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Fix compatibility breakage from adding NoiseTexture3D

Also optimize some of the Noise methods
clayjohn 2 years ago
parent
commit
ccff24597f

+ 32 - 9
modules/noise/doc_classes/Noise.xml

@@ -15,13 +15,24 @@
 			<return type="Image" />
 			<param index="0" name="width" type="int" />
 			<param index="1" name="height" type="int" />
+			<param index="2" name="invert" type="bool" default="false" />
+			<param index="3" name="in_3d_space" type="bool" default="false" />
+			<param index="4" name="normalize" type="bool" default="true" />
+			<description>
+				Returns an [Image] containing 2D noise values.
+				[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
+			</description>
+		</method>
+		<method name="get_image_3d" qualifiers="const">
+			<return type="Image[]" />
+			<param index="0" name="width" type="int" />
+			<param index="1" name="height" type="int" />
 			<param index="2" name="depth" type="int" />
 			<param index="3" name="invert" type="bool" default="false" />
-			<param index="4" name="in_3d_space" type="bool" default="false" />
-			<param index="5" name="normalize" type="bool" default="true" />
+			<param index="4" name="normalize" type="bool" default="true" />
 			<description>
-				Returns a 2D [Image] noise image.
-				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
+				Returns an [Array] of [Image]s containing 3D noise values for use with [method ImageTexture3D.create].
+				[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
 			</description>
 		</method>
 		<method name="get_noise_1d" qualifiers="const">
@@ -66,14 +77,26 @@
 			<return type="Image" />
 			<param index="0" name="width" type="int" />
 			<param index="1" name="height" type="int" />
+			<param index="2" name="invert" type="bool" default="false" />
+			<param index="3" name="in_3d_space" type="bool" default="false" />
+			<param index="4" name="skirt" type="float" default="0.1" />
+			<param index="5" name="normalize" type="bool" default="true" />
+			<description>
+				Returns an [Image] containing seamless 2D noise values.
+				[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
+			</description>
+		</method>
+		<method name="get_seamless_image_3d" qualifiers="const">
+			<return type="Image[]" />
+			<param index="0" name="width" type="int" />
+			<param index="1" name="height" type="int" />
 			<param index="2" name="depth" type="int" />
 			<param index="3" name="invert" type="bool" default="false" />
-			<param index="4" name="in_3d_space" type="bool" default="false" />
-			<param index="5" name="skirt" type="float" default="0.1" />
-			<param index="6" name="normalize" type="bool" default="true" />
+			<param index="4" name="skirt" type="float" default="0.1" />
+			<param index="5" name="normalize" type="bool" default="true" />
 			<description>
-				Returns a seamless 2D [Image] noise image.
-				Note: With [param normalize] set to [code]false[/code] the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
+				Returns an [Array] of [Image]s containing seamless 3D noise values for use with [method ImageTexture3D.create].
+				[b]Note:[/b] With [param normalize] set to [code]false[/code], the default implementation expects the noise generator to return values in the range [code]-1.0[/code] to [code]1.0[/code].
 			</description>
 		</method>
 	</methods>

+ 1 - 2
modules/noise/doc_classes/NoiseTexture3D.xml

@@ -5,13 +5,12 @@
 	</brief_description>
 	<description>
 		Uses [FastNoiseLite] or other libraries to fill the texture data of your desired size.
-		The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image and the generated byte data:
+		The class uses [Thread]s to generate the texture data internally, so [method Texture3D.get_data] may return [code]null[/code] if the generation process has not completed yet. In that case, you need to wait for the texture to be generated before accessing the image:
 		[codeblock]
 		var texture = NoiseTexture3D.new()
 		texture.noise = FastNoiseLite.new()
 		await texture.changed
 		var data = texture.get_data()
-		var image = data[0]
 		[/codeblock]
 	</description>
 	<tutorials>

