diff --git a/modules/noise/config.py b/modules/noise/config.py index 2318d28c5335..e6d5e1a646f0 100644 --- a/modules/noise/config.py +++ b/modules/noise/config.py @@ -11,6 +11,7 @@ def get_doc_classes(): "FastNoiseLite", "Noise", "NoiseTexture2D", + "NoiseTexture3D", ] diff --git a/modules/noise/doc_classes/Noise.xml b/modules/noise/doc_classes/Noise.xml index d214a02cf1d1..a5cdb5bcbca6 100644 --- a/modules/noise/doc_classes/Noise.xml +++ b/modules/noise/doc_classes/Noise.xml @@ -15,9 +15,10 @@ - - - + + + + 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 @@ - - - - + + + + + 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]. diff --git a/modules/noise/doc_classes/NoiseTexture3D.xml b/modules/noise/doc_classes/NoiseTexture3D.xml new file mode 100644 index 000000000000..0b385d9b9cdf --- /dev/null +++ b/modules/noise/doc_classes/NoiseTexture3D.xml @@ -0,0 +1,50 @@ + + + + A texture filled with noise generated by a [Noise] object. + + + 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] + + + + + + A [Gradient] which is used to map the luminance of each pixel to a color value. + + + Depth of the generated texture. + + + Height of the generated texture. + + + If [code]true[/code], inverts the noise texture. White becomes black, black becomes white. + + + The instance of the [Noise] object. + + + 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. + + + 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. + + + 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. + + + Width of the generated texture. + + + diff --git a/modules/noise/noise.cpp b/modules/noise/noise.cpp index e95788b86350..b8c1587ec398 100644 --- a/modules/noise/noise.cpp +++ b/modules/noise/noise.cpp @@ -32,7 +32,7 @@ #include -Ref 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 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()); int skirt_width = MAX(1, p_width * p_blend_skirt); @@ -40,7 +40,7 @@ Ref 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 src = get_image(src_width, src_height, p_invert, p_in_3d_space, p_normalize); + Ref 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(src, p_width, p_height, p_invert, p_blend_skirt); @@ -58,7 +58,7 @@ uint8_t Noise::_alpha_blend(uint8_t p_bg, uint8_t p_fg, int p_alpha) co return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8); } -Ref Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const { +Ref 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()); Vector data; @@ -74,7 +74,7 @@ Ref 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 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(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)); } diff --git a/modules/noise/noise.h b/modules/noise/noise.h index f7e615c2aabc..856bef8c31fb 100644 --- a/modules/noise/noise.h +++ b/modules/noise/noise.h @@ -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 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 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 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 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 diff --git a/modules/noise/noise_texture_2d.cpp b/modules/noise/noise_texture_2d.cpp index 0d5e77887594..dc3a02ea9b29 100644 --- a/modules/noise/noise_texture_2d.cpp +++ b/modules/noise/noise_texture_2d.cpp @@ -160,9 +160,9 @@ Ref NoiseTexture2D::_generate_texture() { Ref 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); diff --git a/modules/noise/noise_texture_3d.cpp b/modules/noise/noise_texture_3d.cpp new file mode 100644 index 000000000000..ab0f52ffb0be --- /dev/null +++ b/modules/noise/noise_texture_3d.cpp @@ -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(); + + _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 &p_data) { + if (!p_data.is_empty()) { + Vector> 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 &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(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 NoiseTexture3D::_generate_texture() { + // Prevent memdelete due to unref() on other thread. + Ref ref_noise = noise; + + if (ref_noise.is_null()) { + return TypedArray(); + } + + Vector> 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 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> 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 ref_noise = noise; + + if (ref_noise.is_null()) { + return Vector>(); + } + + int skirt_depth = MAX(1, p_depth * p_blend_skirt); + int src_depth = p_depth + skirt_depth; + + Vector> 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 img = images[i]; + images.write[i] = images[i + half_depth]; + images.write[i + half_depth] = img; + } + + Vector> 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 img = images[z % p_depth]->get_data(); + Vector skirt = images[(z - half_depth) + p_depth]->get_data(); + + Vector 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 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> NoiseTexture3D::_normalize(Vector> 