1/**************************************************************************/
2/* noise_texture_2d.h */
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. */
10/* */
11/* Permission is hereby granted, free of charge, to any person obtaining */
12/* a copy of this software and associated documentation files (the */
13/* "Software"), to deal in the Software without restriction, including */
14/* without limitation the rights to use, copy, modify, merge, publish, */
15/* distribute, sublicense, and/or sell copies of the Software, and to */
16/* permit persons to whom the Software is furnished to do so, subject to */
17/* the following conditions: */
18/* */
19/* The above copyright notice and this permission notice shall be */
20/* included in all copies or substantial portions of the Software. */
21/* */
22/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
23/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
24/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
25/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
26/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
27/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
28/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
29/**************************************************************************/
30
31#ifndef NOISE_TEXTURE_2D_H
32#define NOISE_TEXTURE_2D_H
33
34#include "noise.h"
35
36#include "core/object/ref_counted.h"
37#include "scene/resources/texture.h"
38
39class NoiseTexture2D : public Texture2D {
40 GDCLASS(NoiseTexture2D, Texture2D);
41
42private:
43 Ref<Image> image;
44
45 Thread noise_thread;
46
47 bool first_time = true;
48 bool update_queued = false;
49 bool regen_queued = false;
50
51 mutable RID texture;
52 uint32_t flags = 0;
53
54 Size2i size = Size2i(512, 512);
55 bool invert = false;
56 bool in_3d_space = false;
57 bool generate_mipmaps = true;
58 bool seamless = false;
59 real_t seamless_blend_skirt = 0.1;
60 bool as_normal_map = false;
61 float bump_strength = 8.0;
62 bool normalize = true;
63
64 Ref<Gradient> color_ramp;
65 Ref<Noise> noise;
66
67 void _thread_done(const Ref<Image> &p_image);
68 static void _thread_function(void *p_ud);
69
70 void _queue_update();
71 Ref<Image> _generate_texture();
72 void _update_texture();
73 void _set_texture_image(const Ref<Image> &p_image);
74
75 Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
76
77protected:
78 static void _bind_methods();
79 void _validate_property(PropertyInfo &p_property) const;
80
81public:
82 void set_noise(Ref<Noise> p_noise);
83 Ref<Noise> get_noise();
84
85 void set_width(int p_width);
86 void set_height(int p_height);
87
88 void set_invert(bool p_invert);
89 bool get_invert() const;
90
91 void set_in_3d_space(bool p_enable);
92 bool is_in_3d_space() const;
93
94 void set_generate_mipmaps(bool p_enable);
95 bool is_generating_mipmaps() const;
96
97 void set_seamless(bool p_seamless);
98 bool get_seamless();
99
100 void set_seamless_blend_skirt(real_t p_blend_skirt);
101 real_t get_seamless_blend_skirt();
102
103 void set_as_normal_map(bool p_as_normal_map);
104 bool is_normal_map();
105
106 void set_bump_strength(float p_bump_strength);
107 float get_bump_strength();
108
109 void set_normalize(bool p_normalize);
110 bool is_normalized() const;
111
112 void set_color_ramp(const Ref<Gradient> &p_gradient);
113 Ref<Gradient> get_color_ramp() const;
114
115 int get_width() const override;
116 int get_height() const override;
117
118 virtual RID get_rid() const override;
119 virtual bool has_alpha() const override { return false; }
120
121 virtual Ref<Image> get_image() const override;
122
123 NoiseTexture2D();
124 virtual ~NoiseTexture2D();
125};
126
127#endif // NOISE_TEXTURE_2D_H
128