# Holds data of the terrain. # This is mostly a set of textures using specific formats, some precalculated, and metadata. tool extends Resource const Grid = preload("./util/grid.gd") const Util = preload("./util/util.gd") const Errors = preload("./util/errors.gd") const NativeFactory = preload("./native/factory.gd") const Logger = preload("./util/logger.gd") const ImageFileCache = preload("./util/image_file_cache.gd") # Note: indexes matters for saving, don't re-order # TODO Rename "CHANNEL" to "MAP", makes more sense and less confusing with RGBA channels const CHANNEL_HEIGHT = 0 const CHANNEL_NORMAL = 1 const CHANNEL_SPLAT = 2 const CHANNEL_COLOR = 3 const CHANNEL_DETAIL = 4 const CHANNEL_GLOBAL_ALBEDO = 5 const CHANNEL_SPLAT_INDEX = 6 const CHANNEL_SPLAT_WEIGHT = 7 const CHANNEL_COUNT = 8 const _map_types = { CHANNEL_HEIGHT: { name = "height", shader_param_name = "u_terrain_heightmap", texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_RH, default_fill = null, default_count = 1, can_be_saved_as_png = false, authored = true, srgb = false }, CHANNEL_NORMAL: { name = "normal", shader_param_name = "u_terrain_normalmap", texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_RGB8, default_fill = Color(0.5, 0.5, 1.0), default_count = 1, can_be_saved_as_png = true, authored = false, srgb = false }, CHANNEL_SPLAT: { name = "splat", shader_param_name = [ "u_terrain_splatmap", # not _0 for compatibility "u_terrain_splatmap_1", "u_terrain_splatmap_2", "u_terrain_splatmap_3" ], texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_RGBA8, default_fill = [Color(1, 0, 0, 0), Color(0, 0, 0, 0)], default_count = 1, can_be_saved_as_png = true, authored = true, srgb = false }, CHANNEL_COLOR: { name = "color", shader_param_name = "u_terrain_colormap", texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_RGBA8, default_fill = Color(1, 1, 1, 1), default_count = 1, can_be_saved_as_png = true, authored = true, srgb = true }, CHANNEL_DETAIL: { name = "detail", shader_param_name = "u_terrain_detailmap", texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_R8, default_fill = Color(0, 0, 0), default_count = 0, can_be_saved_as_png = true, authored = true, srgb = false }, CHANNEL_GLOBAL_ALBEDO: { name = "global_albedo", shader_param_name = "u_terrain_globalmap", texture_flags = Texture.FLAG_FILTER | Texture.FLAG_MIPMAPS, texture_format = Image.FORMAT_RGB8, default_fill = null, default_count = 0, can_be_saved_as_png = true, authored = false, srgb = true }, CHANNEL_SPLAT_INDEX: { name = "splat_index", shader_param_name = "u_terrain_splat_index_map", texture_flags = 0, texture_format = Image.FORMAT_RGB8, default_fill = Color(0, 0, 0), default_count = 0, can_be_saved_as_png = true, authored = true, srgb = false }, CHANNEL_SPLAT_WEIGHT: { name = "splat_weight", shader_param_name = "u_terrain_splat_weight_map", texture_flags = Texture.FLAG_FILTER, texture_format = Image.FORMAT_RG8, default_fill = Color(1, 0, 0), default_count = 0, can_be_saved_as_png = true, authored = true, srgb = false } } # Resolution is a power of two + 1 const MAX_RESOLUTION = 4097 const MIN_RESOLUTION = 65 # must be higher than largest minimum chunk size const DEFAULT_RESOLUTION = 513 const SUPPORTED_RESOLUTIONS = [65, 129, 257, 513, 1025, 2049, 4097] const VERTICAL_BOUNDS_CHUNK_SIZE = 16 # TODO Have undo chunk size to emphasise the fact it's independent const META_EXTENSION = "hterrain" const META_FILENAME = "data.hterrain" const META_VERSION = "0.11" signal resolution_changed