1/**************************************************************************/
2/* noise_texture_3d.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_3D_H
32#define NOISE_TEXTURE_3D_H
33
34#include "noise.h"
35
36#include "core/object/ref_counted.h"
37#include "scene/resources/texture.h"
38
39class NoiseTexture3D : public Texture3D {
40 GDCLASS(NoiseTexture3D, Texture3D);
41
42private:
43 Thread noise_thread;
44
45 bool first_time = true;
46 bool update_queued = false;
47 bool regen_queued = false;
48
49 mutable RID texture;
50 uint32_t flags = 0;
51
52 int width = 64;
53 int height = 64;
54 int depth = 64;
55 bool invert = false;
56 bool seamless = false;
57 real_t seamless_blend_skirt = 0.1;
58 bool normalize = true;
59
60 Ref<Gradient> color_ramp;
61 Ref<Noise> noise;
62
63 Image::Format format = Image::FORMAT_L8;
64
65 void _thread_done(const TypedArray<Image> &p_data);
66 static void _thread_function(void *p_ud);
67
68 void _queue_update();
69 TypedArray<Image> _generate_texture();
70 void _update_texture();
71 void _set_texture_data(const TypedArray<Image> &p_data);
72
73 Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
74
75protected:
76 static void _bind_methods();
77 void _validate_property(PropertyInfo &p_property) const;
78
79public:
80 void set_noise(Ref<Noise> p_noise);
81 Ref<Noise> get_noise();
82
83 void set_width(int p_width);
84 void set_height(int p_height);
85 void set_depth(int p_depth);
86
87 void set_invert(bool p_invert);
88 bool get_invert() const;
89
90 void set_seamless(bool p_seamless);
91 bool get_seamless();
92
93 void set_seamless_blend_skirt(real_t p_blend_skirt);
94 real_t get_seamless_blend_skirt();
95
96 void set_normalize(bool p_normalize);
97 bool is_normalized() const;
98
99 void set_color_ramp(const Ref<Gradient> &p_gradient);
100 Ref<Gradient> get_color_ramp() const;
101
102 virtual int get_width() const override;
103 virtual int get_height() const override;
104 virtual int get_depth() const override;
105
106 virtual RID get_rid() const override;
107
108 virtual Vector<Ref<Image>> get_data() const override;
109 virtual Image::Format get_format() const override;
110
111 NoiseTexture3D();
112 virtual ~NoiseTexture3D();
113};
114
115#endif // NOISE_TEXTURE_3D_H
116