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			351 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			351 lines
		
	
	
	
		
			11 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /**************************************************************************/
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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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| 
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| #include "noise_texture_3d.h"
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| 
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| #include "noise.h"
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| 
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| NoiseTexture3D::NoiseTexture3D() {
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| 	noise = Ref<Noise>();
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| 
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| 	_queue_update();
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| }
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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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| 	if (noise_thread.is_started()) {
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| 		noise_thread.wait_to_finish();
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| 	}
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| }
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 		data.resize(p_data.size());
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| 
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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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| 
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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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| 
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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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| 
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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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| 
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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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| 
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| 	update_queued = true;
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| 	call_deferred(SNAME("_update_texture"));
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| }
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| 
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| TypedArray<Image> NoiseTexture3D::_generate_texture() {
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| 	// Prevent memdelete due to unref() on other thread.
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| 	Ref<Noise> ref_noise = noise;
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| 
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| 	if (ref_noise.is_null()) {
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| 		return TypedArray<Image>();
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| 	}
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| 
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| 	Vector<Ref<Image>> images;
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| 
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| 	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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| 	}
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| 
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| 	if (color_ramp.is_valid()) {
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| 		for (int i = 0; i < images.size(); i++) {
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| 			images.write[i] = _modulate_with_gradient(images[i], color_ramp);
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| 		}
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| 	}
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| 
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| 	TypedArray<Image> new_data;
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| 	new_data.resize(images.size());
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| 
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| 	for (int i = 0; i < new_data.size(); i++) {
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| 		new_data[i] = images[i];
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| 	}
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| 
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| 	return new_data;
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| }
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| 
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| Ref<Image> NoiseTexture3D::_modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient) {
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| 	int w = p_image->get_width();
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| 	int h = p_image->get_height();
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| 
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| 	Ref<Image> new_image = Image::create_empty(w, h, false, Image::FORMAT_RGBA8);
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| 
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| 	for (int row = 0; row < h; row++) {
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| 		for (int col = 0; col < w; col++) {
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| 			Color pixel_color = p_image->get_pixel(col, row);
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| 			Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance());
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| 			new_image->set_pixel(col, row, ramp_color);
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| 		}
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| 	}
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| 
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| 	return new_image;
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| }
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| 
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| void NoiseTexture3D::_update_texture() {
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| 	bool use_thread = true;
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| 	if (first_time) {
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| 		use_thread = false;
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| 		first_time = false;
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| 	}
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| 	if (use_thread) {
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| 		if (!noise_thread.is_started()) {
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| 			noise_thread.start(_thread_function, this);
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| 			regen_queued = false;
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| 		} else {
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| 			regen_queued = true;
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| 		}
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| 
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| 	} else {
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| 		TypedArray<Image> new_data = _generate_texture();
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| 		_set_texture_data(new_data);
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| 	}
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| 	update_queued = false;
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| }
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| 
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| void NoiseTexture3D::set_noise(Ref<Noise> p_noise) {
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| 	if (p_noise == noise) {
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| 		return;
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| 	}
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| 	if (noise.is_valid()) {
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| 		noise->disconnect_changed(callable_mp(this, &NoiseTexture3D::_queue_update));
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| 	}
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| 	noise = p_noise;
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| 	if (noise.is_valid()) {
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| 		noise->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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| 
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| Ref<Noise> NoiseTexture3D::get_noise() {
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| 	return noise;
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| }
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| 
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| void NoiseTexture3D::set_width(int p_width) {
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| 	ERR_FAIL_COND(p_width <= 0);
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| 	if (p_width == width) {
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| 		return;
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| 	}
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| 	width = p_width;
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| 	_queue_update();
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| }
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| 
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| void NoiseTexture3D::set_height(int p_height) {
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| 	ERR_FAIL_COND(p_height <= 0);
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| 	if (p_height == height) {
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| 		return;
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| 	}
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| 	height = p_height;
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| 	_queue_update();
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| }
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| 
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| void NoiseTexture3D::set_depth(int p_depth) {
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| 	ERR_FAIL_COND(p_depth <= 0);
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| 	if (p_depth == depth) {
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| 		return;
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| 	}
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| 	depth = p_depth;
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| 	_queue_update();
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| }
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| 
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| void NoiseTexture3D::set_invert(bool p_invert) {
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| 	if (p_invert == invert) {
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| 		return;
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| 	}
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| 	invert = p_invert;
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| 	_queue_update();
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| }
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| 
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| bool NoiseTexture3D::get_invert() const {
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| 	return invert;
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| }
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| 
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| void NoiseTexture3D::set_seamless(bool p_seamless) {
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| 	if (p_seamless == seamless) {
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| 		return;
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| 	}
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| 	seamless = p_seamless;
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| 	_queue_update();
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| 	notify_property_list_changed();
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| }
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| 
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| bool NoiseTexture3D::get_seamless() {
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| 	return seamless;
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| }
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| 
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| void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) {
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| 	ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1);
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| 
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| 	if (p_blend_skirt == seamless_blend_skirt) {
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| 		return;
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| 	}
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| 	seamless_blend_skirt = p_blend_skirt;
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| 	_queue_update();
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| }
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| real_t NoiseTexture3D::get_seamless_blend_skirt() {
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| 	return seamless_blend_skirt;
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| }
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| 
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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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| 
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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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| 
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| bool NoiseTexture3D::is_normalized() const {
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| 	return normalize;
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| }
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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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| 
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| int NoiseTexture3D::get_width() const {
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| 	return width;
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| }
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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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| 
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| int NoiseTexture3D::get_depth() const {
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| 	return depth;
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| }
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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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| 
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| 	return texture;
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| }
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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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| 
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| Image::Format NoiseTexture3D::get_format() const {
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| 	return format;
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| }
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