godot_voxel/generators/simple/voxel_generator_image.h

48 lines
1.2 KiB
C++

#ifndef HEADER_VOXEL_GENERATOR_IMAGE
#define HEADER_VOXEL_GENERATOR_IMAGE
#include "voxel_generator_heightmap.h"
#include <core/io/image.h>
namespace zylann::voxel {
// Provides infinite tiling heightmap based on an image
class VoxelGeneratorImage : public VoxelGeneratorHeightmap {
GDCLASS(VoxelGeneratorImage, VoxelGeneratorHeightmap)
public:
VoxelGeneratorImage();
~VoxelGeneratorImage();
void set_image(Ref<Image> im);
Ref<Image> get_image() const;
void set_blur_enabled(bool enable);
bool is_blur_enabled() const;
Result generate_block(VoxelGenerator::VoxelQueryData &input) override;
private:
static void _bind_methods();
private:
// Proper reference used for external access.
Ref<Image> _image;
struct Parameters {
// This is a read-only copy of the image.
// It wastes memory for sure, but Godot does not offer any way to secure this better.
// If this is a problem one day, we could add an option to dereference the external image in game.
Ref<Image> image;
// Mostly here as demo/tweak. It's better recommended to use an EXR/float image.
bool blur_enabled = false;
};
Parameters _parameters;
RWLock _parameters_lock;
};
} // namespace zylann::voxel
#endif // HEADER_VOXEL_GENERATOR_IMAGE