+ 108 - 44
modules/noise/noise.cpp

@@ -32,21 +32,40 @@
 
 #include <float.h>
 
-Ref<Image> Noise::get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
-	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
+Vector<Ref<Image>> Noise::_get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
+	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0 || p_depth <= 0, Vector<Ref<Image>>());
 
 	int skirt_width = MAX(1, p_width * p_blend_skirt);
 	int skirt_height = MAX(1, p_height * p_blend_skirt);
+	int skirt_depth = MAX(1, p_depth * p_blend_skirt);
 	int src_width = p_width + skirt_width;
 	int src_height = p_height + skirt_height;
+	int src_depth = p_depth + skirt_depth;
+
+	Vector<Ref<Image>> src = _get_image(src_width, src_height, src_depth, p_invert, p_in_3d_space, p_normalize);
+	bool grayscale = (src[0]->get_format() == Image::FORMAT_L8);
 
-	Ref<Image> src = get_image(src_width, src_height, p_depth, p_invert, p_in_3d_space, p_normalize);
-	bool grayscale = (src->get_format() == Image::FORMAT_L8);
 	if (grayscale) {
-		return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_invert, p_blend_skirt);
+		return _generate_seamless_image<uint8_t>(src, p_width, p_height, p_depth, p_invert, p_blend_skirt);
 	} else {
-		return _generate_seamless_image<uint32_t>(src, p_width, p_height, p_invert, p_blend_skirt);
+		return _generate_seamless_image<uint32_t>(src, p_width, p_height, p_depth, p_invert, p_blend_skirt);
+	}
+}
+
+Ref<Image> Noise::get_seamless_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, real_t p_blend_skirt, bool p_normalize) const {
+	Vector<Ref<Image>> images = _get_seamless_image(p_width, p_height, 1, p_invert, p_in_3d_space, p_blend_skirt, p_normalize);
+	return images[0];
+}
+
+TypedArray<Image> Noise::get_seamless_image_3d(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt, bool p_normalize) const {
+	Vector<Ref<Image>> images = _get_seamless_image(p_width, p_height, p_depth, p_invert, true, p_blend_skirt, p_normalize);
+
+	TypedArray<Image> ret;
+	ret.resize(images.size());
+	for (int i = 0; i < images.size(); i++) {
+		ret[i] = images[i];
 	}
+	return ret;
 }
 
 // Template specialization for faster grayscale blending.
@@ -58,61 +77,104 @@ uint8_t Noise::_alpha_blend<uint8_t>(uint8_t p_bg, uint8_t p_fg, int p_alpha) co
 	return (uint8_t)((alpha * p_fg + inv_alpha * p_bg) >> 8);
 }
 
-Ref<Image> Noise::get_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
-	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0, Ref<Image>());
-
-	Vector<uint8_t> data;
-	data.resize(p_width * p_height);
+Vector<Ref<Image>> Noise::_get_image(int p_width, int p_height, int p_depth, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
+	ERR_FAIL_COND_V(p_width <= 0 || p_height <= 0 || p_depth <= 0, Vector<Ref<Image>>());
 
-	uint8_t *wd8 = data.ptrw();
+	Vector<Ref<Image>> images;
+	images.resize(p_depth);
 
