1 | /**************************************************************************/ |
2 | /* noise_texture_2d.cpp */ |
3 | /**************************************************************************/ |
4 | /* This file is part of: */ |
5 | /* GODOT ENGINE */ |
6 | /* https://godotengine.org */ |
7 | /**************************************************************************/ |
8 | /* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */ |
9 | /* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */ |
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12 | /* a copy of this software and associated documentation files (the */ |
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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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18 | /* */ |
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20 | /* included in all copies or substantial portions of the Software. */ |
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28 | /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ |
29 | /**************************************************************************/ |
30 | |
31 | #include "noise_texture_2d.h" |
32 | |
33 | #include "noise.h" |
34 | |
35 | NoiseTexture2D::NoiseTexture2D() { |
36 | noise = Ref<Noise>(); |
37 | |
38 | _queue_update(); |
39 | } |
40 | |
41 | NoiseTexture2D::~NoiseTexture2D() { |
42 | ERR_FAIL_NULL(RenderingServer::get_singleton()); |
43 | if (texture.is_valid()) { |
44 | RS::get_singleton()->free(texture); |
45 | } |
46 | if (noise_thread.is_started()) { |
47 | noise_thread.wait_to_finish(); |
48 | } |
49 | } |
50 | |
51 | void NoiseTexture2D::_bind_methods() { |
52 | ClassDB::bind_method(D_METHOD("_update_texture" ), &NoiseTexture2D::_update_texture); |
53 | ClassDB::bind_method(D_METHOD("_generate_texture" ), &NoiseTexture2D::_generate_texture); |
54 | ClassDB::bind_method(D_METHOD("_thread_done" , "image" ), &NoiseTexture2D::_thread_done); |
55 | |
56 | ClassDB::bind_method(D_METHOD("set_width" , "width" ), &NoiseTexture2D::set_width); |
57 | ClassDB::bind_method(D_METHOD("set_height" , "height" ), &NoiseTexture2D::set_height); |
58 | |
59 | ClassDB::bind_method(D_METHOD("set_invert" , "invert" ), &NoiseTexture2D::set_invert); |
60 | ClassDB::bind_method(D_METHOD("get_invert" ), &NoiseTexture2D::get_invert); |
61 | |
62 | ClassDB::bind_method(D_METHOD("set_in_3d_space" , "enable" ), &NoiseTexture2D::set_in_3d_space); |
63 | ClassDB::bind_method(D_METHOD("is_in_3d_space" ), &NoiseTexture2D::is_in_3d_space); |
64 | |
65 | ClassDB::bind_method(D_METHOD("set_generate_mipmaps" , "invert" ), &NoiseTexture2D::set_generate_mipmaps); |
66 | ClassDB::bind_method(D_METHOD("is_generating_mipmaps" ), &NoiseTexture2D::is_generating_mipmaps); |
67 | |
68 | ClassDB::bind_method(D_METHOD("set_seamless" , "seamless" ), &NoiseTexture2D::set_seamless); |
69 | ClassDB::bind_method(D_METHOD("get_seamless" ), &NoiseTexture2D::get_seamless); |
70 | |
71 | ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt" , "seamless_blend_skirt" ), &NoiseTexture2D::set_seamless_blend_skirt); |
72 | ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt" ), &NoiseTexture2D::get_seamless_blend_skirt); |
73 | |
74 | ClassDB::bind_method(D_METHOD("set_as_normal_map" , "as_normal_map" ), &NoiseTexture2D::set_as_normal_map); |
75 | ClassDB::bind_method(D_METHOD("is_normal_map" ), &NoiseTexture2D::is_normal_map); |
76 | |
77 | ClassDB::bind_method(D_METHOD("set_bump_strength" , "bump_strength" ), &NoiseTexture2D::set_bump_strength); |
