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Add NoiseTexture3D

This commit is contained in:
Lasuch 2022-11-21 18:06:26 +01:00
parent 14c582bca8
commit 0de6ad6a71
11 changed files with 895 additions and 21 deletions

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@ -11,6 +11,7 @@ def get_doc_classes():
"FastNoiseLite",
"Noise",
"NoiseTexture2D",
"NoiseTexture3D",
]

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@ -15,9 +15,10 @@
<return type="Image" />
<param index="0" name="width" type="int" />
<param index="1" name="height" type="int" />
<param index="2" name="invert" type="bool" default="false" />
<param index="3" name="in_3d_space" type="bool" default="false" />
<param index="4" name="normalize" type="bool" default="true" />
<param index="2" name="depth" type="int" />
<param index="3" name="invert" type="bool" default="false" />
<param index="4" name="in_3d_space" type="bool" default="false" />
<param index="5" name="normalize" type="bool" default="true" />
<description>
Returns a 2D [Image] noise image.
Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
@ -65,10 +66,11 @@
<return type="Image" />
<param index="0" name="width" type="int" />
<param index="1" name="height" type="int" />
<param index="2" name="invert" type="bool" default="false" />
<param index="3" name="in_3d_space" type="bool" default="false" />
<param index="4" name="skirt" type="float" default="0.1" />
<param index="5" name="normalize" type="bool" default="true" />
<param index="2" name="depth" type="int" />
<param index="3" name="invert" type="bool" default="false" />
<param index="4" name="in_3d_space" type="bool" default="false" />
<param index="5" name="skirt" type="float" default="0.1" />
<param index="6" name="normalize" type="bool" default="true" />
<description>
Returns a seamless 2D [Image] noise image.
Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].

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@ -0,0 +1,50 @@
<?xml version="1.0" encoding="UTF-8" ?>
<class name="NoiseTexture3D" inherits="Texture3D" version="4.1" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../../../doc/class.xsd">
<brief_description>
A texture filled with noise generated by a [Noise] object.
</brief_description>
<description>
Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
[codeblock]
var texture = NoiseTexture3D.new()
texture.noise = FastNoiseLite.new()
await texture.changed
var data = texture.get_data()
var image = data[0]
[/codeblock]
</description>
<tutorials>
</tutorials>
<members>
<member name="color_ramp" type="Gradient" setter="set_color_ramp" getter="get_color_ramp">
A [Gradient] which is used to map the luminance of each pixel to a color value.
</member>
<member name="depth" type="int" setter="set_depth" getter="get_depth" default="64">
Depth of the generated texture.
</member>
<member name="height" type="int" setter="set_height" getter="get_height" default="64">
Height of the generated texture.
</member>
<member name="invert" type="bool" setter="set_invert" getter="get_invert" default="false">
If [code]true[/code], inverts the noise texture. White becomes black, black becomes white.
</member>
<member name="noise" type="Noise" setter="set_noise" getter="get_noise">
The instance of the [Noise] object.
</member>
<member name="normalize" type="bool" setter="set_normalize" getter="is_normalized" default="true">
If [code]true[/code], the noise image coming from the noise generator is normalized to the range [code]0.0[/code] to [code]1.0[/code].
Turning normalization off can affect the contrast and allows you to generate non repeating tileable noise textures.
</member>
<member name="seamless" type="bool" setter="set_seamless" getter="get_seamless" default="false">
If [code]true[/code], a seamless texture is requested from the [Noise] resource.
[b]Note:[/b] Seamless noise textures may take longer to generate and/or can have a lower contrast compared to non-seamless noise depending on the used [Noise] resource. This is because some implementations use higher dimensions for generating seamless noise.
</member>
<member name="seamless_blend_skirt" type="float" setter="set_seamless_blend_skirt" getter="get_seamless_blend_skirt" default="0.1">
Used for the default/fallback implementation of the seamless texture generation. It determines the distance over which the seams are blended. High values may result in less details and contrast. See [Noise] for further details.
</member>
<member name="width" type="int" setter="set_width" getter="get_width" default="64">
Width of the generated texture.
</member>
</members>
</class>