 	if (p_normalize) {
 		// Get all values and identify min/max values.
-		Vector<real_t> values;
-		values.resize(p_width * p_height);
+		LocalVector<real_t> values;
+		values.resize(p_width * p_height * p_depth);
+
 		real_t min_val = FLT_MAX;
 		real_t max_val = -FLT_MAX;
-		for (int y = 0, i = 0; y < p_height; y++) {
-			for (int x = 0; x < p_width; x++, i++) {
-				values.set(i, p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
-				if (values[i] > max_val) {
-					max_val = values[i];
-				}
-				if (values[i] < min_val) {
-					min_val = values[i];
+		int idx = 0;
+		for (int d = 0; d < p_depth; d++) {
+			for (int y = 0; y < p_height; y++) {
+				for (int x = 0; x < p_width; x++) {
+					values[idx] = p_in_3d_space ? get_noise_3d(x, y, d) : get_noise_2d(x, y);
+					if (values[idx] > max_val) {
+						max_val = values[idx];
+					}
+					if (values[idx] < min_val) {
+						min_val = values[idx];
+					}
+					idx++;
 				}
 			}
 		}
+		idx = 0;
 		// Normalize values and write to texture.
-		uint8_t ivalue;
-		for (int i = 0, x = 0; i < p_height; i++) {
-			for (int j = 0; j < p_width; j++, x++) {
-				if (max_val == min_val) {
-					ivalue = 0;
-				} else {
-					ivalue = static_cast<uint8_t>(CLAMP((values[x] - min_val) / (max_val - min_val) * 255.f, 0, 255));
-				}
-
-				if (p_invert) {
-					ivalue = 255 - ivalue;
+		for (int d = 0; d < p_depth; d++) {
+			Vector<uint8_t> data;
+			data.resize(p_width * p_height);
+
+			uint8_t *wd8 = data.ptrw();
+			uint8_t ivalue;
+
+			for (int y = 0; y < p_height; y++) {
+				for (int x = 0; x < p_width; x++) {
+					if (max_val == min_val) {
+						ivalue = 0;
+					} else {
+						ivalue = static_cast<uint8_t>(CLAMP((values[idx] - min_val) / (max_val - min_val) * 255.f, 0, 255));
+					}
+
+					if (p_invert) {
+						ivalue = 255 - ivalue;
+					}
+
+					wd8[x + y * p_width] = ivalue;
+					idx++;
 				}
-
-				wd8[x] = ivalue;
 			}
+			Ref<Image> img = memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
+			images.write[d] = img;
 		}
 	} else {
 		// Without normalization, the expected range of the noise function is [-1, 1].
-		uint8_t ivalue;
-		for (int y = 0, i = 0; y < p_height; y++) {
-			for (int x = 0; x < p_width; x++, i++) {
-				float value = (p_in_3d_space ? get_noise_3d(x, y, p_depth) : get_noise_2d(x, y));
-				ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
-				wd8[i] = p_invert ? (255 - ivalue) : ivalue;
+
+		for (int d = 0; d < p_depth; d++) {
+			Vector<uint8_t> data;
+			data.resize(p_width * p_height);
+
+			uint8_t *wd8 = data.ptrw();
+
+			uint8_t ivalue;
+			int idx = 0;
+			for (int y = 0; y < p_height; y++) {
+				for (int x = 0; x < p_width; x++) {
+					float value = (p_in_3d_space ? get_noise_3d(x, y, d) : get_noise_2d(x, y));
+					ivalue = static_cast<uint8_t>(CLAMP(value * 127.5f + 127.5f, 0.0f, 255.0f));
+					wd8[idx] = p_invert ? (255 - ivalue) : ivalue;
+					idx++;
+				}
 			}
+
+			Ref<Image> img = memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
+			images.write[d] = img;
 		}
 	}
 
-	return memnew(Image(p_width, p_height, false, Image::FORMAT_L8, data));
+	return images;
+}
+
+Ref<Image> Noise::get_image(int p_width, int p_height, bool p_invert, bool p_in_3d_space, bool p_normalize) const {
+	Vector<Ref<Image>> images = _get_image(p_width, p_height, 1, p_invert, p_in_3d_space, p_normalize);
+	return images[0];
+}
+
+TypedArray<Image> Noise::get_image_3d(int p_width, int p_height, int p_depth, bool p_invert, bool p_normalize) const {
+	Vector<Ref<Image>> images = _get_image(p_width, p_height, p_depth, p_invert, true, p_normalize);
+
+	TypedArray<Image> ret;
+	ret.resize(images.size());
+	for (int i = 0; i < images.size(); i++) {
+		ret[i] = images[i];
+	}
+	return ret;
 }
 
 void Noise::_bind_methods() {
@@ -124,6 +186,8 @@ void Noise::_bind_methods() {
 	ClassDB::bind_method(D_METHOD("get_noise_3dv", "v"), &Noise::get_noise_3dv);
 