signal region_changed(x, y, w, h, channel) signal map_added(type, index) signal map_removed(type, index) signal map_changed(type, index) # A map is a texture covering the terrain. # The usage of a map depends on its type (heightmap, normalmap, splatmap...). class Map: var texture: Texture # Reference used in case we need the data CPU-side var image: Image # ID used for saving, because when adding/removing maps, # we shouldn't rename texture files just because the indexes change. # This is mostly for internal keeping. # The API still uses indexes that may shift if your remove a map. var id := -1 # Should be set to true if the map has unsaved modifications. var modified := true func _init(p_id: int): id = p_id var _resolution := 0 # There can be multiple maps of the same type, though most of them are single # [map_type][instance_index] => map var _maps := [[]] # RGF image where R is min height and G is max height var _chunked_vertical_bounds := Image.new() var _locked := false var _image_utils = NativeFactory.get_image_utils() var _edit_disable_apply_undo := false var _logger = Logger.get_for(self) func _init(): # Initialize default maps _set_default_maps() func _set_default_maps(): _maps.resize(CHANNEL_COUNT) for c in CHANNEL_COUNT: var maps = [] var n = _map_types[c].default_count for i in range(n): maps.append(Map.new(i)) _maps[c] = maps func _edit_load_default(): _logger.debug("Loading default data") _set_default_maps() resize(DEFAULT_RESOLUTION) # Don't use the data if this getter returns false func is_locked() -> bool: return _locked func get_resolution() -> int: return _resolution # @obsolete func set_resolution(p_res): _logger.error("`HTerrainData.set_resolution()` is obsolete, use `resize()` instead") resize(p_res) # @obsolete func set_resolution2(p_res, update_normals): _logger.error("`HTerrainData.set_resolution2()` is obsolete, use `resize()` instead") resize(p_res, true, Vector2(-1, -1)) # Resizes all maps of the terrain. This may take some time to complete. # Note that no upload to GPU is done, you have to do it once you're done with all changes, # by calling `notify_region_change` or `notify_full_change`. # p_res: new resolution. Must be a power of two + 1. # stretch: if true, the terrain will be stretched in X and Z axes. # If false, it will be cropped or expanded. # anchor: if stretch is false, decides which side or corner to crop/expand the terrain from. # # There is an off-by-one in the data, # so for example a map of 512x512 will actually have 513x513 cells. # Here is why: # If we had an even amount of cells, it would produce this situation when making LOD chunks: # # x---x---x---x x---x---x---x # | | | | | | # x---x---x---x x x x x # | | | | | | # x---x---x---x x---x---x---x # | | | | | | # x---x---x---x x x x x # # LOD 0 LOD 1 # # We would be forced to ignore the last cells because they would produce an irregular chunk. # We need an off-by-one because quads making up chunks SHARE their consecutive vertices. # One quad needs at least 2x2 cells to exist. # Two quads of the heightmap share an edge, which needs a total of 3x3 cells, not 4x4. # One chunk has 16x16 quads, so it needs 17x17 cells, # not 16, where the last cell is shared with the next chunk. # As a result, a map of 4x4 chunks needs 65x65 cells, not 64x64. func resize(p_res: int, stretch := true, anchor := Vector2(-1, -1)): assert(typeof(p_res) == TYPE_INT) assert(typeof(stretch) == TYPE_BOOL) assert(typeof(anchor) == TYPE_VECTOR2) _logger.debug(str("set_resolution ", p_res)) if p_res == get_resolution(): return p_res = Util.clamp_int(p_res, MIN_RESOLUTION, MAX_RESOLUTION) # Power of two is important for LOD. # Also, grid data is off by one, # because for an even number of quads you need an odd number of vertices. # To prevent size from increasing at every deserialization, # remove 1 before applying power of two. p_res = Util.next_power_of_two(p_res - 1) + 1 _resolution = p_res; for channel in range(CHANNEL_COUNT): var maps := _maps[channel] as Array for index in len(maps): _logger.debug(str("Resizing ", get_map_debug_name(channel, index), "...")) var map := maps[index] as Map var im := map.image if im == null: _logger.debug("Image not in memory, creating it") im = Image.new() im.create(_resolution, _resolution, false, get_channel_format(channel)) var fill_color = _get_map_default_fill_color(channel, index) if fill_color != null: _logger.debug(str("Fill with ", fill_color)) im.fill(fill_color) map.image = im else: if stretch and not _map_types[channel].authored: im.create(_resolution, _resolution, false, get_channel_format(channel)) else: if stretch: im.resize(_resolution, _resolution) else: var fill_color = _get_map_default_fill_color(channel, index) map.image = Util.get_cropped_image(im, _resolution, _resolution, \ fill_color, anchor) map.modified = true _update_all_vertical_bounds() emit_signal("resolution_changed") # TODO Can't hint it, the return is a nullable Color static func _get_map_default_fill_color(map_type: int, map_index: int): var config = _map_types[map_type].default_fill if config == null: # No fill required return null if typeof(config) == TYPE_COLOR: # Standard color fill return config assert(typeof(config) == TYPE_ARRAY) assert(len(config) == 2) if map_index == 0: # First map has this config return config[0] # Others have this return config[1] # Gets the height at the given cell position. # This height is raw and doesn't account for scaling of the terrain node. # This function is relatively slow due to locking, so don't use it to fetch large areas. func get_height_at(x: int, y: int) -> float: # Height data must be loaded in RAM var im = get_image(CHANNEL_HEIGHT) assert(im != null) im.lock(); var h = Util.get_pixel_clamped(im, x, y).r; im.unlock(); return h; # Gets the height at the given floating-point cell position. # This height is raw and doesn't account for scaling of the terrain node. # This function is relatively slow due to locking, so don't use it to fetch large areas func get_interpolated_height_at(pos: Vector3) -> float: # Height data must be loaded in RAM var im := get_image(CHANNEL_HEIGHT) assert(im != null) # The function takes a Vector3 for convenience so it's easier to use in 3D scripting var x0 := int(floor(pos.x)) var y0 := int(floor(pos.z)) var xf := pos.x - x0 var yf := pos.z - y0 im.lock() var h00 = Util.get_pixel_clamped(im, x0, y0).r var h10 = Util.get_pixel_clamped(im, x0 + 1, y0).r var h01 = Util.get_pixel_clamped(im, x0, y0 + 1).r var h11 = Util.get_pixel_clamped(im, x0 + 1, y0 + 1).r im.unlock() # Bilinear filter var h = lerp(lerp(h00, h10, xf), lerp(h01, h11, xf), yf) return h; # Gets all heights within the given rectangle in cells. # This height is raw and doesn't account for scaling of the terrain node. # Data is returned as a PoolRealArray. func get_heights_region(x0: int, y0: int, w: int, h: int) -> PoolRealArray: var im = get_image(CHANNEL_HEIGHT) assert(im != null) var min_x := Util.clamp_int(x0, 0, im.get_width()) var