pandemonium_engine/modules/opensimplex/noise_texture.h

113 lines
3.8 KiB
C++

#ifndef NOISE_TEXTURE_H
#define NOISE_TEXTURE_H
/*************************************************************************/
/* noise_texture.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 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. */
/*************************************************************************/
#include "open_simplex_noise.h"
#include "core/image.h"
#include "core/reference.h"
#include "editor/editor_node.h"
#include "editor/editor_plugin.h"
#include "editor/property_editor.h"
class NoiseTexture : public Texture {
GDCLASS(NoiseTexture, Texture);
private:
Ref<Image> data;
Thread noise_thread;
bool first_time;
bool update_queued;
bool regen_queued;
RID texture;
uint32_t flags;
Ref<OpenSimplexNoise> noise;
Vector2i size;
Vector2 noise_offset;
bool seamless;
bool as_normalmap;
float bump_strength;
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;
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_noise_offset(Vector2 p_noise_offset);
Vector2 get_noise_offset() const;
void set_seamless(bool p_seamless);
bool get_seamless();
void set_as_normalmap(bool p_as_normalmap);
bool is_normalmap();
void set_bump_strength(float p_bump_strength);
float get_bump_strength();
int get_width() const;
int get_height() const;
virtual void set_flags(uint32_t p_flags);
virtual uint32_t get_flags() const;
virtual RID get_rid() const { return texture; }
virtual bool has_alpha() const { return false; }
virtual Ref<Image> get_data() const;
NoiseTexture();
virtual ~NoiseTexture();
};
#endif // NOISE_TEXTURE_H