 	// Textures.
-	ClassDB::bind_method(D_METHOD("get_image", "width", "height", "depth", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
-	ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "depth", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_image", "width", "height", "invert", "in_3d_space", "normalize"), &Noise::get_image, DEFVAL(false), DEFVAL(false), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_seamless_image", "width", "height", "invert", "in_3d_space", "skirt", "normalize"), &Noise::get_seamless_image, DEFVAL(false), DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_image_3d", "width", "height", "depth", "invert", "normalize"), &Noise::get_image_3d, DEFVAL(false), DEFVAL(true));
+	ClassDB::bind_method(D_METHOD("get_seamless_image_3d", "width", "height", "depth", "invert", "skirt", "normalize"), &Noise::get_seamless_image_3d, DEFVAL(false), DEFVAL(0.1), DEFVAL(true));
 }

+ 131 - 69
modules/noise/noise.h

@@ -32,6 +32,7 @@
 #define NOISE_H
 
 #include "core/io/image.h"
+#include "core/variant/typed_array.h"
 
 class Noise : public Resource {
 	GDCLASS(Noise, Resource);
@@ -81,7 +82,7 @@ class Noise : public Resource {
 	};
 
 	template <typename T>
-	Ref<Image> _generate_seamless_image(Ref<Image> p_src, int p_width, int p_height, bool p_invert, real_t p_blend_skirt) const {
+	Vector<Ref<Image>> _generate_seamless_image(Vector<Ref<Image>> p_src, int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt) const {
 		/*
 		To make a seamless image, we swap the quadrants so the edges are perfect matches.
 		We initially get a 10% larger image so we have an overlap we can use to blend over the seams.
@@ -101,7 +102,7 @@ class Noise : public Resource {
 		on Source it's translated to
 		corner of Q1/s3 unless the ALT_XY modulo moves it to Q4
 		*/
-		ERR_FAIL_COND_V(p_blend_skirt < 0, Ref<Image>());
+		ERR_FAIL_COND_V(p_blend_skirt < 0, Vector<Ref<Image>>());
 
 		int skirt_width = MAX(1, p_width * p_blend_skirt);
 		int skirt_height = MAX(1, p_height * p_blend_skirt);
@@ -112,83 +113,139 @@ class Noise : public Resource {
 		int skirt_edge_x = half_width + skirt_width;
 		int skirt_edge_y = half_height + skirt_height;
 
-		Vector<uint8_t> dest;
-		dest.resize(p_width * p_height * Image::get_format_pixel_size(p_src->get_format()));
-
-		img_buff<T> rd_src = {
-			(T *)p_src->get_data().ptr(),
-			src_width, src_height,
-			half_width, half_height,
-			p_width, p_height
-		};
-
-		// `wr` is setup for straight x/y coordinate array access.
-		img_buff<T> wr = {
-			(T *)dest.ptrw(),
-			p_width, p_height,
-			0, 0, 0, 0
-		};
-		// `rd_dest` is a readable pointer to `wr`, i.e. what has already been written to the output buffer.
-		img_buff<T> rd_dest = {
-			(T *)dest.ptr(),
-			p_width, p_height,
-			0, 0, 0, 0
-		};
+		Image::Format format = p_src[0]->get_format();
+		int pixel_size = Image::get_format_pixel_size(format);
+
+		Vector<Ref<Image>> images;
+		images.resize(p_src.size());
+
+		// First blend across x and y for all slices.
+		for (int d = 0; d < images.size(); d++) {
+			Vector<uint8_t> dest;
+			dest.resize(p_width * p_height * pixel_size);
+
+			img_buff<T> rd_src = {
+				(T *)p_src[d]->get_data().ptr(),
+				src_width, src_height,
+				half_width, half_height,
+				p_width, p_height
+			};
+
+			// `wr` is setup for straight x/y coordinate array access.
+			img_buff<T> wr = {
+				(T *)dest.ptrw(),
+				p_width, p_height,
+				0, 0, 0, 0
+			};
+			// `rd_dest` is a readable pointer to `wr`, i.e. what has already been written to the output buffer.
+			img_buff<T> rd_dest = {
+				(T *)dest.ptr(),
+				p_width, p_height,
+				0, 0, 0, 0
+			};
+
+			// Swap the quadrants to make edges seamless.
+			for (int y = 0; y < p_height; y++) {
+				for (int x = 0; x < p_width; x++) {
+					// rd_src has a half offset and the shorter modulo ignores the skirt.
+					// It reads and writes in Q1-4 order (see map above), skipping the skirt.
+					wr(x, y) = rd_src(x, y, img_buff<T>::ALT_XY);
+				}
+			}
 
