tool extends Spatial const NativeFactory = preload("./native/factory.gd") const Mesher = preload("./hterrain_mesher.gd") const Grid = preload("./util/grid.gd") const HTerrainData = preload("./hterrain_data.gd") const HTerrainChunk = preload("./hterrain_chunk.gd") const HTerrainChunkDebug = preload("./hterrain_chunk_debug.gd") const Util = preload("./util/util.gd") const HTerrainCollider = preload("./hterrain_collider.gd") const HTerrainTextureSet = preload("./hterrain_texture_set.gd") const Logger = preload("./util/logger.gd") const SHADER_CLASSIC4 = "Classic4" const SHADER_CLASSIC4_LITE = "Classic4Lite" const SHADER_LOW_POLY = "LowPoly" const SHADER_ARRAY = "Array" const SHADER_MULTISPLAT16 = "MultiSplat16" const SHADER_MULTISPLAT16_LITE = "MultiSplat16Lite" const SHADER_CUSTOM = "Custom" const MIN_MAP_SCALE = 0.01 const _SHADER_TYPE_HINT_STRING = str( "Classic4", ",", "Classic4Lite", ",", "LowPoly", ",", "Array", ",", "MultiSplat16", ",", "MultiSplat16Lite", ",", "Custom" ) # TODO Had to downgrade this to support Godot 3.1. # Referring to other constants with this syntax isn't working... #const _SHADER_TYPE_HINT_STRING = str( # SHADER_CLASSIC4, ",", # SHADER_CLASSIC4_LITE, ",", # SHADER_LOW_POLY, ",", # SHADER_ARRAY, ",", # SHADER_CUSTOM #) const _builtin_shaders = { SHADER_CLASSIC4: { path = "res://addons/zylann.hterrain/shaders/simple4.shader", global_path = "res://addons/zylann.hterrain/shaders/simple4_global.shader" }, SHADER_CLASSIC4_LITE: { path = "res://addons/zylann.hterrain/shaders/simple4_lite.shader", global_path = "res://addons/zylann.hterrain/shaders/simple4_global.shader" }, SHADER_LOW_POLY: { path = "res://addons/zylann.hterrain/shaders/low_poly.shader", global_path = "" # Not supported }, SHADER_ARRAY: { path = "res://addons/zylann.hterrain/shaders/array.shader", global_path = "res://addons/zylann.hterrain/shaders/array_global.shader" }, SHADER_MULTISPLAT16: { path = "res://addons/zylann.hterrain/shaders/multisplat16.shader", global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.shader" }, SHADER_MULTISPLAT16_LITE: { path = "res://addons/zylann.hterrain/shaders/multisplat16_lite.shader", global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.shader" } } const _NORMAL_BAKER_PATH = "res://addons/zylann.hterrain/tools/normalmap_baker.gd" const _LOOKDEV_SHADER_PATH = "res://addons/zylann.hterrain/shaders/lookdev.shader" const SHADER_PARAM_INVERSE_TRANSFORM = "u_terrain_inverse_transform" const SHADER_PARAM_NORMAL_BASIS = "u_terrain_normal_basis" const SHADER_PARAM_GROUND_PREFIX = "u_ground_" # + name + _0, _1, _2, _3... # Those parameters are filtered out in the inspector, # because they are not supposed to be set through it const _api_shader_params = { "u_terrain_heightmap": true, "u_terrain_normalmap": true, "u_terrain_colormap": true, "u_terrain_splatmap": true, "u_terrain_splatmap_1": true, "u_terrain_splatmap_2": true, "u_terrain_splatmap_3": true, "u_terrain_splat_index_map": true, "u_terrain_splat_weight_map": true, "u_terrain_globalmap": true, "u_terrain_inverse_transform": true, "u_terrain_normal_basis": true, "u_ground_albedo_bump_0": true, "u_ground_albedo_bump_1": true, "u_ground_albedo_bump_2": true, "u_ground_albedo_bump_3": true, "u_ground_normal_roughness_0": true, "u_ground_normal_roughness_1": true, "u_ground_normal_roughness_2": true, "u_ground_normal_roughness_3": true, "u_ground_albedo_bump_array": true, "u_ground_normal_roughness_array": true } const _api_shader_ground_albedo_params = { "u_ground_albedo_bump_0": true, "u_ground_albedo_bump_1": true, "u_ground_albedo_bump_2": true, "u_ground_albedo_bump_3": true } const _ground_texture_array_shader_params = [ "u_ground_albedo_bump_array", "u_ground_normal_roughness_array" ] const _splatmap_shader_params = [ "u_terrain_splatmap", "u_terrain_splatmap_1", "u_terrain_splatmap_2", "u_terrain_splatmap_3" ] const MIN_CHUNK_SIZE = 16 const MAX_CHUNK_SIZE = 64 # Same as HTerrainTextureSet.get_texture_type_name, used for shader parameter names. # Indexed by HTerrainTextureSet.TYPE_* const _ground_enum_to_name = [ "albedo_bump", "normal_roughness" ] const _DEBUG_AABB = false signal transform_changed(global_transform) export(float, 0.0, 1.0) var ambient_wind := 0.0 setget set_ambient_wind export(int, 2, 5) var lod_scale := 2.0 setget set_lod_scale, get_lod_scale # TODO Replace with `size` in world units? # Prefer using this instead of scaling the node's transform. # Spatial.scale isn't used because it's not suitable for terrains, # it would scale grass too and other environment objects. export var map_scale := Vector3(1, 1, 1) setget set_map_scale var _custom_shader : Shader = null var _custom_globalmap_shader : Shader = null var _shader_type := SHADER_CLASSIC4_LITE var _shader_uses_texture_array := false var _material := ShaderMaterial.new() var _material_params_need_update := false var _render_layer_mask := 1 # Actual number of textures supported by the shader currently selected var _ground_texture_count_cache = 0 var _used_splatmaps_count_cache := 0 var _is_using_indexed_splatmap := false var _texture_set := HTerrainTextureSet.new() var _texture_set_migration_textures = null var _data: HTerrainData = null var _mesher := Mesher.new() var _lodder = NativeFactory.get_quad_tree_lod() var _viewer_pos_world := Vector3() # [lod][z][x] -> chunk # This container owns chunks var _chunks := [] var _chunk_size: int = 32 var _pending_chunk_updates := [] var _detail_layers := [] var _collision_enabled := true var _collider: HTerrainCollider = null var _collision_layer := 1 var _collision_mask := 1 # Stats & debug var _updated_chunks := 0 var _logger = Logger.get_for(self) # Editor-only var _normals_baker = null var _lookdev_enabled := false var _lookdev_material : ShaderMaterial func _init(): _logger.debug("Create HeightMap") # This sets up the defaults. They may be overriden shortly after by the scene loader. _lodder.set_callbacks( \ funcref(self, "_cb_make_chunk"), \ funcref(self,"_cb_recycle_chunk"), \ funcref(self, "_cb_get_vertical_bounds")) set_notify_transform(true) # TODO Temporary! # This is a workaround for https://github.com/godotengine/godot/issues/24488 _material.set_shader_param("u_ground_uv_scale", 20) _material.set_shader_param("u_ground_uv_scale_vec4", Color(20, 20, 20, 20)) _material.set_shader_param("u_depth_blending", true) _material.shader = load(_builtin_shaders[_shader_type].path) _texture_set.connect("changed", self, "_on_texture_set_changed") if _collision_enabled: if _check_heightmap_collider_support(): _collider = HTerrainCollider.new(self, _collision_layer, _collision_mask) func _get_property_list(): # A lot of properties had to be exported like this instead of using `export`, # because Godot 3 does not support easy categorization and lacks some hints var props = [ { # Terrain data is exposed only as a path in the editor, # because it can only be saved if it has a directory selected. # That property is not used in scene saving (data is instead). "name": "data_directory", "type": TYPE_STRING, "usage": PROPERTY_USAGE_EDITOR, "hint": PROPERTY_HINT_DIR }, { # The actual data resource is only exposed for storage. # I had to name it so that Godot won't try to assign _data directly # instead of using the setter I made... "name": "_terrain_data", "type": TYPE_OBJECT, "usage": PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_RESOURCE_TYPE, # This actually triggers `ERROR: Cannot get class`, # if it were to be shown in the inspector. # See https://github.com/godotengine/godot/pull/41264 "hint_string": "HTerrainData" }, { "name": "chunk_size", "type": TYPE_INT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, #"hint": PROPERTY_HINT_ENUM, "hint_string": "16, 32" }, { "name": "Collision", "type": TYPE_NIL, "usage": PROPERTY_USAGE_GROUP }, { "name": "collision_enabled", "type": TYPE_BOOL, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE }, { "name": "collision_layer", "type": TYPE_INT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS }, { "name": "collision_mask", "type": TYPE_INT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_LAYERS_3D_PHYSICS }, { "name": "Rendering", "type": TYPE_NIL, "usage": PROPERTY_USAGE_GROUP }, { "name": "shader_type", "type": TYPE_STRING, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_ENUM, "hint_string": _SHADER_TYPE_HINT_STRING }, { "name": "custom_shader", "type": TYPE_OBJECT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_RESOURCE_TYPE, "hint_string": "Shader" }, { "name": "custom_globalmap_shader", "type": TYPE_OBJECT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_RESOURCE_TYPE, "hint_string": "Shader" }, { "name": "texture_set", "type": TYPE_OBJECT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_RESOURCE_TYPE, "hint_string": "Resource" # TODO Cannot properly hint the type of the resource in the inspector. # This triggers `ERROR: Cannot get class 'HTerrainTextureSet'` # See https://github.com/godotengine/godot/pull/41264 #"hint_string": "HTerrainTextureSet" }, { "name": "render_layers", "type": TYPE_INT, "usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE, "hint": PROPERTY_HINT_LAYERS_3D_RENDER } ] if _material.shader != null: var shader_params := VisualServer.shader_get_param_list(_material.shader.get_rid()) for p in shader_params: if _api_shader_params.has(p.name): continue var cp := {} for k in p: cp[k] = p[k] cp.name = str("shader_params/", p.name) props.append(cp) return props func _get(key: String): if key == "data_directory": return _get_data_directory() if key == "_terrain_data": if _data == null or _data.resource_path == "": # Consider null if the data is not set or has no path, # because in those cases we can't save the terrain properly return null else: return _data if key == "texture_set": return get_texture_set() elif key == "shader_type": return get_shader_type() elif key == "custom_shader": return get_custom_shader() elif key == "custom_globalmap_shader": return _custom_globalmap_shader elif key.begins_with("shader_params/"): var param_name = key.right(len("shader_params/")) return get_shader_param(param_name) elif key == "chunk_size": return _chunk_size elif key == "collision_enabled": return _collision_enabled elif key == "collision_layer": return _collision_layer elif key == "collision_mask": return _collision_mask elif key == "render_layers": return get_render_layer_mask() func _set(key: String, value): if key == "data_directory": _set_data_directory(value) # Can't use setget when the exported type is custom, # because we were also are forced to use _get_property_list... elif key == "_terrain_data": set_data(value) elif key == "texture_set": set_texture_set(value) # Legacy, left for migration from 1.4 if key.begins_with("ground/"): for ground_texture_type in HTerrainTextureSet.TYPE_COUNT: var type_name = _ground_enum_to_name[ground_texture_type] if key.begins_with(str("ground/", type_name, "_")): var i = key.right(len(key) - 1).to_int() if _texture_set_migration_textures == null: _texture_set_migration_textures = [] while i >= len(_texture_set_migration_textures): _texture_set_migration_textures.append([null, null]) var texs = _texture_set_migration_textures[i] texs[ground_texture_type] = value elif key == "shader_type": set_shader_type(value) elif key == "custom_shader": set_custom_shader(value) elif key == "custom_globalmap_shader": _custom_globalmap_shader = value elif key.begins_with("shader_params/"): var param_name = key.right(len("shader_params/")) set_shader_param(param_name, value) elif key == "chunk_size": set_chunk_size(value) elif key == "collision_enabled": set_collision_enabled(value) elif key == "collision_layer": _collision_layer = value if _collider != null: _collider.set_collision_layer(value) elif key == "collision_mask": _collision_mask = value if _collider != null: _collider.set_collision_mask(value) elif key == "render_layers": return set_render_layer_mask(value) func get_texture_set() -> HTerrainTextureSet: return _texture_set func set_texture_set(new_set: HTerrainTextureSet): if _texture_set == new_set: return if _texture_set != null: # TODO This causes `ERROR: Nonexistent signal 'changed' in [Resource:36653]` for some reason _texture_set.disconnect("changed", self, "_on_texture_set_changed") _texture_set = new_set if _texture_set != null: _texture_set.connect("changed", self, "_on_texture_set_changed") _material_params_need_update = true func _on_texture_set_changed(): _material_params_need_update = true Util.update_configuration_warning(self, false) func get_shader_param(param_name: String): return _material.get_shader_param(param_name) func set_shader_param(param_name: String, v): _material.set_shader_param(param_name, v) func set_render_layer_mask(mask: int): _render_layer_mask = mask _for_all_chunks(SetRenderLayerMaskAction.new(mask)) func get_render_layer_mask() -> int: return _render_layer_mask func _set_data_directory(dirpath: String): if dirpath != _get_data_directory(): if dirpath == "": set_data(null) else: var fpath := dirpath.plus_file(HTerrainData.META_FILENAME) var f := File.new() if f.file_exists(fpath): # Load existing var d = load(fpath) set_data(d) else: # Create new var d := HTerrainData.new() d.resource_path = fpath set_data(d) else: _logger.warn("Setting twice the same terrain directory??") func _get_data_directory() -> String: if _data != null: return _data.resource_path.get_base_dir() return "" func _check_heightmap_collider_support() -> bool: var v = Engine.get_version_info() if v.major == 3 and v.minor == 0 and v.patch < 4: _logger.error("Heightmap collision shape not supported in this version of Godot," + " please upgrade to 3.0.4 or later") return false return true func set_collision_enabled(enabled: bool): if _collision_enabled != enabled: _collision_enabled = enabled if _collision_enabled: if _check_heightmap_collider_support(): _collider = HTerrainCollider.new(self, _collision_layer, _collision_mask) # Collision is not updated with data here, # because loading is quite a mess at the moment... # 1) This function can be called while no data has been set yet # 2) I don't want to update the collider more times than necessary # because it's expensive # 3) I would prefer not defer that to the moment the terrain is # added to the tree, because it would screw up threaded loading else: # Despite this object being a Reference, # this should free it, as it should be the only reference _collider = null func _for_all_chunks(action): for lod in range(len(_chunks)): var grid = _chunks[lod] for y in range(len(grid)): var row = grid[y] for x in range(len(row)): var chunk = row[x] if chunk != null: action.exec(chunk) func get_chunk_size() -> int: return _chunk_size func set_chunk_size(p_cs: int): assert(typeof(p_cs) == TYPE_INT) _logger.debug(str("Setting chunk size to ", p_cs)) var cs = Util.next_power_of_two(p_cs) if cs < MIN_CHUNK_SIZE: cs = MIN_CHUNK_SIZE if cs > MAX_CHUNK_SIZE: cs = MAX_CHUNK_SIZE if p_cs != cs: _logger.debug(str("Chunk size snapped to ", cs)) if cs == _chunk_size: return _chunk_size = cs _reset_ground_chunks() func set_map_scale(p_map_scale: Vector3): if map_scale == p_map_scale: return p_map_scale.x = max(p_map_scale.x, MIN_MAP_SCALE) p_map_scale.y = max(p_map_scale.y, MIN_MAP_SCALE) p_map_scale.z = max(p_map_scale.z, MIN_MAP_SCALE) map_scale = p_map_scale _on_transform_changed() # Gets the global transform to apply to terrain geometry, # which is different from Spatial.global_transform gives # (that one must only have translation) func get_internal_transform() -> Transform: # Terrain can only be self-scaled and translated, return Transform(Basis().scaled(map_scale), global_transform.origin) func _notification(what: int): match what: NOTIFICATION_PREDELETE: _logger.debug("Destroy HTerrain") # Note: might get rid of a circular ref in GDScript port _clear_all_chunks() NOTIFICATION_ENTER_WORLD: _logger.debug("Enter world") if _texture_set_migration_textures != null \ and _texture_set.get_slots_count() == 0: # Convert from 1.4 textures properties to HTerrainTextureSet # TODO Unfortunately this might not always work, # once again because Godot wants the editor's UndoRedo to have modified the # resource for it to be saved... which sucks, sucks, and sucks. # I'll never say it enough. _texture_set.set_mode(HTerrainTextureSet.MODE_TEXTURES) while _texture_set.get_slots_count() < len(_texture_set_migration_textures): _texture_set.insert_slot(-1) for slot_index in len(_texture_set_migration_textures): var texs = _texture_set_migration_textures[slot_index] for type in len(texs): _texture_set.set_texture(slot_index, type, texs[type]) _texture_set_migration_textures = null _for_all_chunks(EnterWorldAction.new(get_world())) if _collider != null: _collider.set_world(get_world()) _collider.set_transform(get_internal_transform()) NOTIFICATION_EXIT_WORLD: _logger.debug("Exit world") _for_all_chunks(ExitWorldAction.new()) if _collider != null: _collider.set_world(null) NOTIFICATION_TRANSFORM_CHANGED: _on_transform_changed() NOTIFICATION_VISIBILITY_CHANGED: _logger.debug("Visibility changed") _for_all_chunks(VisibilityChangedAction.new(is_visible_in_tree())) func _on_transform_changed(): _logger.debug("Transform changed") if not is_inside_tree(): # The transform and other properties can be set by the scene loader, # before we enter the tree return var gt = get_internal_transform() _for_all_chunks(TransformChangedAction.new(gt)) _material_params_need_update = true if _collider != null: _collider.set_transform(gt) emit_signal("transform_changed", gt) func _enter_tree(): _logger.debug("Enter tree") if Engine.editor_hint and _normals_baker == null: _normals_baker = load(_NORMAL_BAKER_PATH).new() add_child(_normals_baker) _normals_baker.set_terrain_data(_data) set_process(true) func _clear_all_chunks(): # The lodder has to be cleared because otherwise it will reference dangling pointers _lodder.clear() #_for_all_chunks(DeleteChunkAction.new()) for i in range(len(_chunks)): _chunks[i].clear() func _get_chunk_at(pos_x: int, pos_y: int, lod: int) -> HTerrainChunk: if lod < len(_chunks): return Grid.grid_get_or_default(_chunks[lod], pos_x, pos_y, null) return null func get_data() -> HTerrainData: return _data func has_data() -> bool: return _data != null func set_data(new_data: HTerrainData): assert(new_data == null or new_data is HTerrainData) _logger.debug(str("Set new data ", new_data)) if _data == new_data: return if has_data(): _logger.debug("Disconnecting old HeightMapData") _data.disconnect("resolution_changed", self, "_on_data_resolution_changed") _data.disconnect("region_changed", self, "_on_data_region_changed") _data.disconnect("map_changed", self, "_on_data_map_changed") _data.disconnect("map_added", self, "_on_data_map_added") _data.disconnect("map_removed", self, "_on_data_map_removed") if _normals_baker != null: _normals_baker.set_terrain_data(null) _normals_baker.queue_free() _normals_baker = null _data = new_data # Note: the order of these two is important _clear_all_chunks() if has_data(): _logger.debug("Connecting new HeightMapData") # This is a small UX improvement so that the user sees a default terrain if is_inside_tree() and Engine.is_editor_hint(): if _data.get_resolution() == 0: _data._edit_load_default() if _collider != null: _collider.create_from_terrain_data(_data) _data.connect("resolution_changed", self, "_on_data_resolution_changed") _data.connect("region_changed", self, "_on_data_region_changed") _data.connect("map_changed", self, "_on_data_map_changed") _data.connect("map_added", self, "_on_data_map_added") _data.connect("map_removed", self, "_on_data_map_removed") if _normals_baker != null: _normals_baker.set_terrain_data(_data) _on_data_resolution_changed() _material_params_need_update = true Util.update_configuration_warning(self, true) _logger.debug("Set data done") # The collider might be used in editor for other tools (like snapping to floor), # so the whole collider can be updated in one go. # It may be slow for ingame use, so prefer calling it when appropriate. func update_collider(): assert(_collision_enabled) assert(_collider != null) _collider.create_from_terrain_data(_data) func _on_data_resolution_changed(): _reset_ground_chunks() func _reset_ground_chunks(): if _data == null: return _clear_all_chunks() _pending_chunk_updates.clear() _lodder.create_from_sizes(_chunk_size, _data.get_resolution()) _chunks.resize(_lodder.get_lod_count()) var cres := _data.get_resolution() / _chunk_size var csize_x := cres var csize_y := cres for lod in range(_lodder.get_lod_count()): _logger.debug(str("Create grid for lod ", lod, ", ", csize_x, "x", csize_y)) var grid = Grid.create_grid(csize_x, csize_y) _chunks[lod] = grid csize_x /= 2 csize_y /= 2 _mesher.configure(_chunk_size, _chunk_size, _lodder.get_lod_count()) func _on_data_region_changed(min_x, min_y, size_x, size_y, channel): # Testing only heights because it's the only channel that can impact geometry and LOD if channel == HTerrainData.CHANNEL_HEIGHT: set_area_dirty(min_x, min_y, size_x, size_y) if _normals_baker != null: _normals_baker.request_tiles_in_region( Vector2(min_x, min_y), Vector2(size_x, size_y)) func _on_data_map_changed(type: int, index: int): if type == HTerrainData.CHANNEL_DETAIL \ or type == HTerrainData.CHANNEL_HEIGHT \ or type == HTerrainData.CHANNEL_NORMAL \ or type == HTerrainData.CHANNEL_GLOBAL_ALBEDO: for layer in _detail_layers: layer.update_material() if type != HTerrainData.CHANNEL_DETAIL: _material_params_need_update = true func _on_data_map_added(type: int, index: int): if type == HTerrainData.CHANNEL_DETAIL: for layer in _detail_layers: # Shift indexes up since one was inserted if layer.layer_index >= index: layer.layer_index += 1 layer.update_material() else: _material_params_need_update = true Util.update_configuration_warning(self, true) func _on_data_map_removed(type: int, index: int): if type == HTerrainData.CHANNEL_DETAIL: for layer in _detail_layers: # Shift indexes down since one was removed if layer.layer_index > index: layer.layer_index -= 1 layer.update_material() else: _material_params_need_update = true Util.update_configuration_warning(self, true) func get_shader_type() -> String: return _shader_type func set_shader_type(type: String): if type == _shader_type: return _shader_type = type if _shader_type == SHADER_CUSTOM: _material.shader = _custom_shader else: _material.shader = load(_builtin_shaders[_shader_type].path) _material_params_need_update = true if Engine.editor_hint: property_list_changed_notify() func get_custom_shader() -> Shader: return _custom_shader func set_custom_shader(shader: Shader): if _custom_shader == shader: return if _custom_shader != null: _custom_shader.disconnect("changed", self, "_on_custom_shader_changed") if Engine.is_editor_hint() and shader != null and is_inside_tree(): # When the new shader is empty, allow to fork from the previous shader if shader.get_code().empty(): _logger.debug("Populating custom shader with default code") var src := _material.shader if src == null: src = load(_builtin_shaders[SHADER_CLASSIC4].path) shader.set_code(src.code) # TODO If code isn't empty, # verify existing parameters and issue a warning if important ones are missing _custom_shader = shader if _shader_type == SHADER_CUSTOM: _material.shader = _custom_shader if _custom_shader != null: _custom_shader.connect("changed", self, "_on_custom_shader_changed") if _shader_type == SHADER_CUSTOM: _material_params_need_update = true if Engine.editor_hint: property_list_changed_notify() func _on_custom_shader_changed(): _material_params_need_update = true func _update_material_params(): assert(_material != null) _logger.debug("Updating terrain material params") var terrain_textures := {} var res := Vector2(-1, -1) var lookdev_material : ShaderMaterial if _lookdev_enabled: lookdev_material = _get_lookdev_material() # TODO Only get textures the shader supports if has_data(): for map_type in HTerrainData.CHANNEL_COUNT: var count := _data.get_map_count(map_type) for i in count: var param_name: String = HTerrainData.get_map_shader_param_name(map_type, i) terrain_textures[param_name] = _data.get_texture(map_type, i) res.x = _data.get_resolution() res.y = res.x # Set all parameters from the terrain sytem. if is_inside_tree(): var gt = get_internal_transform() var t = gt.affine_inverse() _material.set_shader_param(SHADER_PARAM_INVERSE_TRANSFORM, t) # This is needed to properly transform normals if the terrain is scaled var normal_basis = gt.basis.inverse().transposed() _material.set_shader_param(SHADER_PARAM_NORMAL_BASIS, normal_basis) if lookdev_material != null: lookdev_material.set_shader_param(SHADER_PARAM_INVERSE_TRANSFORM, t) lookdev_material.set_shader_param(SHADER_PARAM_NORMAL_BASIS, normal_basis) for param_name in terrain_textures: var tex = terrain_textures[param_name] _material.set_shader_param(param_name, tex) if lookdev_material != null: lookdev_material.set_shader_param(param_name, tex) if _texture_set != null: match _texture_set.get_mode(): HTerrainTextureSet.MODE_TEXTURES: var slots_count := _texture_set.get_slots_count() for type in HTerrainTextureSet.TYPE_COUNT: for slot_index in slots_count: var texture := _texture_set.get_texture(slot_index, type) var shader_param := _get_ground_texture_shader_param_name(type, slot_index) _material.set_shader_param(shader_param, texture) HTerrainTextureSet.MODE_TEXTURE_ARRAYS: for type in HTerrainTextureSet.TYPE_COUNT: var texture_array := _texture_set.get_texture_array(type) var shader_params := _get_ground_texture_array_shader_param_name(type) _material.set_shader_param(shader_params, texture_array) _shader_uses_texture_array = false _is_using_indexed_splatmap = false _used_splatmaps_count_cache = 0 var shader := _material.shader if shader != null: var param_list := VisualServer.shader_get_param_list(shader.get_rid()) _ground_texture_count_cache = 0 for p in param_list: if _api_shader_ground_albedo_params.has(p.name): _ground_texture_count_cache += 1 elif p.name == "u_ground_albedo_bump_array": _shader_uses_texture_array = true elif p.name == "u_terrain_splat_index_map": _is_using_indexed_splatmap = true elif p.name in _splatmap_shader_params: _used_splatmaps_count_cache += 1 # TODO Rename is_shader_using_texture_array() # Tells if the current shader is using a texture array. # This will only be valid once the material has been updated internally. # (for example it won't be valid before the terrain is added to the SceneTree) func is_using_texture_array() -> bool: return _shader_uses_texture_array # Gets how many splatmaps the current shader is using. # This will only be valid once the material has been updated internally. # (for example it won't be valid before the terrain is added to the SceneTree) func get_used_splatmaps_count() -> int: return _used_splatmaps_count_cache # Tells if the current shader is using a splatmap type based on indexes and weights. # This will only be valid once the material has been updated internally. # (for example it won't be valid before the terrain is added to the SceneTree) func is_using_indexed_splatmap() -> bool: return _is_using_indexed_splatmap static func _get_common_shader_params(shader1: Shader, shader2: Shader) -> Array: var shader1_param_names := {} var common_params := [] var shader1_params := VisualServer.shader_get_param_list(shader1.get_rid()) var shader2_params := VisualServer.shader_get_param_list(shader2.get_rid()) for p in shader1_params: shader1_param_names[p.name] = true for p in shader2_params: if shader1_param_names.has(p.name): common_params.append(p.name) return common_params # Helper used for globalmap baking func setup_globalmap_material(mat: ShaderMaterial): mat.shader = get_globalmap_shader() if mat.shader == null: _logger.error("Could not find a shader to use for baking the global map.") return # Copy all parameters shaders have