2022-11-21 18:06:26 +01:00
										 
									 
								 
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								/**************************************************************************/
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								/*  noise_texture_3d.cpp                                                  */
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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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								#include "noise_texture_3d.h"
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								#include "noise.h"
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								NoiseTexture3D::NoiseTexture3D() {
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									noise = Ref<Noise>();
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									_queue_update();
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								}
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								NoiseTexture3D::~NoiseTexture3D() {
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									ERR_FAIL_NULL(RenderingServer::get_singleton());
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									if (texture.is_valid()) {
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										RS::get_singleton()->free(texture);
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									}
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											2023-04-28 13:19:42 -07:00
										 
									 
								 
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									if (noise_thread.is_started()) {
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										noise_thread.wait_to_finish();
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									}
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											2022-11-21 18:06:26 +01:00
										 
									 
								 
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								}
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								void NoiseTexture3D::_bind_methods() {
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									ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture3D::_update_texture);
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									ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture3D::_generate_texture);
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									ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture3D::_thread_done);
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									ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture3D::set_width);
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									ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture3D::set_height);
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									ClassDB::bind_method(D_METHOD("set_depth", "depth"), &NoiseTexture3D::set_depth);
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									ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture3D::set_invert);
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									ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture3D::get_invert);
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									ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture3D::set_seamless);
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									ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture3D::get_seamless);
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									ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture3D::set_seamless_blend_skirt);
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									ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture3D::get_seamless_blend_skirt);
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									ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture3D::set_normalize);
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									ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture3D::is_normalized);
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									ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture3D::set_color_ramp);
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									ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture3D::get_color_ramp);
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									ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture3D::set_noise);
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									ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture3D::get_noise);
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									ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width");
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									ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height");
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									ADD_PROPERTY(PropertyInfo(Variant::INT, "depth", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_depth", "get_depth");
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert");
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless");
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									ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt");
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									ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize"), "set_normalize", "is_normalized");
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									ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp");
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									ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise");
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								}
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								void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const {
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									if (p_property.name == "seamless_blend_skirt") {
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										if (!seamless) {
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											p_property.usage = PROPERTY_USAGE_NO_EDITOR;
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										}
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									}
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								}
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								void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) {
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									if (!p_data.is_empty()) {
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										Vector<Ref<Image>> data;
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										data.resize(p_data.size());
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										for (int i = 0; i < data.size(); i++) {
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											data.write[i] = p_data[i];
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										}
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										if (texture.is_valid()) {
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											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);
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											RS::get_singleton()->texture_replace(texture, new_texture);
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										} else {
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											texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data);
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										}
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										format = data[0]->get_format();
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									}
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									emit_changed();
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								}
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								void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) {
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									_set_texture_data(p_data);
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									noise_thread.wait_to_finish();
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									if (regen_queued) {
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										noise_thread.start(_thread_function, this);
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										regen_queued = false;
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									}
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								}
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								void NoiseTexture3D::_thread_function(void *p_ud) {
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									NoiseTexture3D *tex = static_cast<NoiseTexture3D *>(p_ud);
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									tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture());
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								}
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								void NoiseTexture3D::_queue_update() {
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									if (update_queued) {
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										return;
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									}
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									update_queued = true;
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									call_deferred(SNAME("_update_texture"));
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							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								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) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-04-28 13:19:42 -07:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize);
							 | 
						
					
						
							
								
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									} else {
							 | 
						
					
						
							
								
									
										
										
										
											2023-04-28 13:19:42 -07:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										images = ref_noise->_get_image(width, height, depth, invert, true, normalize);
							 | 
						
					
						
							
								
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									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;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								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()) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										noise->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
							 | 
						
					
						
							
								
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									noise = p_noise;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									if (noise.is_valid()) {
							 | 
						
					
						
							
								
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 
									 
								 
							 | 
							
								
									
										
									
								
							 | 
							
								
							 | 
							
							
										noise->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
							 | 
						
					
						
							
								
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 
									 
								 
							 | 
							
								
							 | 
							
								
							 | 
							
							
									}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
									_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;
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								}
							 | 
						
					
						
							| 
								
							 | 
							
								
							 | 
							
								
							 | 
							
							
								
							 | 
						
					
						
							| 
								
							 | 
							
								
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								void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) {
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									if (p_gradient == color_ramp) {
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										return;
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									}
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									if (color_ramp.is_valid()) {
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										color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
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									}
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									color_ramp = p_gradient;
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									if (color_ramp.is_valid()) {
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										color_ramp->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
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									}
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									_queue_update();
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								}
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								void NoiseTexture3D::set_normalize(bool p_normalize) {
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									if (normalize == p_normalize) {
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										return;
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									}
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									normalize = p_normalize;
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									_queue_update();
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								}
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								bool NoiseTexture3D::is_normalized() const {
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									return normalize;
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								}
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								Ref<Gradient> NoiseTexture3D::get_color_ramp() const {
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									return color_ramp;
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								}
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								int NoiseTexture3D::get_width() const {
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									return width;
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								}
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								int NoiseTexture3D::get_height() const {
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									return height;
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								}
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								int NoiseTexture3D::get_depth() const {
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									return depth;
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								}
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								RID NoiseTexture3D::get_rid() const {
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									if (!texture.is_valid()) {
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										texture = RS::get_singleton()->texture_3d_placeholder_create();
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									}
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									return texture;
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								}
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								Vector<Ref<Image>> NoiseTexture3D::get_data() const {
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									ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>());
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							 | 
							
							
									return RS::get_singleton()->texture_3d_get(texture);
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								}
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								Image::Format NoiseTexture3D::get_format() const {
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											2023-08-08 10:56:54 +02:00
										 
									 
								 
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									return format;
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											2022-11-21 18:06:26 +01:00
										 
									 
								 
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								}
							 |