-		// Swap the quadrants to make edges seamless.
-		for (int y = 0; y < p_height; y++) {
-			for (int x = 0; x < p_width; x++) {
-				// rd_src has a half offset and the shorter modulo ignores the skirt.
-				// It reads and writes in Q1-4 order (see map above), skipping the skirt.
-				wr(x, y) = rd_src(x, y, img_buff<T>::ALT_XY);
+			// Blend the vertical skirt over the middle seam.
+			for (int x = half_width; x < skirt_edge_x; x++) {
+				int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(x - half_width) / float(skirt_width)));
+				for (int y = 0; y < p_height; y++) {
+					// Skip the center square
+					if (y == half_height) {
+						y = skirt_edge_y - 1;
+					} else {
+						// Starts reading at s2, ALT_Y skips s3, and continues with s1.
+						wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_Y), alpha);
+					}
+				}
 			}
-		}
 
-		// Blend the vertical skirt over the middle seam.
-		for (int x = half_width; x < skirt_edge_x; x++) {
-			int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(x - half_width) / float(skirt_width)));
-			for (int y = 0; y < p_height; y++) {
-				// Skip the center square
-				if (y == half_height) {
-					y = skirt_edge_y - 1;
-				} else {
-					// Starts reading at s2, ALT_Y skips s3, and continues with s1.
-					wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_Y), alpha);
+			// Blend the horizontal skirt over the middle seam.
+			for (int y = half_height; y < skirt_edge_y; y++) {
+				int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(y - half_height) / float(skirt_height)));
+				for (int x = 0; x < p_width; x++) {
+					// Skip the center square
+					if (x == half_width) {
+						x = skirt_edge_x - 1;
+					} else {
+						// Starts reading at s4, skips s3, continues with s5.
+						wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_X), alpha);
+					}
 				}
 			}
-		}
 
-		// Blend the horizontal skirt over the middle seam.
-		for (int y = half_height; y < skirt_edge_y; y++) {
-			int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(y - half_height) / float(skirt_height)));
-			for (int x = 0; x < p_width; x++) {
-				// Skip the center square
-				if (x == half_width) {
-					x = skirt_edge_x - 1;
-				} else {
-					// Starts reading at s4, skips s3, continues with s5.
-					wr(x, y) = _alpha_blend<T>(rd_dest(x, y), rd_src(x, y, img_buff<T>::ALT_X), alpha);
+			// Fill in the center square. Wr starts at the top left of Q4, which is the equivalent of the top left of s3, unless a modulo is used.
+			for (int y = half_height; y < skirt_edge_y; y++) {
+				for (int x = half_width; x < skirt_edge_x; x++) {
+					int xpos = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(x - half_width) / float(skirt_width)));
+					int ypos = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(y - half_height) / float(skirt_height)));
+
+					// Blend s3(Q1) onto s5(Q2) for the top half.
+					T top_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_X), rd_src(x, y, img_buff<T>::DEFAULT), xpos);
+					// Blend s1(Q3) onto Q4 for the bottom half.
+					T bottom_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_XY), rd_src(x, y, img_buff<T>::ALT_Y), xpos);
+					// Blend the top half onto the bottom half.
+					wr(x, y) = _alpha_blend<T>(bottom_blend, top_blend, ypos);
 				}
 			}
+			Ref<Image> image = memnew(Image(p_width, p_height, false, format, dest));
+			p_src.write[d].unref();
+			images.write[d] = image;
 		}
 
