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- /*************************************************************************/
- /* noise_texture.h */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
- /* */
- /* 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_H
- #define NOISE_TEXTURE_H
- #include "open_simplex_noise.h"
- #include "core/io/image.h"
- #include "core/object/reference.h"
- #include "editor/editor_node.h"
- #include "editor/editor_plugin.h"
- #include "editor/property_editor.h"
- class NoiseTexture : public Texture2D {
- GDCLASS(NoiseTexture, Texture2D);
- private:
- Ref<Image> data;
- Thread noise_thread;
- bool first_time = true;
- bool update_queued = false;
- bool regen_queued = false;
- mutable RID texture;
- uint32_t flags = 0;
- Ref<OpenSimplexNoise> noise;
- Vector2i size = Vector2i(512, 512);
- bool seamless = false;
- bool as_normal_map = false;
- float bump_strength = 8.0;
- 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_data(const Ref<Image> &p_image);
- protected:
- static void _bind_methods();
- virtual void _validate_property(PropertyInfo &property) const override;
- public:
- void set_noise(Ref<OpenSimplexNoise> p_noise);
- Ref<OpenSimplexNoise> get_noise();
- void set_width(int p_width);
- void set_height(int p_height);
- void set_seamless(bool p_seamless);
- bool get_seamless();
- 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();
- 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_data() const override;
- NoiseTexture();
- virtual ~NoiseTexture();
- };
- #endif // NOISE_TEXTURE_H
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