min_y := Util.clamp_int(y0, 0, im.get_height()) var max_x := Util.clamp_int(x0 + w, 0, im.get_width() + 1) var max_y := Util.clamp_int(y0 + h, 0, im.get_height() + 1) var heights := PoolRealArray() var area = (max_x - min_x) * (max_y - min_y) if area == 0: _logger.debug("Empty heights region!") return heights heights.resize(area) im.lock() var i := 0 for y in range(min_y, max_y): for x in range(min_x, max_x): heights[i] = im.get_pixel(x, y).r i += 1 im.unlock() return heights # Gets all heights. # This height is raw and doesn't account for scaling of the terrain node. # Data is returned as a PoolRealArray. func get_all_heights() -> PoolRealArray: return get_heights_region(0, 0, _resolution, _resolution) # Call this function after you end modifying a map. # It will commit the change to the GPU so the change will take effect. # In the editor, it will also mark the map as modified so it will be saved when needed. # Finally, it will emit `region_changed`, # which allows other systems to catch up (like physics or grass) # # p_rect: # modified area. # # map_type: # which kind of map changed, see CHANNEL_* constants # # index: # index of the map that changed # # p_upload_to_texture: # the modified region will be copied from the map image to the texture. # If the change already occurred on GPU, you may set this to false. # # p_update_vertical_bounds: # if the modified map is the heightmap, vertical bounds will be updated. # func notify_region_change( p_rect: Rect2, p_map_type: int, p_index := 0, p_upload_to_texture := true, p_update_vertical_bounds := true): assert(p_map_type >= 0 and p_map_type < CHANNEL_COUNT) var min_x := int(p_rect.position.x) var min_y := int(p_rect.position.y) var size_x := int(p_rect.size.x) var size_y := int(p_rect.size.y) if p_map_type == CHANNEL_HEIGHT and p_update_vertical_bounds: assert(p_index == 0) _update_vertical_bounds(min_x, min_y, size_x, size_y) if p_upload_to_texture: _upload_region(p_map_type, p_index, min_x, min_y, size_x, size_y) _maps[p_map_type][p_index].modified = true emit_signal("region_changed", min_x, min_y, size_x, size_y, p_map_type) emit_signal("changed") func notify_full_change(): for maptype in range(CHANNEL_COUNT): # Ignore normals because they get updated along with heights if maptype == CHANNEL_NORMAL: continue var maps = _maps[maptype] for index in len(maps): notify_region_change(Rect2(0, 0, _resolution, _resolution), maptype, index) func _edit_set_disable_apply_undo(e: bool): _edit_disable_apply_undo = e func _edit_apply_undo(undo_data: Dictionary, image_cache: ImageFileCache): if _edit_disable_apply_undo: return var chunk_positions: Array = undo_data["chunk_positions"] var map_infos: Array = undo_data["maps"] var chunk_size: int = undo_data["chunk_size"] _logger.debug(str("Applying ", len(chunk_positions), " undo/redo chunks")) # Validate input for map_info in map_infos: assert(map_info.map_type >= 0 and map_info.map_type < CHANNEL_COUNT) assert(len(map_info.chunks) == len(chunk_positions)) for im_cache_id in map_info.chunks: assert(typeof(im_cache_id) == TYPE_INT) # Apply for each map for map_info in map_infos: var map_type := map_info.map_type as int var map_index := map_info.map_index as int var regions_changed := [] for chunk_index in len(map_info.chunks): var cpos : Vector2 = chunk_positions[chunk_index] var cpos_x := int(cpos.x) var cpos_y := int(cpos.y) var min_x := cpos_x * chunk_size var min_y := cpos_y * chunk_size var max_x := min_x + chunk_size var max_y := min_y + chunk_size var data_id = map_info.chunks[chunk_index] var data := image_cache.load_image(data_id) assert(data != null) var dst_image := get_image(map_type, map_index) assert(dst_image != null) if _map_types[map_type].authored: #_logger.debug(str("Apply undo chunk ", cpos, " to ", Vector2(min_x, min_y))) var src_rect := Rect2(0, 0, data.get_width(), data.get_height()) dst_image.blit_rect(data, src_rect, Vector2(min_x, min_y)) else: _logger.error( str("Channel ", map_type, " is a calculated channel!, no undo on this one")) # Defer this to a second pass, # otherwise it causes order-dependent artifacts on the normal map regions_changed.append([ Rect2(min_x, min_y, max_x - min_x, max_y - min_y), map_type, map_index]) for args in regions_changed: notify_region_change(args[0], args[1], args[2]) #static func _debug_dump_heightmap(src: Image, fpath: String): # var im = Image.new() # im.create(src.get_width(), src.get_height(), false, Image.FORMAT_RGB8) # im.lock() # src.lock() # for y in im.get_height(): # for x in im.get_width(): # var col = src.get_pixel(x, y) # var c = col.r - floor(col.r) # im.set_pixel(x, y, Color(c, 0.0, 0.0, 1.0)) # im.unlock() # src.unlock() # im.save_png(fpath) # TODO Support map indexes # Used for undoing full-terrain changes func _edit_apply_maps_from_file_cache(image_file_cache, map_ids: Dictionary): if _edit_disable_apply_undo: return for map_type in map_ids: var id = map_ids[map_type] var src_im = image_file_cache.load_image(id) if src_im == null: continue var index := 0 var dst_im := get_image(map_type, index) var rect = Rect2(0, 0, src_im.get_height(), src_im.get_height()) dst_im.blit_rect(src_im, rect, Vector2()) notify_region_change(rect, map_type, index) func _upload_channel(channel: int, index: int): _upload_region(channel, index, 0, 0, _resolution, _resolution) func _upload_region(channel: int, index: int, min_x: int, min_y: int, size_x: int, size_y: int): #_logger.debug("Upload ", min_x, ", ", min_y, ", ", size_x, "x", size_y) #var time_before = OS.get_ticks_msec() var map : Map = _maps[channel][index] var image := map.image assert(image != null) assert(size_x > 0 and size_y > 0) # TODO Actually, I think the input params should be valid in the first place... if min_x < 0: min_x = 0 if min_y < 0: min_y = 0 if min_x + size_x > image.get_width(): size_x = image.get_width() - min_x if min_y + size_y > image.get_height(): size_y = image.get_height() - min_y if size_x <= 0 or size_y <= 0: return var flags = _map_types[channel].texture_flags var texture = map.texture if texture == null or not (texture is ImageTexture): # The texture doesn't exist yet in an editable format if texture != null and not (texture is ImageTexture): _logger.debug(str( "_upload_region was used but the texture isn't an ImageTexture. ",\ "The map ", channel, "[", index, "] will be reuploaded entirely.")) else: _logger.debug(str( "_upload_region was used but the texture is not created yet. ",\ "The map ", channel, "[", index, "] will be uploaded entirely.")) texture = ImageTexture.new() texture.create_from_image(image, flags) map.texture = texture # Need to notify because other systems may want to grab the new texture object emit_signal("map_changed", channel, index) elif texture.get_size() != image.get_size(): _logger.debug(str( "_upload_region was used but the image size is different. ",\ "The map ", channel, "[", index, "] will be reuploaded entirely.")) texture.create_from_image(image, flags) else: if VisualServer.has_method("texture_set_data_partial"): VisualServer.texture_set_data_partial( \ texture.get_rid(), image, \ min_x, min_y, \ size_x, size_y, \ min_x, min_y, \ 0, 0) else: # Godot 3.0.6 and earlier... # It is slow. # ..ooo@@@XXX%%%xx.. # .oo@@XXX%x%xxx.. ` . # .o@XX%%xx.. ` . # o@X%.. ..ooooooo # .