1 | /**************************************************************************/ |
2 | /* noise_texture_3d.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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16 | /* permit persons to whom the Software is furnished to do so, subject to */ |
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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_3d.h" |
32 | |
33 | #include "noise.h" |
34 | |
35 | NoiseTexture3D::NoiseTexture3D() { |
36 | noise = Ref<Noise>(); |
37 | |
38 | _queue_update(); |
39 | } |
40 | |
41 | NoiseTexture3D::~NoiseTexture3D() { |
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 NoiseTexture3D::_bind_methods() { |
52 | ClassDB::bind_method(D_METHOD("_update_texture" ), &NoiseTexture3D::_update_texture); |
53 | ClassDB::bind_method(D_METHOD("_generate_texture" ), &NoiseTexture3D::_generate_texture); |
54 | ClassDB::bind_method(D_METHOD("_thread_done" , "image" ), &NoiseTexture3D::_thread_done); |
55 | |
56 | ClassDB::bind_method(D_METHOD("set_width" , "width" ), &NoiseTexture3D::set_width); |
57 | ClassDB::bind_method(D_METHOD("set_height" , "height" ), &NoiseTexture3D::set_height); |
58 | ClassDB::bind_method(D_METHOD("set_depth" , "depth" ), &NoiseTexture3D::set_depth); |
59 | |
60 | ClassDB::bind_method(D_METHOD("set_invert" , "invert" ), &NoiseTexture3D::set_invert); |
61 | ClassDB::bind_method(D_METHOD("get_invert" ), &NoiseTexture3D::get_invert); |
62 | |
63 | ClassDB::bind_method(D_METHOD("set_seamless" , "seamless" ), &NoiseTexture3D::set_seamless); |
64 | ClassDB::bind_method(D_METHOD("get_seamless" ), &NoiseTexture3D::get_seamless); |
65 | |
66 | ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt" , "seamless_blend_skirt" ), &NoiseTexture3D::set_seamless_blend_skirt); |
67 | ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt" ), &NoiseTexture3D::get_seamless_blend_skirt); |
68 | |
69 | ClassDB::bind_method(D_METHOD("set_normalize" , "normalize" ), &NoiseTexture3D::set_normalize); |
70 | ClassDB::bind_method(D_METHOD("is_normalized" ), &NoiseTexture3D::is_normalized); |
71 | |
72 | ClassDB::bind_method(D_METHOD("set_color_ramp" , "gradient" ), &NoiseTexture3D::set_color_ramp); |
73 | ClassDB::bind_method(D_METHOD("get_color_ramp" ), &NoiseTexture3D::get_color_ramp); |
74 | |
75 | ClassDB::bind_method(D_METHOD("set_noise" , "noise" ), &NoiseTexture3D::set_noise); |
76 | ClassDB::bind_method(D_METHOD("get_noise" ), &NoiseTexture3D::get_noise); |
77 | |
78 | ADD_PROPERTY(PropertyInfo(Variant::INT, "width" , PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px" ), "set_width" , "get_width" ); |
79 | ADD_PROPERTY(PropertyInfo(Variant::INT, "height" , PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px" ), "set_height" , "get_height" ); |
80 | ADD_PROPERTY(PropertyInfo(Variant::INT, "depth" , PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px" ), "set_depth" , "get_depth" ); |
81 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert" ), "set_invert" , "get_invert" ); |
82 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless" ), "set_seamless" , "get_seamless" ); |
83 | ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt" , PROPERTY_HINT_RANGE, "0.05,1,0.001" ), "set_seamless_blend_skirt" , "get_seamless_blend_skirt" ); |
84 | ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize" ), "set_normalize" , "is_normalized" ); |
85 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp" , PROPERTY_HINT_RESOURCE_TYPE, "Gradient" ), "set_color_ramp" , "get_color_ramp" ); |
86 | ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise" , PROPERTY_HINT_RESOURCE_TYPE, "Noise" ), "set_noise" , "get_noise" ); |
87 | } |
88 | |
89 | void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const { |