78 | ClassDB::bind_method(D_METHOD("get_bump_strength" ), &NoiseTexture2D::get_bump_strength); |
79 | |
80 | ClassDB::bind_method(D_METHOD("set_normalize" , "normalize" ), &NoiseTexture2D::set_normalize); |
81 | ClassDB::bind_method(D_METHOD("is_normalized" ), &NoiseTexture2D::is_normalized); |
82 | |
83 | ClassDB::bind_method(D_METHOD("set_color_ramp" , "gradient" ), &NoiseTexture2D::set_color_ramp); |
84 | ClassDB::bind_method(D_METHOD("get_color_ramp" ), &NoiseTexture2D::get_color_ramp); |
85 | |
86 | ClassDB::bind_method(D_METHOD("set_noise" , "noise" ), &NoiseTexture2D::set_noise); |
87 | ClassDB::bind_method(D_METHOD("get_noise" ), &NoiseTexture2D::get_noise); |
88 | |
89 | ADD_PROPERTY(PropertyInfo(Variant::INT, "width" , PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px" ), "set_width" , "get_width" ); |
90 | ADD_PROPERTY(PropertyInfo(Variant::INT, "height" , PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px" ), "set_height" , "get_height" ); |
91 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert" ), "set_invert" , "get_invert" ); |
92 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "in_3d_space" ), "set_in_3d_space" , "is_in_3d_space" ); |
93 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "generate_mipmaps" ), "set_generate_mipmaps" , "is_generating_mipmaps" ); |
94 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless" ), "set_seamless" , "get_seamless" ); |
95 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt" , PROPERTY_HINT_RANGE, "0,1,0.001" ), "set_seamless_blend_skirt" , "get_seamless_blend_skirt" ); |
96 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "as_normal_map" ), "set_as_normal_map" , "is_normal_map" ); |
97 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "bump_strength" , PROPERTY_HINT_RANGE, "0,32,0.1,or_greater" ), "set_bump_strength" , "get_bump_strength" ); |
98 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize" ), "set_normalize" , "is_normalized" ); |
99 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp" , PROPERTY_HINT_RESOURCE_TYPE, "Gradient" ), "set_color_ramp" , "get_color_ramp" ); |
100 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise" , PROPERTY_HINT_RESOURCE_TYPE, "Noise" ), "set_noise" , "get_noise" ); |
101 | } |
102 | |
103 | void NoiseTexture2D::_validate_property(PropertyInfo &p_property) const { |
104 | if (p_property.name == "bump_strength" ) { |
105 | if (!as_normal_map) { |
106 | p_property.usage = PROPERTY_USAGE_NO_EDITOR; |
107 | } |
108 | } |
109 | |
110 | if (p_property.name == "seamless_blend_skirt" ) { |
111 | if (!seamless) { |
112 | p_property.usage = PROPERTY_USAGE_NO_EDITOR; |
113 | } |
114 | } |
115 | } |
116 | |
117 | void NoiseTexture2D::_set_texture_image(const Ref<Image> &p_image) { |
118 | image = p_image; |
119 | if (image.is_valid()) { |
120 | if (texture.is_valid()) { |
121 | RID new_texture = RS::get_singleton()->texture_2d_create(p_image); |
122 | RS::get_singleton()->texture_replace(texture, new_texture); |
123 | } else { |
124 | texture = RS::get_singleton()->texture_2d_create(p_image); |
125 | } |
126 | } |
127 | emit_changed(); |
128 | } |
129 | |
130 | void NoiseTexture2D::_thread_done(const Ref<Image> &p_image) { |
131 | _set_texture_image(p_image); |
132 | noise_thread.wait_to_finish(); |
133 | if (regen_queued) { |
134 | noise_thread.start(_thread_function, this); |
135 | regen_queued = false; |
136 | } |
137 | } |
138 | |
139 | void NoiseTexture2D::_thread_function(void *p_ud) { |
140 | NoiseTexture2D *tex = static_cast<NoiseTexture2D *>(p_ud); |