@X%x. ..o@@^^ ^^@@o # .ooo@@@@@@ooo.. ..o@@^ @X% # o@@^^^ ^^^@@@ooo.oo@@^ % # xzI -*-- ^^^o^^ --*- % # @@@o ooooooo^@@^o^@X^@oooooo .X%x # I@@@@@@@@@XX%%xx ( o@o )X%x@ROMBASED@@@X%x # I@@@@XX%%xx oo@@@@X% @@X%x ^^^@@@@@@@X%x # @X%xx o@@@@@@@X% @@XX%%x ) ^^@X%x # ^ xx o@@@@@@@@Xx ^ @XX%%x xxx # o@@^^^ooo I^^ I^o ooo . x # oo @^ IX I ^X @^ oo # IX U . V IX # V . . V # texture.create_from_image(image, flags) #_logger.debug(str("Channel updated ", channel)) #var time_elapsed = OS.get_ticks_msec() - time_before #_logger.debug(str("Texture upload time: ", time_elapsed, "ms")) # Gets how many instances of a given map are present in the terrain data. # A return value of 0 means there is no such map, and querying for it might cause errors. func get_map_count(map_type: int) -> int: if map_type < len(_maps): return len(_maps[map_type]) return 0 # TODO Deprecated func _edit_add_detail_map(): return _edit_add_map(CHANNEL_DETAIL) # TODO Deprecated func _edit_remove_detail_map(index): _edit_remove_map(CHANNEL_DETAIL, index) func _edit_add_map(map_type: int) -> int: # TODO Check minimum and maximum instances of a given map _logger.debug(str("Adding map of type ", get_channel_name(map_type))) while map_type >= len(_maps): _maps.append([]) var maps = _maps[map_type] var map = Map.new(_get_free_id(map_type)) map.image = Image.new() map.image.create(_resolution, _resolution, false, get_channel_format(map_type)) var index = len(maps) var default_color = _get_map_default_fill_color(map_type, index) if default_color != null: map.image.fill(default_color) maps.append(map) emit_signal("map_added", map_type, index) return index func _edit_insert_map_from_image_cache(map_type: int, index: int, image_cache, image_id: int): if _edit_disable_apply_undo: return _logger.debug(str("Adding map of type ", get_channel_name(map_type), " from an image at index ", index)) while map_type >= len(_maps): _maps.append([]) var maps = _maps[map_type] var map = Map.new(_get_free_id(map_type)) map.image = image_cache.load_image(image_id) maps.insert(index, map) emit_signal("map_added", map_type, index) func _edit_remove_map(map_type: int, index: int): # TODO Check minimum and maximum instances of a given map _logger.debug(str("Removing map ", get_channel_name(map_type), " at index ", index)) var maps = _maps[map_type] maps.remove(index) emit_signal("map_removed", map_type, index) func _get_free_id(map_type: int) -> int: var maps = _maps[map_type] var id = 0 while _get_map_by_id(map_type, id) != null: id += 1 return id func _get_map_by_id(map_type: int, id: int) -> Map: var maps = _maps[map_type] for map in maps: if map.id == id: return map return null func get_image(map_type: int, index := 0) -> Image: var maps = _maps[map_type] return maps[index].image func get_texture(map_type: int, index := 0, writable := false) -> Texture: var maps : Array = _maps[map_type] var map : Map = maps[index] if map.image != null: if map.texture == null: _upload_channel(map_type, index) elif writable and not (map.texture is ImageTexture): _upload_channel(map_type, index) else: if writable: _logger.warn(str("Requested writable terrain texture ", get_map_debug_name(map_type, index), ", but it's not available