-		// Fill in the center square. Wr starts at the top left of Q4, which is the equivalent of the top left of s3, unless a modulo is used.
-		for (int y = half_height; y < skirt_edge_y; y++) {
-			for (int x = half_width; x < skirt_edge_x; x++) {
-				int xpos = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(x - half_width) / float(skirt_width)));
-				int ypos = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(y - half_height) / float(skirt_height)));
-
-				// Blend s3(Q1) onto s5(Q2) for the top half.
-				T top_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_X), rd_src(x, y, img_buff<T>::DEFAULT), xpos);
-				// Blend s1(Q3) onto Q4 for the bottom half.
-				T bottom_blend = _alpha_blend<T>(rd_src(x, y, img_buff<T>::ALT_XY), rd_src(x, y, img_buff<T>::ALT_Y), xpos);
-				// Blend the top half onto the bottom half.
-				wr(x, y) = _alpha_blend<T>(bottom_blend, top_blend, ypos);
+		// Now blend across z.
+		if (p_depth > 1) {
+			int skirt_depth = MAX(1, p_depth * p_blend_skirt);
+			int half_depth = p_depth * 0.5;
+			int skirt_edge_z = half_depth + skirt_depth;
+
+			// Swap halves on depth.
+			for (int i = 0; i < half_depth; i++) {
+				Ref<Image> img = images[i];
+				images.write[i] = images[i + half_depth];
+				images.write[i + half_depth] = img;
 			}
+
+			Vector<Ref<Image>> new_images = images;
+			new_images.resize(p_depth);
+
+			// Scale seamless generation to third dimension.
+			for (int z = half_depth; z < skirt_edge_z; z++) {
+				int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(z - half_depth) / float(skirt_depth)));
+
+				Vector<uint8_t> img = images[z % p_depth]->get_data();
+				Vector<uint8_t> skirt = images[(z - half_depth) + p_depth]->get_data();
+
+				Vector<uint8_t> dest;
+				dest.resize(images[0]->get_width() * images[0]->get_height() * Image::get_format_pixel_size(images[0]->get_format()));
+
+				for (int i = 0; i < img.size(); i++) {
+					uint8_t fg, bg, out;
+
+					fg = skirt[i];
+					bg = img[i];
+
+					uint16_t a = alpha + 1;
+					uint16_t inv_a = 256 - alpha;
+
+					out = (uint8_t)((a * fg + inv_a * bg) >> 8);
+
+					dest.write[i] = out;
+				}
+
+				Ref<Image> new_image = memnew(Image(images[0]->get_width(), images[0]->get_height(), false, images[0]->get_format(), dest));
+				new_images.write[z % p_depth] = new_image;
+			}
+			return new_images;
 		}
-		Ref<Image> image = memnew(Image(p_width, p_height, false, p_src->get_format(), dest));
-		p_src.unref();
-		return image;
+		return images;
 	}
 
 	template <typename T>
@@ -233,8 +290,13 @@ public:
 	virtual real_t get_noise_3dv(Vector3 p_v) const = 0;
 	virtual real_t get_noise_3d(real_t p_x, real_t p_y, real_t p_z) const = 0;
 
-	virtual Ref<Image> get_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
-	virtual Ref<Image> get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
+	Vector<Ref<Image>> _get_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
+	virtual Ref<Image> get_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, bool p_normalize = true) const;
+	virtual TypedArray<Image> get_image_3d(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_normalize = true) const;
+
+	Vector<Ref<Image>> _get_seamless_image(int p_width, int p_height, int p_depth, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
+	virtual Ref<Image> get_seamless_image(int p_width, int p_height, bool p_invert = false, bool p_in_3d_space = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
+	virtual TypedArray<Image> get_seamless_image_3d(int p_width, int p_height, int p_depth, bool p_invert = false, real_t p_blend_skirt = 0.1, bool p_normalize = true) const;
 };
 