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@ -32,7 +32,7 @@
#include <float.h>
Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
Ref<Image> Noise::get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
int skirt_width = MAX(1, p_width * p_blend_skirt);
@ -40,7 +40,7 @@ Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, b
int src_width = p_width + skirt_width;
int src_height = p_height + skirt_height;
Ref<Image> src = get_image(src_width, src_height, p_invert, p_in_3d_space, p_normalize);
Ref<Image> src = get_image(src_width, src_height, p_depth, p_invert, p_in_3d_space, p_normalize);
bool grayscale = (src->get_format() == Image::FORMAT_L8);
if (grayscale) {
return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
@ -58,7 +58,7 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
}
Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
Ref<Image> Noise::get_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
Vector<uint8_t> data;
@ -74,7 +74,7 @@ Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_
real_t max_val = -FLT_MAX;
for (int y = 0, i = 0; y < p_height; y++) {
for (int x = 0; x < p_width; x++, i++) {
values.set(i, p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
values.set(i, p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
if (values[i] > max_val) {
max_val = values[i];
}
@ -105,7 +105,7 @@ Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_
uint8_t ivalue;
for (int y = 0, i = 0; y < p_height; y++) {
for (int x = 0; x < p_width; x++, i++) {
float value = (p_in_3d_space ? get_noise_3d(x, y, 0.0) : get_noise_2d(x, y));
float value = (p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
wd8[i] = p_invert ? (255 - ivalue) : ivalue;
}
@ -124,6 +124,6 @@ void Noise::_bind_methods() {
ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
// Textures.
ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_image", "width", "height", "depth", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "depth", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
}

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@ -233,8 +233,8 @@ public:
virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
virtual Ref<Image> get_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
virtual Ref<Image> get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
};
#endif // NOISE_H

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@ -160,9 +160,9 @@ Ref<Image> NoiseTexture2D::_generate_texture() {
Ref<Image> new_image;
if (seamless) {
new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize);
new_image = ref_noise->get_seamless_image(size.x, size.y, 0, invert, in_3d_space, seamless_blend_skirt, normalize);
} else {
new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize);
new_image = ref_noise->get_image(size.x, size.y, 0, invert, in_3d_space, normalize);
}
if (color_ramp.is_valid()) {
new_image = _modulate_with_gradient(new_image, color_ramp);

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@ -0,0 +1,469 @@
/**************************************************************************/
/* 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 "core/core_string_names.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);
}
noise_thread.wait_to_finish();
}
void NoiseTexture3D::_bind_methods() {
ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture3D::_update_texture);
ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture3D::_generate_texture);
ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture3D::_thread_done);
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);
}
}
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);
tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
}
void NoiseTexture3D::_queue_update() {
if (update_queued) {
return;
}
update_queued = true;
call_deferred(SNAME("_update_texture"));
}
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>();
}
Vector<Ref<Image>> images;
if (seamless) {
images = _get_seamless(width, height, depth, invert, seamless_blend_skirt);
} else {
images.resize(depth);
for (int i = 0; i < images.size(); i++) {
images.write[i] = ref_noise->get_image(width, height, i, invert, true, false);
}
}
// Normalize on whole texture at once rather than on each image individualy as it would result in visible artifacts on z (depth) axis.
if (normalize) {
images = _normalize(images);
}
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;
}
Vector<Ref<Image>> NoiseTexture3D::_get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt) {
// Prevent memdelete due to unref() on other thread.
Ref<Noise> ref_noise = noise;
if (ref_noise.is_null()) {
return Vector<Ref<Image>>();
}
int skirt_depth = MAX(1, p_depth * p_blend_skirt);
int src_depth = p_depth + skirt_depth;
Vector<Ref<Image>> images;
images.resize(src_depth);
for (int i = 0; i < src_depth; i++) {
images.write[i] = ref_noise->get_seamless_image(p_width, p_height, i, p_invert, true, p_blend_skirt, false);
}
int half_depth = p_depth * 0.5;
int skirt_edge_z = half_depth + skirt_depth;
// swap halves on depth.
for (int i = 0; i < half_depth; i++) {
Ref<Image> img = images[i];
images.write[i] = images[i + half_depth];
images.write[i + half_depth] = img;
}
Vector<Ref<Image>> new_images = images;
new_images.resize(p_depth);
// scale seamless generation to third dimension.
for (int z = half_depth; z < skirt_edge_z; z++) {
int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(z - half_depth) / float(skirt_depth)));
Vector<uint8_t> img = images[z % p_depth]->get_data();
Vector<uint8_t> skirt = images[(z - half_depth) + p_depth]->get_data();
Vector<uint8_t> dest;
dest.resize(images[0]->get_width() * images[0]->get_height() * Image::get_format_pixel_size(images[0]->get_format()));
for (int i = 0; i < img.size(); i++) {
uint8_t fg, bg, out;
fg = skirt[i];
bg = img[i];
uint16_t a;
uint16_t inv_a;
a = alpha + 1;
inv_a = 256 - alpha;
out = (uint8_t)((a * fg + inv_a * bg) >> 8);
dest.write[i] = out;
}
Ref<Image> new_image = memnew(Image(images[0]->get_width(), images[0]->get_height(), false, images[0]->get_format(), dest));
new_images.write[z % p_depth] = new_image;
}
return new_images;
}
Vector<Ref<Image>> NoiseTexture3D::_normalize(Vector<Ref<Image>> p_images) {
real_t min_val = FLT_MAX;
real_t max_val = -FLT_MAX;
int w = p_images[0]->get_width();
int h = p_images[0]->get_height();
for (int i = 0; i < p_images.size(); i++) {
Vector<uint8_t> data = p_images[i]->get_data();
for (int j = 0; j < data.size(); j++) {
if (data[j] > max_val) {
max_val = data[j];
}
if (data[j] < min_val) {
min_val = data[j];
}
}
}
Vector<Ref<Image>> new_images;
new_images.resize(p_images.size());
for (int i = 0; i < p_images.size(); i++) {
Vector<uint8_t> data = p_images[i]->get_data();
for (int j = 0; j < data.size(); j++) {
uint8_t value;
if (max_val == min_val) {
value = 0;
} else {
value = static_cast<uint8_t>(CLAMP((data[j] - min_val) / (max_val - min_val) * 255.f, 0, 255));
}
data.write[j] = value;
}
Ref<Image> new_image = memnew(Image(w, h, false, Image::FORMAT_L8, data));
new_images.write[i] = new_image;
}
return new_images;
}
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;
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(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
noise = p_noise;
if (noise.is_valid()) {
noise->connect(CoreStringNames::get_singleton()->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(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update));
}
color_ramp = p_gradient;
if (color_ramp.is_valid()) {
color_ramp->connect(CoreStringNames::get_singleton()->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;
}
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 {
ERR_FAIL_COND_V(!texture.is_valid(), Image::FORMAT_L8);
return RS::get_singleton()->texture_3d_get(texture)[0]->get_format();
}