in common var common_params = _get_common_shader_params(mat.shader, _material.shader) for param_name in common_params: var v = _material.get_shader_param(param_name) mat.set_shader_param(param_name, v) # Gets which shader will be used to bake the globalmap func get_globalmap_shader() -> Shader: if _shader_type == SHADER_CUSTOM: if _custom_globalmap_shader != null: return _custom_globalmap_shader _logger.warn("The terrain uses a custom shader but doesn't have one for baking the " + "global map. Will attempt to use a built-in shader.") if is_using_texture_array(): return load(_builtin_shaders[SHADER_ARRAY].global_path) as Shader return load(_builtin_shaders[SHADER_CLASSIC4].global_path) as Shader return load(_builtin_shaders[_shader_type].global_path) as Shader func set_lod_scale(lod_scale: float): _lodder.set_split_scale(lod_scale) func get_lod_scale() -> float: return _lodder.get_split_scale() func get_lod_count() -> int: return _lodder.get_lod_count() # 3 # o---o # 0 | | 1 # o---o # 2 # Directions to go to neighbor chunks const s_dirs = [ [-1, 0], # SEAM_LEFT [1, 0], # SEAM_RIGHT [0, -1], # SEAM_BOTTOM [0, 1] # SEAM_TOP ] # 7 6 # o---o---o # 0 | | 5 # o o # 1 | | 4 # o---o---o # 2 3 # # Directions to go to neighbor chunks of higher LOD const s_rdirs = [ [-1, 0], [-1, 1], [0, 2], [1, 2], [2, 1], [2, 0], [1, -1], [0, -1] ] func _edit_update_viewer_position(camera: Camera): _update_viewer_position(camera) func _update_viewer_position(camera: Camera): if camera == null: var viewport := get_viewport() if viewport != null: camera = viewport.get_camera() if camera == null: return if camera.projection == Camera.PROJECTION_ORTHOGONAL: # In this mode, due to the fact Godot does not allow negative near plane, # users have to pull the camera node very far away, but it confuses LOD # into very low detail, while the seen area remains the same. # So we need to base LOD on a different metric. var cam_pos := camera.global_transform.origin var cam_dir := -camera.global_transform.basis.z var max_distance := camera.far * 1.2 var hit_cell_pos = cell_raycast(cam_pos, cam_dir, max_distance) if hit_cell_pos != null: var cell_to_world := get_internal_transform() var h := _data.get_height_at(hit_cell_pos.x, hit_cell_pos.y) _viewer_pos_world = cell_to_world * Vector3(hit_cell_pos.x, h, hit_cell_pos.y) else: _viewer_pos_world = camera.global_transform.origin func _process(delta: float): if not Engine.is_editor_hint(): # In editor, the camera is only accessible from an editor plugin _update_viewer_position(null) if has_data(): if _data.is_locked(): # Can't use the data for now return if _data.get_resolution() != 0: var gt := get_internal_transform() # Viewer position such that 1 unit == 1 pixel in the heightmap var viewer_pos_heightmap_local := gt.affine_inverse() * _viewer_pos_world #var time_before = OS.get_ticks_msec() _lodder.update(viewer_pos_heightmap_local) #var time_elapsed = OS.get_ticks_msec() - time_before #if Engine.get_frames_drawn() % 60 == 0: # _logger.debug(str("Lodder time: ", time_elapsed)) if _data.get_map_count(HTerrainData.CHANNEL_DETAIL) > 0: # Note: the detail system is not affected by map scale, # so we have to send viewer position in world space for layer in _detail_layers: layer.process(delta, _viewer_pos_world) _updated_chunks = 0 # Add more chunk updates for neighboring (seams): # This adds updates to higher-LOD chunks around lower-LOD ones, # because they might not needed to update by themselves, but the fact a neighbor # chunk got joined or split requires them to create or revert seams var precount = _pending_chunk_updates.size() for i in range(precount): var u: PendingChunkUpdate = _pending_chunk_updates[i] # In case the chunk got split for d in 4: var ncpos_x = u.pos_x + s_dirs[d][0] var ncpos_y = u.pos_y + s_dirs[d][1] var nchunk := _get_chunk_at(ncpos_x, ncpos_y, u.lod) if nchunk != null and nchunk.is_active(): # Note: this will append elements to the array we are iterating on, # but we iterate only on the previous count so it should be fine _add_chunk_update(nchunk, ncpos_x, ncpos_y, u.lod) # In case the chunk got joined if u.lod > 0: var cpos_upper_x := u.pos_x * 2 var cpos_upper_y := u.pos_y * 2 var nlod := u.lod - 1 for rd in 8: var ncpos_upper_x = cpos_upper_x + s_rdirs[rd][0] var ncpos_upper_y = cpos_upper_y + s_rdirs[rd][1] var nchunk := _get_chunk_at(ncpos_upper_x, ncpos_upper_y, nlod) if nchunk != null and nchunk.is_active(): _add_chunk_update(nchunk, ncpos_upper_x, ncpos_upper_y, nlod) # Update chunks var lvisible := is_visible_in_tree() for i in range(len(_pending_chunk_updates)): var u: PendingChunkUpdate = _pending_chunk_updates[i] var chunk := _get_chunk_at(u.pos_x, u.pos_y, u.lod) assert(chunk != null) _update_chunk(chunk, u.lod, lvisible) _updated_chunks += 1 _pending_chunk_updates.clear() if _material_params_need_update: _update_material_params() Util.update_configuration_warning(self, false) _material_params_need_update = false # DEBUG # if(_updated_chunks > 0): # _logger.debug(str("Updated {0} chunks".format(_updated_chunks))) func _update_chunk(chunk: HTerrainChunk, lod: int, p_visible: bool): assert(has_data()) # Check for my own seams var seams := 0 var cpos_x := chunk.cell_origin_x / (_chunk_size << lod) var cpos_y := chunk.cell_origin_y / (_chunk_size << lod) var cpos_lower_x := cpos_x / 2 var cpos_lower_y := cpos_y / 2 # Check for lower-LOD chunks around me for d in 4: var ncpos_lower_x = (cpos_x + s_dirs[d][0]) / 2 var ncpos_lower_y = (cpos_y + s_dirs[d][1]) / 2 if ncpos_lower_x != cpos_lower_x or ncpos_lower_y != cpos_lower_y: var nchunk := _get_chunk_at(ncpos_lower_x, ncpos_lower_y, lod + 1) if nchunk != null and nchunk.is_active(): seams |= (1 << d) var mesh := _mesher.get_chunk(lod, seams) chunk.set_mesh(mesh) # Because chunks are rendered using vertex shader displacement, # the renderer cannot rely on the mesh's AABB. var s := _chunk_size << lod var aabb := _data.get_region_aabb(chunk.cell_origin_x, chunk.cell_origin_y, s, s) aabb.position.x = 0 aabb.position.z = 0 chunk.set_aabb(aabb) chunk.set_visible(p_visible) chunk.set_pending_update(false) func _add_chunk_update(chunk: HTerrainChunk, pos_x: int, pos_y: int, lod: int): if chunk.is_pending_update(): #_logger.debug("Chunk update is already pending!") return assert(lod < len(_chunks)) assert(pos_x >= 0) assert(pos_y >= 0) assert(pos_y < len(_chunks[lod])) assert(pos_x < len(_chunks[lod][pos_y])) # No update pending for this chunk, create one var u := PendingChunkUpdate.new() u.pos_x = pos_x u.pos_y = pos_y u.lod = lod _pending_chunk_updates.push_back(u) chunk.set_pending_update(true) # TODO Neighboring chunks might need an update too # because of normals and seams being updated # Used when editing an existing terrain func set_area_dirty(origin_in_cells_x: int, origin_in_cells_y: int, \ size_in_cells_x: int, size_in_cells_y: int): var cpos0_x := origin_in_cells_x / _chunk_size var cpos0_y := origin_in_cells_y / _chunk_size var csize_x := (size_in_cells_x - 1) / _chunk_size + 1 var csize_y := (size_in_cells_y - 1) / _chunk_size + 1 # For each lod for lod in range(_lodder.get_lod_count()): # Get grid and chunk size var grid = _chunks[lod] var s : int = _lodder.get_lod_factor(lod) # Convert rect into this lod's coordinates: # Pick min and max (included), divide them, then add 1 to max so it's excluded again var min_x := cpos0_x / s var min_y := cpos0_y / s var max_x := (cpos0_x + csize_x - 1) / s + 1 var max_y := (cpos0_y + csize_y - 1) / s + 1 # Find which chunks are within for cy in range(min_y, max_y): for cx in range(min_x, max_x): var chunk = Grid.grid_get_or_default(grid, cx, cy, null) if chunk != null and chunk.is_active(): _add_chunk_update(chunk, cx, cy, lod) # Called when a chunk is needed to be seen func _cb_make_chunk(cpos_x: int, cpos_y: int, lod: int): # TODO What if cpos is invalid? _get_chunk_at will return NULL but that's still invalid var chunk := _get_chunk_at(cpos_x, cpos_y, lod) if chunk == null: # This is the first time this chunk is required at this lod, generate it var lod_factor : int = _lodder.get_lod_factor(lod) var origin_in_cells_x := cpos_x * _chunk_size * lod_factor var origin_in_cells_y := cpos_y * _chunk_size * lod_factor var material = _material if _lookdev_enabled: material = _get_lookdev_material() if _DEBUG_AABB: chunk = HTerrainChunkDebug.new( self, origin_in_cells_x, origin_in_cells_y, material) else: chunk = HTerrainChunk.new(self, origin_in_cells_x, origin_in_cells_y, material) chunk.parent_transform_changed(get_internal_transform()) chunk.set_render_layer_mask(_render_layer_mask) var grid = _chunks[lod] var row = grid[cpos_y] row[cpos_x] = chunk # Make sure it gets updated _add_chunk_update(chunk, cpos_x, cpos_y, lod) chunk.set_active(true) return chunk # Called when a chunk is no longer seen func _cb_recycle_chunk(chunk: HTerrainChunk, cx: int, cy: int, lod: int): chunk.set_visible(false) chunk.set_active(false) func _cb_get_vertical_bounds(cpos_x: int, cpos_y: int, lod: int): var chunk_size : int = _chunk_size * _lodder.get_lod_factor(lod) var origin_in_cells_x := cpos_x * chunk_size var origin_in_cells_y := cpos_y * chunk_size # This is a hack for speed, # because the proper algorithm appears to be too slow for GDScript. # It should be good enough for most common cases, unless you have super-sharp cliffs. return _data.get_point_aabb( origin_in_cells_x + chunk_size / 2, origin_in_cells_y + chunk_size / 2) # var aabb = _data.get_region_aabb( # origin_in_cells_x, origin_in_cells_y, chunk_size, chunk_size) # return Vector2(aabb.position.y, aabb.end.y) static func _get_height_or_default(im: Image, pos_x: int, pos_y: int): if pos_x < 0 or pos_y < 0 or pos_x >= im.get_width() or pos_y >= im.get_height(): return 0.0 return im.get_pixel(pos_x, pos_y).r # Performs a raycast to the terrain without using the collision engine. # This is mostly useful in the editor, where the collider can't be updated in realtime. # Returns cell hit position as Vector2, or null if there was no hit. # TODO Cannot type hint nullable return value func cell_raycast(origin_world: Vector3, dir_world: Vector3, max_distance: float): assert(typeof(origin_world) == TYPE_VECTOR3) assert(typeof(dir_world) == TYPE_VECTOR3) if not has_data(): return null # Transform to local (takes map scale into account) var to_local := get_internal_transform().affine_inverse() var origin = to_local.xform(origin_world) var dir = to_local.basis.xform(dir_world) return _data.cell_raycast(origin, dir, max_distance) static func _get_ground_texture_shader_param_name(ground_texture_type: int, slot: int) -> String: assert(typeof(slot) == TYPE_INT and slot >= 0) _check_ground_texture_type(ground_texture_type) return str(SHADER_PARAM_GROUND_PREFIX, _ground_enum_to_name[ground_texture_type], "_", slot) # @obsolete func get_ground_texture(slot: int, type: int) -> Texture: _logger.error( "HTerrain.get_ground_texture is obsolete, " + "use HTerrain.get_texture_set().get_texture(slot, type) instead") var shader_param = _get_ground_texture_shader_param_name(type, slot) return _material.get_shader_param(shader_param) # @obsolete func set_ground_texture(slot: int, type: int, tex: Texture): _logger.error( "HTerrain.set_ground_texture is obsolete, " + "use HTerrain.get_texture_set().set_texture(slot, type, texture) instead") assert(tex == null or tex is Texture) var shader_param = _get_ground_texture_shader_param_name(type, slot) _material.set_shader_param(shader_param, tex) func _get_ground_texture_array_shader_param_name(type: int) -> String: return _ground_texture_array_shader_params[type] as String # @obsolete func get_ground_texture_array(type: int) -> TextureArray: _logger.error( "HTerrain.get_ground_texture_array is obsolete, " + "use HTerrain.get_texture_set().get_texture_array(type) instead") var param_name = _get_ground_texture_array_shader_param_name(type) return _material.get_shader_param(param_name) # @obsolete func set_ground_texture_array(type: int, texture_array: TextureArray): _logger.error( "HTerrain.set_ground_texture_array is obsolete, " + "use HTerrain.get_texture_set().set_texture_array(type, texarray) instead") var param_name = _get_ground_texture_array_shader_param_name(type) _material.set_shader_param(param_name, texture_array) func _internal_add_detail_layer(layer): assert(_detail_layers.find(layer) == -1) _detail_layers.append(layer) func _internal_remove_detail_layer(layer): assert(_detail_layers.find(layer) != -1) _detail_layers.erase(layer) # Returns a list copy of all child HTerrainDetailLayer nodes. # The order in that list has no relevance. func get_detail_layers() -> Array: return _detail_layers.duplicate() # @obsolete func set_detail_texture(slot, tex): _logger.error( "HTerrain.set_detail_texture is obsolete, use HTerrainDetailLayer.texture instead") # @obsolete func get_detail_texture(slot): _logger.error( "HTerrain.get_detail_texture is obsolete, use HTerrainDetailLayer.texture instead") func set_ambient_wind(amplitude: float): if ambient_wind == amplitude: return ambient_wind = amplitude for layer in _detail_layers: layer.update_material() static func _check_ground_texture_type(ground_texture_type: int): assert(typeof(ground_texture_type) == TYPE_INT) assert(ground_texture_type >= 0 and ground_texture_type < HTerrainTextureSet.TYPE_COUNT) # @obsolete func get_ground_texture_slot_count() -> int: _logger.error("get_ground_texture_slot_count is obsolete, " \ + "use get_cached_ground_texture_slot_count instead") return get_max_ground_texture_slot_count() # @obsolete func get_max_ground_texture_slot_count() -> int: _logger.error("get_ground_texture_slot_count is obsolete, " \ + "use get_cached_ground_texture_slot_count instead") return get_cached_ground_texture_slot_count() # This is a cached value based on the actual number of texture parameters # in the current shader. It won't update immediately when the shader changes, # only after a frame. This is mostly used in the editor. func get_cached_ground_texture_slot_count() -> int: return _ground_texture_count_cache func _edit_debug_draw(ci: CanvasItem): _lodder.debug_draw_tree(ci) func _get_configuration_warning(): if _data == null: return "The terrain is missing data.\n" \ + "Select the `Data Directory` property in the inspector to assign it." if _texture_set == null: return "The terrain does not have a HTerrainTextureSet assigned\n" \ + "This is required if you want to paint textures on it." else: var mode := _texture_set.get_mode() if mode == HTerrainTextureSet.MODE_TEXTURES and is_using_texture_array(): return "The current shader needs texture arrays,\n" \ + "but the current HTerrainTextureSet is setup with individual textures.\n" \ + "You may need to switch it to TEXTURE_ARRAYS mode,\n" \ + "or re-import images in this mode with the import tool." elif mode == HTerrainTextureSet.MODE_TEXTURE_ARRAYS and not is_using_texture_array(): return "The current shader needs individual textures,\n" \ + "but the current HTerrainTextureSet is setup with texture arrays.\n" \ + "You may need to switch it to TEXTURES mode,\n" \ + "or re-import images in this mode with the import tool." # TODO Warn about unused data maps, have a tool to clean them up return "" func set_lookdev_enabled(enable: bool): if _lookdev_enabled == enable: return _lookdev_enabled = enable _material_params_need_update = true if _lookdev_enabled: _for_all_chunks(SetMaterialAction.new(_get_lookdev_material())) else: _for_all_chunks(SetMaterialAction.new(_material)) func set_lookdev_shader_param(param_name: String, value): var mat = _get_lookdev_material() mat.set_shader_param(param_name, value) func is_lookdev_enabled() -> bool: return _lookdev_enabled func _get_lookdev_material() -> ShaderMaterial: if _lookdev_material == null: _lookdev_material = ShaderMaterial.new() _lookdev_material.shader = load(_LOOKDEV_SHADER_PATH) return _lookdev_material class PendingChunkUpdate: var pos_x := 0 var pos_y := 0 var lod := 0 class EnterWorldAction: var world : World = null func _init(w): world = w func exec(chunk): chunk.enter_world(world) class ExitWorldAction: func exec(chunk): chunk.exit_world() class TransformChangedAction: var transform : Transform func _init(t): transform = t func exec(chunk): chunk.parent_transform_changed(transform) class VisibilityChangedAction: var visible := false func _init(v): visible = v func exec(chunk): chunk.set_visible(visible and chunk.is_active()) #class DeleteChunkAction: # func exec(chunk): # pass class SetMaterialAction: var material : Material = null func _init(m): material = m func exec(chunk): chunk.set_material(material) class SetRenderLayerMaskAction: var mask: int = 0 func _init(m: int): mask = m func exec(chunk): chunk.set_render_layer_mask(mask)