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			114 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
		
		
			
		
	
	
			114 lines
		
	
	
	
		
			4.1 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
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								/**************************************************************************/
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								/*  noise_texture_3d.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) 2014-present Godot Engine contributors (see AUTHORS.md). */
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								/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur.                  */
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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_3D_H
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								#define NOISE_TEXTURE_3D_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 NoiseTexture3D : public Texture3D {
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									GDCLASS(NoiseTexture3D, Texture3D);
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								private:
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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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									int width = 64;
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									int height = 64;
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									int depth = 64;
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									bool invert = false;
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									bool seamless = false;
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									real_t seamless_blend_skirt = 0.1;
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									bool normalize = true;
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									Ref<Gradient> color_ramp;
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									Ref<Noise> noise;
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									void _thread_done(const TypedArray<Image> &p_data);
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									static void _thread_function(void *p_ud);
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									void _queue_update();
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									TypedArray<Image> _generate_texture();
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									void _update_texture();
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									void _set_texture_data(const TypedArray<Image> &p_data);
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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_depth(int p_depth);
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									void set_invert(bool p_invert);
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									bool get_invert() 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_normalize(bool p_normalize);
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									bool is_normalized() const;
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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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									virtual int get_width() const override;
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									virtual int get_height() const override;
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									virtual int get_depth() const override;
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									virtual RID get_rid() const override;
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									virtual Vector<Ref<Image>> get_data() const override;
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									virtual Image::Format get_format() const override;
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									NoiseTexture3D();
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									virtual ~NoiseTexture3D();
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								};
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								#endif // NOISE_TEXTURE_3D_H
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