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@ -0,0 +1,115 @@
/**************************************************************************/
/* noise_texture_3d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef NOISE_TEXTURE_3D_H
#define NOISE_TEXTURE_3D_H
#include "noise.h"
#include "core/object/ref_counted.h"
#include "scene/resources/texture.h"
class NoiseTexture3D : public Texture3D {
GDCLASS(NoiseTexture3D, Texture3D);
private:
Thread noise_thread;
bool first_time = true;
bool update_queued = false;
bool regen_queued = false;
mutable RID texture;
uint32_t flags = 0;
int width = 64;
int height = 64;
int depth = 64;
bool invert = false;
bool seamless = false;
real_t seamless_blend_skirt = 0.1;
bool normalize = true;
Ref<Gradient> color_ramp;
Ref<Noise> noise;
void _thread_done(const TypedArray<Image> &p_data);
static void _thread_function(void *p_ud);
void _queue_update();
TypedArray<Image> _generate_texture();
void _update_texture();
void _set_texture_data(const TypedArray<Image> &p_data);
Vector<Ref<Image>> _get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt);
Vector<Ref<Image>> _normalize(Vector<Ref<Image>> p_images);
Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
protected:
static void _bind_methods();
void _validate_property(PropertyInfo &p_property) const;
public:
void set_noise(Ref<Noise> p_noise);
Ref<Noise> get_noise();
void set_width(int p_width);
void set_height(int p_height);
void set_depth(int p_depth);
void set_invert(bool p_invert);
bool get_invert() const;
void set_seamless(bool p_seamless);
bool get_seamless();
void set_seamless_blend_skirt(real_t p_blend_skirt);
real_t get_seamless_blend_skirt();
void set_normalize(bool p_normalize);
bool is_normalized() const;
void set_color_ramp(const Ref<Gradient> &p_gradient);
Ref<Gradient> get_color_ramp() const;
virtual int get_width() const override;
virtual int get_height() const override;
virtual int get_depth() const override;
virtual RID get_rid() const override;
virtual Vector<Ref<Image>> get_data() const override;
virtual Image::Format get_format() const override;
NoiseTexture3D();
virtual ~NoiseTexture3D();
};
#endif // NOISE_TEXTURE_3D_H

