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-rw-r--r--modules/noise/noise_texture_3d.cpp469
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diff --git a/modules/noise/noise_texture_3d.cpp b/modules/noise/noise_texture_3d.cpp
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+/**************************************************************************/
+/* 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();
+}