 #endif // NOISE_H

+ 2 - 2
modules/noise/noise_texture_2d.cpp

@@ -162,9 +162,9 @@ Ref<Image> NoiseTexture2D::_generate_texture() {
 	Ref<Image> new_image;
 
 	if (seamless) {
-		new_image = ref_noise->get_seamless_image(size.x, size.y, 0, invert, in_3d_space, seamless_blend_skirt, normalize);
+		new_image = ref_noise->get_seamless_image(size.x, size.y, invert, in_3d_space, seamless_blend_skirt, normalize);
 	} else {
-		new_image = ref_noise->get_image(size.x, size.y, 0, invert, in_3d_space, normalize);
+		new_image = ref_noise->get_image(size.x, size.y, invert, in_3d_space, normalize);
 	}
 	if (color_ramp.is_valid()) {
 		new_image = _modulate_with_gradient(new_image, color_ramp);

+ 5 - 122
modules/noise/noise_texture_3d.cpp

@@ -44,7 +44,9 @@ NoiseTexture3D::~NoiseTexture3D() {
 	if (texture.is_valid()) {
 		RS::get_singleton()->free(texture);
 	}
-	noise_thread.wait_to_finish();
+	if (noise_thread.is_started()) {
+		noise_thread.wait_to_finish();
+	}
 }
 
 void NoiseTexture3D::_bind_methods() {
@@ -147,18 +149,9 @@ TypedArray<Image> NoiseTexture3D::_generate_texture() {
 	Vector<Ref<Image>> images;
 
 	if (seamless) {
-		images = _get_seamless(width, height, depth, invert, seamless_blend_skirt);
+		images = ref_noise->_get_seamless_image(width, height, depth, invert, true, seamless_blend_skirt, normalize);
 	} else {
-		images.resize(depth);
-
-		for (int i = 0; i < images.size(); i++) {
-			images.write[i] = ref_noise->get_image(width, height, i, invert, true, false);
-		}
-	}
-
-	// Normalize on whole texture at once rather than on each image individually as it would result in visible artifacts on z (depth) axis.
-	if (normalize) {
-		images = _normalize(images);
+		images = ref_noise->_get_image(width, height, depth, invert, true, normalize);
 	}
 
 	if (color_ramp.is_valid()) {
@@ -177,116 +170,6 @@ TypedArray<Image> NoiseTexture3D::_generate_texture() {
 	return new_data;
 }
 