90 | if (p_property.name == "seamless_blend_skirt" ) { |
91 | if (!seamless) { |
92 | p_property.usage = PROPERTY_USAGE_NO_EDITOR; |
93 | } |
94 | } |
95 | } |
96 | |
97 | void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) { |
98 | if (!p_data.is_empty()) { |
99 | Vector<Ref<Image>> data; |
100 | |
101 | data.resize(p_data.size()); |
102 | |
103 | for (int i = 0; i < data.size(); i++) { |
104 | data.write[i] = p_data[i]; |
105 | } |
106 | |
107 | if (texture.is_valid()) { |
108 | 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); |
109 | RS::get_singleton()->texture_replace(texture, new_texture); |
110 | } else { |
111 | texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data); |
112 | } |
113 | format = data[0]->get_format(); |
114 | } |
115 | emit_changed(); |
116 | } |
117 | |
118 | void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) { |
119 | _set_texture_data(p_data); |
120 | noise_thread.wait_to_finish(); |
121 | if (regen_queued) { |
122 | noise_thread.start(_thread_function, this); |
123 | regen_queued = false; |
124 | } |
125 | } |
126 | |
127 | void NoiseTexture3D::_thread_function(void *p_ud) { |
128 | NoiseTexture3D *tex = static_cast<NoiseTexture3D *>(p_ud); |
129 | tex->call_deferred(SNAME("_thread_done" ), tex->_generate_texture()); |
130 | } |
131 | |
132 | void NoiseTexture3D::_queue_update() { |
133 | if (update_queued) { |
134 | return; |
135 | } |
136 | |
137 | update_queued = true; |
138 | call_deferred(SNAME("_update_texture" )); |
139 | } |
140 | |
141 | TypedArray<Image> NoiseTexture3D::_generate_texture() { |
142 | // Prevent memdelete due to unref() on other thread. |
143 | Ref<Noise> ref_noise = noise; |
144 | |
145 | if (ref_noise.is_null()) { |
146 | return TypedArray<Image>(); |
147 | } |
148 | |
149 | Vector<Ref<Image>> images; |
150 | |
151 | if (seamless) { |
152 | images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize); |
153 | } else { |
154 | images = ref_noise->_get_image(width, height, depth, invert, true, normalize); |
155 | } |
156 | |
157 | if (color_ramp.is_valid()) { |
158 | for (int i = 0; i < images.size(); i++) { |
159 | images.write[i] = _modulate_with_gradient(images[i], color_ramp); |
160 | } |
161 | } |
162 | |
163 | TypedArray<Image> new_data; |
164 | new_data.resize(images.size()); |
165 | |
166 | for (int i = 0; i < new_data.size(); i++) { |
167 | new_data[i] = images[i]; |
168 | } |
169 | |
170 | return new_data; |
171 | } |
172 | |
173 | Ref<Image> NoiseTexture3D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) { |
174 | int w = p_image->get_width(); |
175 | int h = p_image->get_height(); |
176 | |
177 | Ref<Image> new_image = Image::create_empty(w, h, false, Image::FORMAT_RGBA8); |
178 | |
179 | for (int row = 0; row < h; row++) { |
180 | for (int col = 0; col < w; col++) { |
181 | Color pixel_color = p_image->get_pixel(col, row); |
182 | Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance()); |
183 | new_image->set_pixel(col, row, ramp_color); |
184 | } |
185 | } |
186 | |
187 | return new_image; |
188 | } |
189 | |
190 | void NoiseTexture3D::_update_texture() { |
191 | bool use_thread = true; |
192 | if (first_time) { |
193 | use_thread = false; |
194 | first_time = false; |
195 | } |
196 | if (use_thread) { |
197 | if (!noise_thread.is_started()) { |
198 | noise_thread.start(_thread_function, this); |
199 | regen_queued = false; |
200 | } else { |
201 | regen_queued = true; |
202 | } |
203 | |
204 | } else { |
205 | TypedArray<Image> new_data = _generate_texture(); |
206 | _set_texture_data(new_data); |
207 | } |
208 | update_queued = false; |
209 | } |
210 | |
211 | void NoiseTexture3D::set_noise(Ref<Noise> p_noise) { |
212 | if (p_noise == noise) { |