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@ -33,6 +33,7 @@
#include "fastnoise_lite.h"
#include "noise.h"
#include "noise_texture_2d.h"
#include "noise_texture_3d.h"
#ifdef TOOLS_ENABLED
#include "editor/editor_plugin.h"
@ -41,6 +42,7 @@
void initialize_noise_module(ModuleInitializationLevel p_level) {
if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
GDREGISTER_CLASS(NoiseTexture3D);
GDREGISTER_CLASS(NoiseTexture2D);
GDREGISTER_ABSTRACT_CLASS(Noise);
GDREGISTER_CLASS(FastNoiseLite);

View File

@ -605,7 +605,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
noise.set_cellular_jitter(0.0);
SUBCASE("Blend skirt 0.0") {
Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.0);
Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.0);
Ref<Image> ref_img_1 = memnew(Image);
ref_img_1->set_data(11, 11, false, Image::FORMAT_L8, ref_img_1_data);
@ -614,7 +614,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
}
SUBCASE("Blend skirt 0.1") {
Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
Ref<Image> ref_img_2 = memnew(Image);
ref_img_2->set_data(11, 11, false, Image::FORMAT_L8, ref_img_2_data);
@ -623,7 +623,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
}
SUBCASE("Blend skirt 1.0") {
Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
Ref<Image> ref_img_3 = memnew(Image);
ref_img_3->set_data(11, 11, false, Image::FORMAT_L8, ref_img_3_data);

