| 
									
										
										
										
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										 |  |  | /**************************************************************************/ | 
					
						
							|  |  |  | /*  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<Noise>(); | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	_queue_update(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | NoiseTexture3D::~NoiseTexture3D() { | 
					
						
							|  |  |  | 	ERR_FAIL_NULL(RenderingServer::get_singleton()); | 
					
						
							|  |  |  | 	if (texture.is_valid()) { | 
					
						
							|  |  |  | 		RS::get_singleton()->free(texture); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | 	if (noise_thread.is_started()) { | 
					
						
							|  |  |  | 		noise_thread.wait_to_finish(); | 
					
						
							|  |  |  | 	} | 
					
						
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										 |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 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<Image> &p_data) { | 
					
						
							|  |  |  | 	if (!p_data.is_empty()) { | 
					
						
							|  |  |  | 		Vector<Ref<Image>> 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); | 
					
						
							|  |  |  | 		} | 
					
						
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										 |  |  | 		format = data[0]->get_format(); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	emit_changed(); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void NoiseTexture3D::_thread_done(const TypedArray<Image> &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<NoiseTexture3D *>(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<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) { | 
					
						
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										 |  |  | 		images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize); | 
					
						
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										 |  |  | 	} else { | 
					
						
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										 |  |  | 		images = ref_noise->_get_image(width, height, depth, invert, true, normalize); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | 	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; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
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							|  |  |  | 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()) { | 
					
						
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										 |  |  | 		noise->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	noise = p_noise; | 
					
						
							|  |  |  | 	if (noise.is_valid()) { | 
					
						
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										 |  |  | 		noise->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); | 
					
						
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										 |  |  | 	} | 
					
						
							|  |  |  | 	_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; | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) { | 
					
						
							|  |  |  | 	if (p_gradient == color_ramp) { | 
					
						
							|  |  |  | 		return; | 
					
						
							|  |  |  | 	} | 
					
						
							|  |  |  | 	if (color_ramp.is_valid()) { | 
					
						
							| 
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 |  |  | 		color_ramp->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); | 
					
						
							| 
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 	color_ramp = p_gradient; | 
					
						
							|  |  |  | 	if (color_ramp.is_valid()) { | 
					
						
							| 
									
										
										
										
											2023-07-03 21:29:37 +02:00
										 |  |  | 		color_ramp->connect_changed(callable_mp(this, &NoiseTexture3D::_queue_update)); | 
					
						
							| 
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 |  |  | 	} | 
					
						
							|  |  |  | 	_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<Gradient> 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<Ref<Image>> NoiseTexture3D::get_data() const { | 
					
						
							|  |  |  | 	ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>()); | 
					
						
							|  |  |  | 	return RS::get_singleton()->texture_3d_get(texture); | 
					
						
							|  |  |  | } | 
					
						
							|  |  |  | 
 | 
					
						
							|  |  |  | Image::Format NoiseTexture3D::get_format() const { | 
					
						
							| 
									
										
										
										
											2023-08-08 10:56:54 +02:00
										 |  |  | 	return format; | 
					
						
							| 
									
										
										
										
											2022-11-21 18:06:26 +01:00
										 |  |  | } |