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https://github.com/godotengine/godot
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123 lines
4.2 KiB
C++
123 lines
4.2 KiB
C++
/*************************************************************************/
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/* noise_texture_2d.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef NOISE_TEXTURE_2D_H
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#define NOISE_TEXTURE_2D_H
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#include "noise.h"
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#include "core/object/ref_counted.h"
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#include "scene/resources/texture.h"
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class NoiseTexture2D : public Texture2D {
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GDCLASS(NoiseTexture2D, Texture2D);
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private:
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Ref<Image> image;
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Thread noise_thread;
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bool first_time = true;
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bool update_queued = false;
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bool regen_queued = false;
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mutable RID texture;
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uint32_t flags = 0;
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Size2i size = Size2i(512, 512);
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bool invert = false;
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bool in_3d_space = false;
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bool generate_mipmaps = true;
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bool seamless = false;
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real_t seamless_blend_skirt = 0.1;
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bool as_normal_map = false;
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float bump_strength = 8.0;
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Ref<Gradient> color_ramp;
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Ref<Noise> noise;
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void _thread_done(const Ref<Image> &p_image);
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static void _thread_function(void *p_ud);
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void _queue_update();
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Ref<Image> _generate_texture();
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void _update_texture();
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void _set_texture_image(const Ref<Image> &p_image);
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Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
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protected:
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static void _bind_methods();
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void _validate_property(PropertyInfo &p_property) const;
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public:
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void set_noise(Ref<Noise> p_noise);
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Ref<Noise> get_noise();
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void set_width(int p_width);
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void set_height(int p_height);
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void set_invert(bool p_invert);
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bool get_invert() const;
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void set_in_3d_space(bool p_enable);
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bool is_in_3d_space() const;
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void set_generate_mipmaps(bool p_enable);
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bool is_generating_mipmaps() const;
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void set_seamless(bool p_seamless);
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bool get_seamless();
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void set_seamless_blend_skirt(real_t p_blend_skirt);
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real_t get_seamless_blend_skirt();
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void set_as_normal_map(bool p_as_normal_map);
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bool is_normal_map();
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void set_bump_strength(float p_bump_strength);
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float get_bump_strength();
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void set_color_ramp(const Ref<Gradient> &p_gradient);
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Ref<Gradient> get_color_ramp() const;
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int get_width() const override;
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int get_height() const override;
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virtual RID get_rid() const override;
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virtual bool has_alpha() const override { return false; }
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virtual Ref<Image> get_image() const override;
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NoiseTexture2D();
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virtual ~NoiseTexture2D();
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};
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#endif // NOISE_TEXTURE_2D_H
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