141 | tex->call_deferred(SNAME("_thread_done" ), tex->_generate_texture()); |
142 | } |
143 | |
144 | void NoiseTexture2D::_queue_update() { |
145 | if (update_queued) { |
146 | return; |
147 | } |
148 | |
149 | update_queued = true; |
150 | call_deferred(SNAME("_update_texture" )); |
151 | } |
152 | |
153 | Ref<Image> NoiseTexture2D::_generate_texture() { |
154 | // Prevent memdelete due to unref() on other thread. |
155 | Ref<Noise> ref_noise = noise; |
156 | |
157 | if (ref_noise.is_null()) { |
158 | return Ref<Image>(); |
159 | } |
160 | |
161 | Ref<Image> new_image; |
162 | |
163 | if (seamless) { |
164 | new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize); |
165 | } else { |
166 | new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize); |
167 | } |
168 | if (color_ramp.is_valid()) { |
169 | new_image = _modulate_with_gradient(new_image, color_ramp); |
170 | } |
171 | if (as_normal_map) { |
172 | new_image->bump_map_to_normal_map(bump_strength); |
173 | } |
174 | if (generate_mipmaps) { |
175 | new_image->generate_mipmaps(); |
176 | } |
177 | |
178 | return new_image; |
179 | } |
180 | |
181 | Ref<Image> NoiseTexture2D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) { |
182 | int width = p_image->get_width(); |
183 | int height = p_image->get_height(); |
184 | |
185 | Ref<Image> new_image = Image::create_empty(width, height, false, Image::FORMAT_RGBA8); |
186 | |
187 | for (int row = 0; row < height; row++) { |
188 | for (int col = 0; col < width; col++) { |
189 | Color pixel_color = p_image->get_pixel(col, row); |
190 | Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance()); |
191 | new_image->set_pixel(col, row, ramp_color); |
192 | } |
193 | } |
194 | |
195 | return new_image; |
196 | } |
197 | |
198 | void NoiseTexture2D::_update_texture() { |
199 | bool use_thread = true; |
200 | if (first_time) { |
201 | use_thread = false; |
202 | first_time = false; |
203 | } |
204 | if (use_thread) { |
205 | if (!noise_thread.is_started()) { |
206 | noise_thread.start(_thread_function, this); |
207 | regen_queued = false; |
208 | } else { |
209 | regen_queued = true; |
210 | } |
211 | |
212 | } else { |
213 | Ref<Image> new_image = _generate_texture(); |
214 | _set_texture_image(new_image); |
215 | } |
216 | update_queued = false; |
217 | } |
218 | |
219 | void NoiseTexture2D::set_noise(Ref<Noise> p_noise) { |
220 | if (p_noise == noise) { |
221 | return; |
222 | } |
223 | if (noise.is_valid()) { |
224 | noise->disconnect_changed(callable_mp(this, &NoiseTexture2D::_queue_update)); |
225 | } |
226 | noise = p_noise; |
227 | if (noise.is_valid()) { |
228 | noise->connect_changed(callable_mp(this, &NoiseTexture2D::_queue_update)); |
229 | } |
230 | _queue_update(); |
231 | } |
232 | |
233 | Ref<Noise> NoiseTexture2D::get_noise() { |
234 | return noise; |
235 | } |
236 | |
237 | void NoiseTexture2D::set_width(int p_width) { |
238 | ERR_FAIL_COND(p_width <= 0); |
239 | if (p_width == size.x) { |
240 | return; |
241 | } |
242 | size.x = p_width; |
243 | _queue_update(); |
244 | } |
245 | |
246 | void NoiseTexture2D::set_height(int p_height) { |
247 | ERR_FAIL_COND(p_height <= 0); |
248 | if (p_height == size.y) { |
249 | return; |
250 | } |
251 | size.y = p_height; |
252 | _queue_update(); |
253 | } |
254 | |
255 | void NoiseTexture2D::set_invert(bool p_invert) { |
256 | if (p_invert == invert) { |
257 | return; |
258 | } |
259 | invert = p_invert; |
260 | _queue_update(); |
261 | } |
262 | |
263 | bool NoiseTexture2D::get_invert() const { |