213 | return; |
214 | } |
215 | if (noise.is_valid()) { |
216 | noise->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); |
217 | } |
218 | noise = p_noise; |
219 | if (noise.is_valid()) { |
220 | noise->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); |
221 | } |
222 | _queue_update(); |
223 | } |
224 | |
225 | Ref<Noise> NoiseTexture3D::get_noise() { |
226 | return noise; |
227 | } |
228 | |
229 | void NoiseTexture3D::set_width(int p_width) { |
230 | ERR_FAIL_COND(p_width <= 0); |
231 | if (p_width == width) { |
232 | return; |
233 | } |
234 | width = p_width; |
235 | _queue_update(); |
236 | } |
237 | |
238 | void NoiseTexture3D::set_height(int p_height) { |
239 | ERR_FAIL_COND(p_height <= 0); |
240 | if (p_height == height) { |
241 | return; |
242 | } |
243 | height = p_height; |
244 | _queue_update(); |
245 | } |
246 | |
247 | void NoiseTexture3D::set_depth(int p_depth) { |
248 | ERR_FAIL_COND(p_depth <= 0); |
249 | if (p_depth == depth) { |
250 | return; |
251 | } |
252 | depth = p_depth; |
253 | _queue_update(); |
254 | } |
255 | |
256 | void NoiseTexture3D::set_invert(bool p_invert) { |
257 | if (p_invert == invert) { |
258 | return; |
259 | } |
260 | invert = p_invert; |
261 | _queue_update(); |
262 | } |
263 | |
264 | bool NoiseTexture3D::get_invert() const { |
265 | return invert; |
266 | } |
267 | |
268 | void NoiseTexture3D::set_seamless(bool p_seamless) { |
269 | if (p_seamless == seamless) { |
270 | return; |
271 | } |
272 | seamless = p_seamless; |
273 | _queue_update(); |
274 | notify_property_list_changed(); |
275 | } |
276 | |
277 | bool NoiseTexture3D::get_seamless() { |
278 | return seamless; |
279 | } |
280 | |
281 | void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) { |
282 | ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1); |
283 | |
284 | if (p_blend_skirt == seamless_blend_skirt) { |
285 | return; |
286 | } |
287 | seamless_blend_skirt = p_blend_skirt; |
288 | _queue_update(); |
289 | } |
290 | real_t NoiseTexture3D::get_seamless_blend_skirt() { |
291 | return seamless_blend_skirt; |
292 | } |
293 | |
294 | void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) { |
295 | if (p_gradient == color_ramp) { |
296 | return; |
297 | } |
298 | if (color_ramp.is_valid()) { |
299 | color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); |
300 | } |
301 | color_ramp = p_gradient; |
302 | if (color_ramp.is_valid()) { |
303 | color_ramp->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); |
304 | } |
305 | _queue_update(); |
306 | } |
307 | |
308 | void NoiseTexture3D::set_normalize(bool p_normalize) { |
309 | if (normalize == p_normalize) { |
310 | return; |
311 | } |
312 | normalize = p_normalize; |
313 | _queue_update(); |
314 | } |
315 | |
316 | bool NoiseTexture3D::is_normalized() const { |
317 | return normalize; |
318 | } |
319 | |
320 | Ref<Gradient> NoiseTexture3D::get_color_ramp() const { |
321 | return color_ramp; |
322 | } |
323 | |
324 | int NoiseTexture3D::get_width() const { |
325 | return width; |
326 | } |
327 | |
328 | int NoiseTexture3D::get_height() const { |
329 | return height; |
330 | } |
331 | |
332 | int NoiseTexture3D::get_depth() const { |
333 | return depth; |
334 | } |
335 | |
336 | RID NoiseTexture3D::get_rid() const { |
337 | if (!texture.is_valid()) { |
338 | texture = RS::get_singleton()->texture_3d_placeholder_create(); |
339 | } |
340 | |
341 | return texture; |
342 | } |
343 | |
344 | Vector<Ref<Image>> NoiseTexture3D::get_data() const { |
345 | ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>()); |
346 | return RS::get_singleton()->texture_3d_get(texture); |
347 | } |
348 | |
349 | Image::Format NoiseTexture3D::get_format() const { |
350 | return format; |
351 | } |
352 | |