-Vector<Ref<Image>> NoiseTexture3D::_get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt) {
-	// Prevent memdelete due to unref() on other thread.
-	Ref<Noise> ref_noise = noise;
-
-	if (ref_noise.is_null()) {
-		return Vector<Ref<Image>>();
-	}
-
-	int skirt_depth = MAX(1, p_depth * p_blend_skirt);
-	int src_depth = p_depth + skirt_depth;
-
-	Vector<Ref<Image>> images;
-	images.resize(src_depth);
-
-	for (int i = 0; i < src_depth; i++) {
-		images.write[i] = ref_noise->get_seamless_image(p_width, p_height, i, p_invert, true, p_blend_skirt, false);
-	}
-
-	int half_depth = p_depth * 0.5;
-	int skirt_edge_z = half_depth + skirt_depth;
-
-	// swap halves on depth.
-	for (int i = 0; i < half_depth; i++) {
-		Ref<Image> img = images[i];
-		images.write[i] = images[i + half_depth];
-		images.write[i + half_depth] = img;
-	}
-
-	Vector<Ref<Image>> new_images = images;
-	new_images.resize(p_depth);
-
-	// scale seamless generation to third dimension.
-	for (int z = half_depth; z < skirt_edge_z; z++) {
-		int alpha = 255 * (1 - Math::smoothstep(0.1f, 0.9f, float(z - half_depth) / float(skirt_depth)));
-
-		Vector<uint8_t> img = images[z % p_depth]->get_data();
-		Vector<uint8_t> skirt = images[(z - half_depth) + p_depth]->get_data();
-
-		Vector<uint8_t> dest;
-		dest.resize(images[0]->get_width() * images[0]->get_height() * Image::get_format_pixel_size(images[0]->get_format()));
-
-		for (int i = 0; i < img.size(); i++) {
-			uint8_t fg, bg, out;
-
-			fg = skirt[i];
-			bg = img[i];
-
-			uint16_t a;
-			uint16_t inv_a;
-
-			a = alpha + 1;
-			inv_a = 256 - alpha;
-
-			out = (uint8_t)((a * fg + inv_a * bg) >> 8);
-
-			dest.write[i] = out;
-		}
-
-		Ref<Image> new_image = memnew(Image(images[0]->get_width(), images[0]->get_height(), false, images[0]->get_format(), dest));
-		new_images.write[z % p_depth] = new_image;
-	}
-
-	return new_images;
-}
-
-Vector<Ref<Image>> NoiseTexture3D::_normalize(Vector<Ref<Image>> p_images) {
-	real_t min_val = FLT_MAX;
-	real_t max_val = -FLT_MAX;
-
-	int w = p_images[0]->get_width();
-	int h = p_images[0]->get_height();
-
-	for (int i = 0; i < p_images.size(); i++) {
-		Vector<uint8_t> data = p_images[i]->get_data();
-
-		for (int j = 0; j < data.size(); j++) {
-			if (data[j] > max_val) {
-				max_val = data[j];
-			}
-			if (data[j] < min_val) {
-				min_val = data[j];
-			}
-		}
-	}
-
-	Vector<Ref<Image>> new_images;
-	new_images.resize(p_images.size());
-
-	for (int i = 0; i < p_images.size(); i++) {
-		Vector<uint8_t> data = p_images[i]->get_data();
-
-		for (int j = 0; j < data.size(); j++) {
-			uint8_t value;
-
-			if (max_val == min_val) {
-				value = 0;
-			} else {
-				value = static_cast<uint8_t>(CLAMP((data[j] - min_val) / (max_val - min_val) * 255.f, 0, 255));
-			}
-
-			data.write[j] = value;
-		}
-
-		Ref<Image> new_image = memnew(Image(w, h, false, Image::FORMAT_L8, data));
-		new_images.write[i] = new_image;
-	}
-
-	return new_images;
-}
-
 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();

+ 0 - 2
modules/noise/noise_texture_3d.h

@@ -68,8 +68,6 @@ private:
 	void _update_texture();
 	void _set_texture_data(const TypedArray<Image> &p_data);
 
-	Vector<Ref<Image>> _get_seamless(int p_width, int p_height, int p_depth, bool p_invert, real_t p_blend_skirt);
-	Vector<Ref<Image>> _normalize(Vector<Ref<Image>> p_images);
 	Ref<Image> _modulate_with_gradient(Ref<Image> p_image, Ref<Gradient> p_gradient);
 
 protected:

+ 3 - 3
modules/noise/tests/test_fastnoise_lite.h

@@ -605,7 +605,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	noise.set_cellular_jitter(0.0);
 
 	SUBCASE("Blend skirt 0.0") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.0);
+		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.0);
 
 		Ref<Image> ref_img_1 = memnew(Image);
 		ref_img_1->set_data(11, 11, false, Image::FORMAT_L8, ref_img_1_data);
@@ -614,7 +614,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	}
 
 	SUBCASE("Blend skirt 0.1") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
+		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
 
 		Ref<Image> ref_img_2 = memnew(Image);
 		ref_img_2->set_data(11, 11, false, Image::FORMAT_L8, ref_img_2_data);
@@ -623,7 +623,7 @@ TEST_CASE("[FastNoiseLite] Generating seamless 2D images (11x11px) and compare t
 	}
 
 	SUBCASE("Blend skirt 1.0") {
-		Ref<Image> img = noise.get_seamless_image(11, 11, 0, false, false, 0.1);
+		Ref<Image> img = noise.get_seamless_image(11, 11, false, false, 0.1);
 
 		Ref<Image> ref_img_3 = memnew(Image);
 		ref_img_3->set_data(11, 11, false, Image::FORMAT_L8, ref_img_3_data);