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- /**************************************************************************/
- /* noise_texture_2d.h */
- /**************************************************************************/
- /* 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. */
- /**************************************************************************/
- #ifndef NOISE_TEXTURE_2D_H
- #define NOISE_TEXTURE_2D_H
- #include "noise.h"
- #include "core/object/ref_counted.h"
- #include "scene/resources/texture.h"
- class NoiseTexture2D : public Texture2D {
- GDCLASS(NoiseTexture2D, Texture2D);
- private:
- Ref<Image> image;
- Thread noise_thread;
- bool first_time = true;
- bool update_queued = false;
- bool regen_queued = false;
- mutable RID texture;
- uint32_t flags = 0;
- Size2i size = Size2i(512, 512);
- bool invert = false;
- bool in_3d_space = false;
- bool generate_mipmaps = true;
- bool seamless = false;
- real_t seamless_blend_skirt = 0.1;
- bool as_normal_map = false;
- float bump_strength = 8.0;
- bool normalize = true;
- Ref<Gradient> color_ramp;
- Ref<Noise> noise;
- void _thread_done(const Ref<Image> &p_image);
- static void _thread_function(void *p_ud);
- void _queue_update();
- Ref<Image> _generate_texture();
- void _update_texture();
- void _set_texture_image(const Ref<Image> &p_image);
- Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
- protected:
- static void _bind_methods();
- void _validate_property(PropertyInfo &p_property) const;
- public:
- void set_noise(Ref<Noise> p_noise);
- Ref<Noise> get_noise();
- void set_width(int p_width);
- void set_height(int p_height);
- void set_invert(bool p_invert);
- bool get_invert() const;
- void set_in_3d_space(bool p_enable);
- bool is_in_3d_space() const;
- void set_generate_mipmaps(bool p_enable);
- bool is_generating_mipmaps() const;
- void set_seamless(bool p_seamless);
- bool get_seamless();
- void set_seamless_blend_skirt(real_t p_blend_skirt);
- real_t get_seamless_blend_skirt();
- void set_as_normal_map(bool p_as_normal_map);
- bool is_normal_map();
- void set_bump_strength(float p_bump_strength);
- float get_bump_strength();
- void set_normalize(bool p_normalize);
- bool is_normalized() const;
- void set_color_ramp(const Ref<Gradient> &p_gradient);
- Ref<Gradient> get_color_ramp() const;
- int get_width() const override;
- int get_height() const override;
- virtual RID get_rid() const override;
- virtual bool has_alpha() const override { return false; }
- virtual Ref<Image> get_image() const override;
- NoiseTexture2D();
- virtual ~NoiseTexture2D();
- };
- #endif // NOISE_TEXTURE_2D_H
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