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@ -0,0 +1,235 @@
/**************************************************************************/
/* test_noise_texture_3d.h */
/**************************************************************************/
/* 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. */
/**************************************************************************/
#ifndef TEST_NOISE_TEXTURE_3D_H
#define TEST_NOISE_TEXTURE_3D_H
#include "tests/test_macros.h"
#include "modules/noise/noise_texture_3d.h"
namespace TestNoiseTexture3D {
class NoiseTexture3DTester : public RefCounted {
GDCLASS(NoiseTexture3DTester, RefCounted);
const NoiseTexture3D *const texture;
public:
NoiseTexture3DTester(const NoiseTexture3D *const p_texture) :
texture{ p_texture } {};
Color compute_average_color(const Ref<Image> &p_noise_image) {
Color r_avg_color{};
for (int i = 0; i < p_noise_image->get_width(); ++i) {
for (int j = 0; j < p_noise_image->get_height(); ++j) {
const Color pixel = p_noise_image->get_pixel(i, j);
r_avg_color += pixel;
}
}
int pixel_count = p_noise_image->get_width() * p_noise_image->get_height();
r_avg_color /= pixel_count;
return r_avg_color;
}
void check_mip_and_color_ramp() {
const Vector<Ref<Image>> noise_data = texture->get_data();
for (int i = 0; i < noise_data.size(); i++) {
const Ref<Image> noise_image = noise_data[i];
CHECK(noise_image.is_valid());
CHECK(noise_image->get_width() == texture->get_width());
CHECK(noise_image->get_height() == texture->get_height());
CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
CHECK(!noise_image->has_mipmaps());
Color avg_color = compute_average_color(noise_image);
// Check that the noise texture is modulated correctly by the color ramp (Gradient).
CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(0.0), "The noise texture should not be all black");
CHECK_FALSE_MESSAGE((avg_color.r + avg_color.g + avg_color.b) == doctest::Approx(noise_image->get_width() * noise_image->get_height() * 3.0), "The noise texture should not be all white");
CHECK_MESSAGE(avg_color.g == doctest::Approx(0.0), "The noise texture should not have any green when modulated correctly by the color ramp");
}
}
void check_seamless_texture_grayscale() {
const Vector<Ref<Image>> noise_data = texture->get_data();
for (int i = 0; i < noise_data.size(); i++) {
const Ref<Image> noise_image = noise_data[i];
CHECK(noise_image.is_valid());
CHECK(noise_image->get_width() == texture->get_width());
CHECK(noise_image->get_height() == texture->get_height());
CHECK(noise_image->get_format() == Image::FORMAT_L8);
Color avg_color = compute_average_color(noise_image);
// Since it's a grayscale image and every channel except the alpha channel has the
// same values (conversion happens in Image::get_pixel) we only need to test one channel.
CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
}
}
void check_seamless_texture_rgba() {
const Vector<Ref<Image>> noise_data = texture->get_data();
for (int i = 0; i < noise_data.size(); i++) {
const Ref<Image> noise_image = noise_data[i];
CHECK(noise_image.is_valid());
CHECK(noise_image->get_width() == texture->get_width());
CHECK(noise_image->get_height() == texture->get_height());
CHECK(noise_image->get_format() == Image::FORMAT_RGBA8);
// Check that the noise texture is modulated correctly by the color ramp (Gradient).
Color avg_color = compute_average_color(noise_image);
// We use a default (black to white) gradient, so the average of the red, green and blue channels should be the same.
CHECK(avg_color.r == doctest::Approx(0.5).epsilon(0.05));
CHECK(avg_color.g == doctest::Approx(0.5).epsilon(0.05));
CHECK(avg_color.b == doctest::Approx(0.5).epsilon(0.05));
}
}
};
TEST_CASE("[NoiseTexture][SceneTree] Getter and setter") {
Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
noise_texture->set_noise(noise);
CHECK(noise_texture->get_noise() == noise);
noise_texture->set_noise(nullptr);
CHECK(noise_texture->get_noise() == nullptr);
noise_texture->set_width(8);
noise_texture->set_height(4);
noise_texture->set_depth(2);
CHECK(noise_texture->get_width() == 8);
CHECK(noise_texture->get_height() == 4);
CHECK(noise_texture->get_depth() == 2);
ERR_PRINT_OFF;
noise_texture->set_width(-1);
noise_texture->set_height(-1);
noise_texture->set_depth(-1);
ERR_PRINT_ON;
CHECK(noise_texture->get_width() == 8);
CHECK(noise_texture->get_height() == 4);
CHECK(noise_texture->get_depth() == 2);
noise_texture->set_invert(true);
CHECK(noise_texture->get_invert() == true);
noise_texture->set_invert(false);
CHECK(noise_texture->get_invert() == false);
noise_texture->set_seamless(true);
CHECK(noise_texture->get_seamless() == true);
noise_texture->set_seamless(false);
CHECK(noise_texture->get_seamless() == false);
noise_texture->set_seamless_blend_skirt(0.45);
CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
ERR_PRINT_OFF;
noise_texture->set_seamless_blend_skirt(-1.0);
noise_texture->set_seamless_blend_skirt(2.0);
CHECK(noise_texture->get_seamless_blend_skirt() == doctest::Approx(0.45));
ERR_PRINT_ON;
Ref<Gradient> gradient = memnew(Gradient);
noise_texture->set_color_ramp(gradient);
CHECK(noise_texture->get_color_ramp() == gradient);
noise_texture->set_color_ramp(nullptr);
CHECK(noise_texture->get_color_ramp() == nullptr);
}
TEST_CASE("[NoiseTexture3D][SceneTree] Generating a basic noise texture with mipmaps and color ramp modulation") {
Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
noise_texture->set_noise(noise);
Ref<Gradient> gradient = memnew(Gradient);
Vector<Gradient::Point> points;
points.push_back({ 0.0, Color(1, 0, 0) });
points.push_back({ 1.0, Color(0, 0, 1) });
gradient->set_points(points);
noise_texture->set_color_ramp(gradient);
noise_texture->set_width(16);
noise_texture->set_height(16);
noise_texture->set_depth(16);
Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));
noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_mip_and_color_ramp));
MessageQueue::get_singleton()->flush();
}
TEST_CASE("[NoiseTexture3D][SceneTree] Generating a seamless noise texture") {
Ref<NoiseTexture3D> noise_texture = memnew(NoiseTexture3D);
Ref<FastNoiseLite> noise = memnew(FastNoiseLite);
noise->set_frequency(0.5);
noise_texture->set_noise(noise);
noise_texture->set_width(16);
noise_texture->set_height(16);
noise_texture->set_depth(16);
noise_texture->set_seamless(true);
Ref<NoiseTexture3DTester> tester = memnew(NoiseTexture3DTester(noise_texture.ptr()));
SUBCASE("Grayscale(L8) 16x16x16, with seamless blend skirt of 0.05") {
noise_texture->set_seamless_blend_skirt(0.05);
noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_grayscale));
MessageQueue::get_singleton()->flush();
}
SUBCASE("16x16x16 modulated with default (transparent)black and white gradient (RGBA8), with seamless blend skirt of 1.0") {
Ref<Gradient> gradient = memnew(Gradient);
Vector<Gradient::Point> points;
points.push_back({ 0.0, Color(0, 0, 0, 0) });
points.push_back({ 1.0, Color(1, 1, 1, 1) });
gradient->set_points(points);
noise_texture->set_color_ramp(gradient);
noise_texture->set_seamless_blend_skirt(1.0);
noise_texture->connect("changed", callable_mp(tester.ptr(), &NoiseTexture3DTester::check_seamless_texture_rgba));
MessageQueue::get_singleton()->flush();
}
}
} //namespace TestNoiseTexture3D
#endif // TEST_NOISE_TEXTURE_3D_H