/**************************************************************************/ /* 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 "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); } if (noise_thread.is_started()) { noise_thread.wait_to_finish(); } } void NoiseTexture3D::_bind_methods() { 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); } format = data[0]->get_format(); } 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); callable_mp(tex, &NoiseTexture3D::_thread_done).call_deferred(tex->_generate_texture()); } void NoiseTexture3D::_queue_update() { if (update_queued) { return; } update_queued = true; callable_mp(this, &NoiseTexture3D::_update_texture).call_deferred(); } TypedArray NoiseTexture3D::_generate_texture() { // Prevent memdelete due to unref() on other thread. Ref ref_noise = noise; if (ref_noise.is_null()) { return TypedArray(); } ERR_FAIL_COND_V_MSG((int64_t)width * height * depth > Image::MAX_PIXELS, TypedArray(), "The NoiseTexture3D is too big, consider lowering its width, height, or depth."); Vector> images; if (seamless) { images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize); } else { images = ref_noise->_get_image(width, height, depth, invert, true, normalize); } 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; } 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_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); } noise = p_noise; if (noise.is_valid()) { noise->connect_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_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); } color_ramp = p_gradient; if (color_ramp.is_valid()) { color_ramp->connect_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 { return format; }