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Diffstat (limited to 'modules/noise/noise_texture_3d.cpp')
-rw-r--r-- | modules/noise/noise_texture_3d.cpp | 469 |
1 files changed, 469 insertions, 0 deletions
diff --git a/modules/noise/noise_texture_3d.cpp b/modules/noise/noise_texture_3d.cpp new file mode 100644 index 0000000000..ab0f52ffb0 --- /dev/null +++ b/modules/noise/noise_texture_3d.cpp @@ -0,0 +1,469 @@ +/**************************************************************************/ +/* noise_texture_3d.cpp */ +/**************************************************************************/ +/* 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. */ +/**************************************************************************/ + +#include "noise_texture_3d.h" + +#include "core/core_string_names.h" +#include "noise.h" + +NoiseTexture3D::NoiseTexture3D() { + noise = Ref<Noise>(); + + _queue_update(); +} + +NoiseTexture3D::~NoiseTexture3D() { + ERR_FAIL_NULL(RenderingServer::get_singleton()); + if (texture.is_valid()) { + RS::get_singleton()->free(texture); + } + noise_thread.wait_to_finish(); +} + +void NoiseTexture3D::_bind_methods() { + ClassDB::bind_method(D_METHOD("_update_texture"), &NoiseTexture3D::_update_texture); + ClassDB::bind_method(D_METHOD("_generate_texture"), &NoiseTexture3D::_generate_texture); + ClassDB::bind_method(D_METHOD("_thread_done", "image"), &NoiseTexture3D::_thread_done); + + ClassDB::bind_method(D_METHOD("set_width", "width"), &NoiseTexture3D::set_width); + ClassDB::bind_method(D_METHOD("set_height", "height"), &NoiseTexture3D::set_height); + ClassDB::bind_method(D_METHOD("set_depth", "depth"), &NoiseTexture3D::set_depth); + + ClassDB::bind_method(D_METHOD("set_invert", "invert"), &NoiseTexture3D::set_invert); + ClassDB::bind_method(D_METHOD("get_invert"), &NoiseTexture3D::get_invert); + + ClassDB::bind_method(D_METHOD("set_seamless", "seamless"), &NoiseTexture3D::set_seamless); + ClassDB::bind_method(D_METHOD("get_seamless"), &NoiseTexture3D::get_seamless); + + ClassDB::bind_method(D_METHOD("set_seamless_blend_skirt", "seamless_blend_skirt"), &NoiseTexture3D::set_seamless_blend_skirt); + ClassDB::bind_method(D_METHOD("get_seamless_blend_skirt"), &NoiseTexture3D::get_seamless_blend_skirt); + + ClassDB::bind_method(D_METHOD("set_normalize", "normalize"), &NoiseTexture3D::set_normalize); + ClassDB::bind_method(D_METHOD("is_normalized"), &NoiseTexture3D::is_normalized); + + ClassDB::bind_method(D_METHOD("set_color_ramp", "gradient"), &NoiseTexture3D::set_color_ramp); + ClassDB::bind_method(D_METHOD("get_color_ramp"), &NoiseTexture3D::get_color_ramp); + + ClassDB::bind_method(D_METHOD("set_noise", "noise"), &NoiseTexture3D::set_noise); + ClassDB::bind_method(D_METHOD("get_noise"), &NoiseTexture3D::get_noise); + + ADD_PROPERTY(PropertyInfo(Variant::INT, "width", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_width", "get_width"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "height", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_height", "get_height"); + ADD_PROPERTY(PropertyInfo(Variant::INT, "depth", PROPERTY_HINT_RANGE, "1,2048,1,or_greater,suffix:px"), "set_depth", "get_depth"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "invert"), "set_invert", "get_invert"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "seamless"), "set_seamless", "get_seamless"); + ADD_PROPERTY(PropertyInfo(Variant::FLOAT, "seamless_blend_skirt", PROPERTY_HINT_RANGE, "0.05,1,0.001"), "set_seamless_blend_skirt", "get_seamless_blend_skirt"); + ADD_PROPERTY(PropertyInfo(Variant::BOOL, "normalize"), "set_normalize", "is_normalized"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "color_ramp", PROPERTY_HINT_RESOURCE_TYPE, "Gradient"), "set_color_ramp", "get_color_ramp"); + ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "noise", PROPERTY_HINT_RESOURCE_TYPE, "Noise"), "set_noise", "get_noise"); +} + +void NoiseTexture3D::_validate_property(PropertyInfo &p_property) const { + if (p_property.name == "seamless_blend_skirt") { + if (!seamless) { + p_property.usage = PROPERTY_USAGE_NO_EDITOR; + } + } +} + +void NoiseTexture3D::_set_texture_data(const TypedArray<Image> &p_data) { + if (!p_data.is_empty()) { + Vector<Ref<Image>> data; + + data.resize(p_data.size()); + + for (int i = 0; i < data.size(); i++) { + data.write[i] = p_data[i]; + } + + if (texture.is_valid()) { + RID new_texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data); + RS::get_singleton()->texture_replace(texture, new_texture); + } else { + texture = RS::get_singleton()->texture_3d_create(data[0]->get_format(), data[0]->get_width(), data[0]->get_height(), data.size(), false, data); + } + } + emit_changed(); +} + +void NoiseTexture3D::_thread_done(const TypedArray<Image> &p_data) { + _set_texture_data(p_data); + noise_thread.wait_to_finish(); + if (regen_queued) { + noise_thread.start(_thread_function, this); + regen_queued = false; + } +} + +void NoiseTexture3D::_thread_function(void *p_ud) { + NoiseTexture3D *tex = static_cast<NoiseTexture3D *>(p_ud); + tex->call_deferred(SNAME("_thread_done"), tex->_generate_texture()); +} + +void NoiseTexture3D::_queue_update() { + if (update_queued) { + return; + } + + update_queued = true; + call_deferred(SNAME("_update_texture")); +} + +TypedArray<Image> NoiseTexture3D::_generate_texture() { + // Prevent memdelete due to unref() on other thread. + Ref<Noise> ref_noise = noise; + + if (ref_noise.is_null()) { + return TypedArray<Image>(); + } + + Vector<Ref<Image>> images; + + if (seamless) { + images = _get_seamless(width, height, depth, invert, seamless_blend_skirt); + } 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 individualy as it would result in visible artifacts on z (depth) axis. + if (normalize) { + images = _normalize(images); + } + + if (color_ramp.is_valid()) { + for (int i = 0; i < images.size(); i++) { + images.write[i] = _modulate_with_gradient(images[i], color_ramp); + } + } + + TypedArray<Image> new_data; + new_data.resize(images.size()); + + for (int i = 0; i < new_data.size(); i++) { + new_data[i] = images[i]; + } + + 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(); + + Ref<Image> new_image = Image::create_empty(w, h, false, Image::FORMAT_RGBA8); + + for (int row = 0; row < h; row++) { + for (int col = 0; col < w; col++) { + Color pixel_color = p_image->get_pixel(col, row); + Color ramp_color = p_gradient->get_color_at_offset(pixel_color.get_luminance()); + new_image->set_pixel(col, row, ramp_color); + } + } + + return new_image; +} + +void NoiseTexture3D::_update_texture() { + bool use_thread = true; + if (first_time) { + use_thread = false; + first_time = false; + } + if (use_thread) { + if (!noise_thread.is_started()) { + noise_thread.start(_thread_function, this); + regen_queued = false; + } else { + regen_queued = true; + } + + } else { + TypedArray<Image> new_data = _generate_texture(); + _set_texture_data(new_data); + } + update_queued = false; +} + +void NoiseTexture3D::set_noise(Ref<Noise> p_noise) { + if (p_noise == noise) { + return; + } + if (noise.is_valid()) { + noise->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update)); + } + noise = p_noise; + if (noise.is_valid()) { + noise->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update)); + } + _queue_update(); +} + +Ref<Noise> NoiseTexture3D::get_noise() { + return noise; +} + +void NoiseTexture3D::set_width(int p_width) { + ERR_FAIL_COND(p_width <= 0); + if (p_width == width) { + return; + } + width = p_width; + _queue_update(); +} + +void NoiseTexture3D::set_height(int p_height) { + ERR_FAIL_COND(p_height <= 0); + if (p_height == height) { + return; + } + height = p_height; + _queue_update(); +} + +void NoiseTexture3D::set_depth(int p_depth) { + ERR_FAIL_COND(p_depth <= 0); + if (p_depth == depth) { + return; + } + depth = p_depth; + _queue_update(); +} + +void NoiseTexture3D::set_invert(bool p_invert) { + if (p_invert == invert) { + return; + } + invert = p_invert; + _queue_update(); +} + +bool NoiseTexture3D::get_invert() const { + return invert; +} + +void NoiseTexture3D::set_seamless(bool p_seamless) { + if (p_seamless == seamless) { + return; + } + seamless = p_seamless; + _queue_update(); + notify_property_list_changed(); +} + +bool NoiseTexture3D::get_seamless() { + return seamless; +} + +void NoiseTexture3D::set_seamless_blend_skirt(real_t p_blend_skirt) { + ERR_FAIL_COND(p_blend_skirt < 0.05 || p_blend_skirt > 1); + + if (p_blend_skirt == seamless_blend_skirt) { + return; + } + seamless_blend_skirt = p_blend_skirt; + _queue_update(); +} +real_t NoiseTexture3D::get_seamless_blend_skirt() { + return seamless_blend_skirt; +} + +void NoiseTexture3D::set_color_ramp(const Ref<Gradient> &p_gradient) { + if (p_gradient == color_ramp) { + return; + } + if (color_ramp.is_valid()) { + color_ramp->disconnect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update)); + } + color_ramp = p_gradient; + if (color_ramp.is_valid()) { + color_ramp->connect(CoreStringNames::get_singleton()->changed, callable_mp(this, &NoiseTexture3D::_queue_update)); + } + _queue_update(); +} + +void NoiseTexture3D::set_normalize(bool p_normalize) { + if (normalize == p_normalize) { + return; + } + normalize = p_normalize; + _queue_update(); +} + +bool NoiseTexture3D::is_normalized() const { + return normalize; +} + +Ref<Gradient> NoiseTexture3D::get_color_ramp() const { + return color_ramp; +} + +int NoiseTexture3D::get_width() const { + return width; +} + +int NoiseTexture3D::get_height() const { + return height; +} + +int NoiseTexture3D::get_depth() const { + return depth; +} + +RID NoiseTexture3D::get_rid() const { + if (!texture.is_valid()) { + texture = RS::get_singleton()->texture_3d_placeholder_create(); + } + + return texture; +} + +Vector<Ref<Image>> NoiseTexture3D::get_data() const { + ERR_FAIL_COND_V(!texture.is_valid(), Vector<Ref<Image>>()); + return RS::get_singleton()->texture_3d_get(texture); +} + +Image::Format NoiseTexture3D::get_format() const { + ERR_FAIL_COND_V(!texture.is_valid(), Image::FORMAT_L8); + return RS::get_singleton()->texture_3d_get(texture)[0]->get_format(); +} |