264 | return invert; |
265 | } |
266 | |
267 | void NoiseTexture2D::set_in_3d_space(bool p_enable) { |
268 | if (p_enable == in_3d_space) { |
269 | return; |
270 | } |
271 | in_3d_space = p_enable; |
272 | _queue_update(); |
273 | } |
274 | bool NoiseTexture2D::is_in_3d_space() const { |
275 | return in_3d_space; |
276 | } |
277 | |
278 | void NoiseTexture2D::set_generate_mipmaps(bool p_enable) { |
279 | if (p_enable == generate_mipmaps) { |
280 | return; |
281 | } |
282 | generate_mipmaps = p_enable; |
283 | _queue_update(); |
284 | } |
285 | |
286 | bool NoiseTexture2D::is_generating_mipmaps() const { |
287 | return generate_mipmaps; |
288 | } |
289 | |
290 | void NoiseTexture2D::set_seamless(bool p_seamless) { |
291 | if (p_seamless == seamless) { |
292 | return; |
293 | } |
294 | seamless = p_seamless; |
295 | _queue_update(); |
296 | notify_property_list_changed(); |
297 | } |
298 | |
299 | bool NoiseTexture2D::get_seamless() { |
300 | return seamless; |
301 | } |
302 | |
303 | void NoiseTexture2D::set_seamless_blend_skirt(real_t p_blend_skirt) { |
304 | ERR_FAIL_COND(p_blend_skirt < 0 || p_blend_skirt > 1); |
305 | |
306 | if (p_blend_skirt == seamless_blend_skirt) { |
307 | return; |
308 | } |
309 | seamless_blend_skirt = p_blend_skirt; |
310 | _queue_update(); |
311 | } |
312 | real_t NoiseTexture2D::get_seamless_blend_skirt() { |
313 | return seamless_blend_skirt; |
314 | } |
315 | |
316 | void NoiseTexture2D::set_as_normal_map(bool p_as_normal_map) { |
317 | if (p_as_normal_map == as_normal_map) { |
318 | return; |
319 | } |
320 | as_normal_map = p_as_normal_map; |
321 | _queue_update(); |
322 | notify_property_list_changed(); |
323 | } |
324 | |
325 | bool NoiseTexture2D::is_normal_map() { |
326 | return as_normal_map; |
327 | } |
328 | |
329 | void NoiseTexture2D::set_bump_strength(float p_bump_strength) { |
330 | if (p_bump_strength == bump_strength) { |
331 | return; |
332 | } |
333 | bump_strength = p_bump_strength; |
334 | if (as_normal_map) { |
335 | _queue_update(); |
336 | } |
337 | } |
338 | |
339 | float NoiseTexture2D::get_bump_strength() { |
340 | return bump_strength; |
341 | } |
342 | |
343 | void NoiseTexture2D::set_color_ramp(const Ref<Gradient> &p_gradient) { |
344 | if (p_gradient == color_ramp) { |
345 | return; |
346 | } |
347 | if (color_ramp.is_valid()) { |
348 | color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture2D::_queue_update)); |
349 | } |
350 | color_ramp = p_gradient; |
351 | if (color_ramp.is_valid()) { |
352 | color_ramp->connect_changed(callable_mp(this, &NoiseTexture2D::_queue_update)); |
353 | } |
354 | _queue_update(); |
355 | } |
356 | |
357 | void NoiseTexture2D::set_normalize(bool p_normalize) { |
358 | if (normalize == p_normalize) { |
359 | return; |
360 | } |
361 | normalize = p_normalize; |
362 | _queue_update(); |
363 | } |
364 | |
365 | bool NoiseTexture2D::is_normalized() const { |
366 | return normalize; |
367 | } |
368 | |
369 | Ref<Gradient> NoiseTexture2D::get_color_ramp() const { |
370 | return color_ramp; |
371 | } |
372 | |
373 | int NoiseTexture2D::get_width() const { |
374 | return size.x; |
375 | } |
376 | |
377 | int NoiseTexture2D::get_height() const { |
378 | return size.y; |
379 | } |
380 | |
381 | RID NoiseTexture2D::get_rid() const { |
382 | if (!texture.is_valid()) { |
383 | texture = RS::get_singleton()->texture_2d_placeholder_create(); |
384 | } |
385 | |
386 | return texture; |
387 | } |
388 | |
389 | Ref<Image> NoiseTexture2D::get_image() const { |
390 | return image; |
391 | } |
392 | |