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 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> new_images; + new_images.resize(p_images.size()); + + for (int i = 0; i < p_images.size(); i++) { + Vector 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(CLAMP((data[j] - min_val) / (max_val - min_val) * 255.f, 0, 255)); + } + + data.write[j] = value; + } + + Ref new_image = memnew(Image(w, h, false, Image::FORMAT_L8, data)); + new_images.write[i] = new_image; + } + + return new_images; +} + +Ref NoiseTexture3D::_modulate_with_gradient(Ref p_image, Ref p_gradient) { + int w = p_image->get_width(); + int h = p_image->get_height(); + + Ref 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 new_data = _generate_texture(); + _set_texture_data(new_data); + } + update_queued = false; +} + +void NoiseTexture3D::set_noise(Ref 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 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 &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 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> NoiseTexture3D::get_data() const { + ERR_FAIL_COND_V(!texture.is_valid(), Vector>()); + 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(); +} diff --git a/modules/noise/noise_texture_3d.h b/modules/noise/noise_texture_3d.h new file mode 100644 index 000000000000..b5dab10321fe --- /dev/null +++ b/modules/noise/noise_texture_3d.h @@ -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 color_ramp; + Ref noise; + + void _thread_done(const TypedArray &p_data); + static void _thread_function(void *p_ud); + + void _queue_update(); + TypedArray _generate_texture(); + void _update_texture(); + void _set_texture_data(const TypedArray &p_data); + + Vector> _get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt); + Vector> _normalize(Vector> p_images); + Ref _modulate_with_gradient(Ref p_image, Ref p_gradient); + +protected: + static void _bind_methods(); + void _validate_property(PropertyInfo &p_property) const; + +public: + void set_noise(Ref p_noise); + Ref 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 &p_gradient); + Ref 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> get_data() const override; + virtual Image::Format get_format() const override; + + NoiseTexture3D(); + virtual ~NoiseTexture3D(); +}; + +#endif // NOISE_TEXTURE_3D_H diff --git a/modules/noise/register_types.cpp b/modules/noise/register_types.cpp index 1298d72e9882..f48d4e7e4d9a 100644 --- a/modules/noise/register_types.cpp +++ b/modules/noise/register_types.cpp @@ -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); diff --git a/modules/noise/tests/test_fastnoise_lite.h b/modules/noise/tests/test_fastnoise_lite.h index 0a435c6a5c78..db489c66720d 100644 --- a/modules/noise/tests/test_fastnoise_lite.h +++ b/modules/noise/tests/test_fastnoise_lite.h @@ -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 img = noise.get_seamless_image(11, 11, false, false, 0.0); + Ref img = noise.get_seamless_image(11, 11, 0, false, false, 0.0); Ref 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 img = noise.get_seamless_image(11, 11, false, false, 0.1); + Ref img = noise.get_seamless_image(11, 11, 0, false, false, 0.1); Ref 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 img = noise.get_seamless_image(11, 11, false, false, 0.1); + Ref img = noise.get_seamless_image(11, 11, 0, false, false, 0.1); Ref ref_img_3 = memnew(Image); ref_img_3->set_data(11, 11, false, Image::FORMAT_L8, ref_img_3_data); diff --git a/modules/noise/tests/test_noise_texture_3d.h b/modules/noise/tests/test_noise_texture_3d.h new file mode 100644 index 000000000000..b46d386296b9 --- /dev/null +++ b/modules/noise/tests/test_noise_texture_3d.h @@ -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 &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> noise_data = texture->get_data(); + + for (int i = 0; i < noise_data.size(); i++) { + const Ref 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> noise_data = texture->get_data(); + + for (int i = 0; i < noise_data.size(); i++) { + const Ref 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> noise_data = texture->get_data(); + + for (int i = 0; i < noise_data.size(); i++) { + const Ref 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 noise_texture = memnew(NoiseTexture3D); + + Ref 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 = 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 noise_texture = memnew(NoiseTexture3D); + + Ref noise = memnew(FastNoiseLite); + noise_texture->set_noise(noise); + + Ref gradient = memnew(Gradient); + Vector 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 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 noise_texture = memnew(NoiseTexture3D); + + Ref 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 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 = memnew(Gradient); + Vector 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