- notify_property_list_changed();
- }
- bool NoiseTexture3D::get_seamless() {
- return seamless;
- }
- void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) {
- ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
- if (p_blend_skirt == seamless_blend_skirt) {
- return;
- }
- seamless_blend_skirt = p_blend_skirt;
- _queue_update();
- }
- real_t NoiseTexture3D::get_seamless_blend_skirt() {
- return seamless_blend_skirt;
- }
- void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) {
- if (p_gradient == color_ramp) {
- return;
- }
- if (color_ramp.is_valid()) {
- color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
- }
- color_ramp = p_gradient;
- if (color_ramp.is_valid()) {
- color_ramp->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
- }
- _queue_update();
- }
- void NoiseTexture3D::set_normalize(bool p_normalize) {
- if (normalize == p_normalize) {
- return;
- }
- normalize = p_normalize;
- _queue_update();
- }
- bool NoiseTexture3D::is_normalized() const {
- return normalize;
- }
- Ref<Gradient> NoiseTexture3D::get_color_ramp() const {
- return color_ramp;
- }
- int NoiseTexture3D::get_width() const {
- return width;
- }
- int NoiseTexture3D::get_height() const {
- return height;
- }
- int NoiseTexture3D::get_depth() const {
- return depth;
- }
- bool NoiseTexture3D::has_mipmaps() const {
- return false;
- }
- RID NoiseTexture3D::get_rid() const {
- if (!texture.is_valid()) {
- texture = RS::get_singleton()->texture_3d_placeholder_create();
- }
- return texture;
- }
- Vector<Ref<Image>> NoiseTexture3D::get_data() const {
- ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>());
- return RS::get_singleton()->texture_3d_get(texture);
- }
- Image::Format NoiseTexture3D::get_format() const {
- return format;
- }
|