mirror of
https://github.com/Relintai/pandemonium_engine.git
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110 lines
3.8 KiB
C++
110 lines
3.8 KiB
C++
#ifndef NOISE_TEXTURE_H
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#define NOISE_TEXTURE_H
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/*************************************************************************/
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/* noise_texture.h */
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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) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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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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#include "open_simplex_noise.h"
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#include "core/io/image.h"
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#include "core/object/reference.h"
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#include "editor/editor_node.h"
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#include "editor/editor_plugin.h"
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#include "editor/property_editor.h"
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class NoiseTexture : public Texture {
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GDCLASS(NoiseTexture, Texture);
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private:
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Ref<Image> data;
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Thread noise_thread;
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bool first_time;
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bool update_queued;
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bool regen_queued;
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RID texture;
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uint32_t flags;
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Ref<OpenSimplexNoise> noise;
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Vector2i size;
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Vector2 noise_offset;
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bool seamless;
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bool as_normalmap;
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float bump_strength;
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void _thread_done(const Ref<Image> &p_image);
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static void _thread_function(void *p_ud);
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void _queue_update();
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Ref<Image> _generate_texture();
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void _update_texture();
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void _set_texture_data(const Ref<Image> &p_image);
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protected:
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static void _bind_methods();
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virtual void _validate_property(PropertyInfo &property) const;
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public:
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void set_noise(Ref<OpenSimplexNoise> p_noise);
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Ref<OpenSimplexNoise> get_noise();
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void set_width(int p_width);
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void set_height(int p_height);
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void set_noise_offset(Vector2 p_noise_offset);
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Vector2 get_noise_offset() const;
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void set_seamless(bool p_seamless);
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bool get_seamless();
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void set_as_normalmap(bool p_as_normalmap);
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bool is_normalmap();
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void set_bump_strength(float p_bump_strength);
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float get_bump_strength();
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int get_width() const;
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int get_height() const;
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virtual void set_flags(uint32_t p_flags);
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virtual uint32_t get_flags() const;
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virtual RID get_rid() const { return texture; }
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virtual bool has_alpha() const { return false; }
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virtual Ref<Image> get_data() const;
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NoiseTexture();
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virtual ~NoiseTexture();
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};
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#endif // NOISE_TEXTURE_H
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