in this context")) return map.texture func has_texture(map_type: int, index: int) -> bool: var maps = _maps[map_type] return index < len(maps) func get_aabb() -> AABB: # TODO Why subtract 1? I forgot # TODO Optimize for full region, this is actually quite costy return get_region_aabb(0, 0, _resolution - 1, _resolution - 1) # Not so useful in itself, but GDScript is slow, # so I needed it to speed up the LOD hack I had to do to take height into account func get_point_aabb(cell_x: int, cell_y: int) -> Vector2: assert(typeof(cell_x) == TYPE_INT) assert(typeof(cell_y) == TYPE_INT) var cx = cell_x / VERTICAL_BOUNDS_CHUNK_SIZE var cy = cell_y / VERTICAL_BOUNDS_CHUNK_SIZE if cx < 0: cx = 0 if cy < 0: cy = 0 if cx >= _chunked_vertical_bounds.get_width(): cx = _chunked_vertical_bounds.get_width() - 1 if cy >= _chunked_vertical_bounds.get_height(): cy = _chunked_vertical_bounds.get_height() - 1 _chunked_vertical_bounds.lock() var b := _chunked_vertical_bounds.get_pixel(cx, cy) _chunked_vertical_bounds.unlock() return Vector2(b.r, b.g) func get_region_aabb(origin_in_cells_x: int, origin_in_cells_y: int, \ size_in_cells_x: int, size_in_cells_y: int) -> AABB: assert(typeof(origin_in_cells_x) == TYPE_INT) assert(typeof(origin_in_cells_y) == TYPE_INT) assert(typeof(size_in_cells_x) == TYPE_INT) assert(typeof(size_in_cells_y) == TYPE_INT) # Get info from cached vertical bounds, # which is a lot faster than directly fetching heights from the map. # It's not 100% accurate, but enough for culling use case if chunk size is decently chosen. var cmin_x := origin_in_cells_x / VERTICAL_BOUNDS_CHUNK_SIZE var cmin_y := origin_in_cells_y / VERTICAL_BOUNDS_CHUNK_SIZE var cmax_x := (origin_in_cells_x + size_in_cells_x - 1) / VERTICAL_BOUNDS_CHUNK_SIZE + 1 var cmax_y := (origin_in_cells_y + size_in_cells_y - 1) / VERTICAL_BOUNDS_CHUNK_SIZE + 1 cmin_x = Util.clamp_int(cmin_x, 0, _chunked_vertical_bounds.get_width() - 1) cmin_y = Util.clamp_int(cmin_y, 0, _chunked_vertical_bounds.get_height() - 1) cmax_x = Util.clamp_int(cmax_x, 0, _chunked_vertical_bounds.get_width()) cmax_y = Util.clamp_int(cmax_y, 0, _chunked_vertical_bounds.get_height()) _chunked_vertical_bounds.lock() var min_height := _chunked_vertical_bounds.get_pixel(cmin_x, cmin_y).r var max_height = min_height for y in range(cmin_y, cmax_y): for x in range(cmin_x, cmax_x): var b = _chunked_vertical_bounds.get_pixel(x, y) min_height = min(b.r, min_height) max_height = max(b.g, max_height) _chunked_vertical_bounds.unlock() var aabb = AABB() aabb.position = Vector3(origin_in_cells_x, min_height, origin_in_cells_y) aabb.size = Vector3(size_in_cells_x, max_height - min_height, size_in_cells_y) return aabb func _update_all_vertical_bounds(): var csize_x := _resolution / VERTICAL_BOUNDS_CHUNK_SIZE var csize_y := _resolution / VERTICAL_BOUNDS_CHUNK_SIZE _logger.debug(str("Updating all vertical bounds... (", csize_x , "x", csize_y, " chunks)")) _chunked_vertical_bounds.create(csize_x, csize_y, false, Image.FORMAT_RGF) _update_vertical_bounds(0, 0, _resolution - 1, _resolution - 1) func update_vertical_bounds(p_rect: Rect2): var min_x := int(p_rect.position.x) var min_y := int(p_rect.position.y) var size_x := int(p_rect.size.x) var size_y := int(p_rect.size.y) _update_vertical_bounds(min_x, min_y, size_x, size_y) func _update_vertical_bounds(origin_in_cells_x: int, origin_in_cells_y: int, \ size_in_cells_x: int, size_in_cells_y: int): var cmin_x := origin_in_cells_x / VERTICAL_BOUNDS_CHUNK_SIZE var cmin_y := origin_in_cells_y / VERTICAL_BOUNDS_CHUNK_SIZE var cmax_x := (origin_in_cells_x + size_in_cells_x - 1) / VERTICAL_BOUNDS_CHUNK_SIZE + 1 var cmax_y := (origin_in_cells_y + size_in_cells_y - 1) / VERTICAL_BOUNDS_CHUNK_SIZE + 1 cmin_x = Util.clamp_int(cmin_x, 0, _chunked_vertical_bounds.get_width() - 1) cmin_y = Util.clamp_int(cmin_y, 0, _chunked_vertical_bounds.get_height() - 1) cmax_x = Util.clamp_int(cmax_x, 0, _chunked_vertical_bounds.get_width()) cmax_y = Util.clamp_int(cmax_y, 0, _chunked_vertical_bounds.get_height()) # Note: chunks in _chunked_vertical_bounds share their edge cells and # have an actual size of chunk size + 1. var chunk_size_x := VERTICAL_BOUNDS_CHUNK_SIZE + 1 var chunk_size_y := VERTICAL_BOUNDS_CHUNK_SIZE + 1 _chunked_vertical_bounds.lock() for y in range(cmin_y, cmax_y): var pmin_y := y * VERTICAL_BOUNDS_CHUNK_SIZE for x in range(cmin_x, cmax_x): var pmin_x := x * VERTICAL_BOUNDS_CHUNK_SIZE var b = _compute_vertical_bounds_at(pmin_x, pmin_y, chunk_size_x, chunk_size_y) _chunked_vertical_bounds.set_pixel(x, y, Color(b.x, b.y, 0)) _chunked_vertical_bounds.unlock() func _compute_vertical_bounds_at( origin_x: int, origin_y: int, size_x: int, size_y: int) -> Vector2: var heights = get_image(CHANNEL_HEIGHT) assert(heights != null) return _image_utils.get_red_range(heights, Rect2(origin_x, origin_y, size_x, size_y)) func save_data(data_dir: String): _logger.debug("Saving terrain data...") _locked = true _save_metadata(data_dir.plus_file(META_FILENAME)) var map_count = _get_total_map_count() var pi = 0 for map_type in range(CHANNEL_COUNT): var maps = _maps[map_type] for index in range(len(maps)): var map = _maps[map_type][index] if not map.modified: _logger.debug(str( "Skipping non-modified ", get_map_debug_name(map_type, index))) continue _logger.debug(str("Saving map ", get_map_debug_name(map_type, index), " as ", _get_map_filename(map_type, index), "...")) _save_map(data_dir, map_type, index) map.modified = false pi += 1 # TODO Cleanup unused map files? # TODO In editor, trigger reimport on generated assets _locked = false func _is_any_map_modified() -> bool: for maplist in _maps: for map in maplist: if map.modified: return true return false func _get_total_map_count() -> int: var s = 0 for maps in _maps: s += len(maps) return s func _load_metadata(path: String): var f = File.new() var err = f.open(path, File.READ) assert(err == OK) var text = f.get_as_text() f.close() var res = JSON.parse(text) assert(res.error == OK) _deserialize_metadata(res.result) func _save_metadata(path: String): var f = File.new() var d = _serialize_metadata() var text = JSON.print(d, "\t", true) var err = f.open(path, File.WRITE) assert(err == OK) f.store_string(text) f.close() func _serialize_metadata() -> Dictionary: var data = [] data.resize(len(_maps)) for i in range(len(_maps)): var maps = _maps[i] var maps_data = [] for j in range(len(maps)): var map = maps[j] maps_data.append({ "id": map.id }) data[i] = maps_data return { "version": META_VERSION, "maps": data } # Parse metadata that we'll then use to load the actual terrain # (How many maps, which files to load etc...) func _deserialize_metadata(dict: Dictionary) -> bool: if not dict.has("version"): _logger.error("Terrain metadata has no version") return false if dict.version != META_VERSION: _logger.error("Terrain metadata version mismatch. Got {0}, expected {1}" \ .format([dict.version, META_VERSION])) return false var data = dict["maps"] assert(len(data) <= len(_maps)) for i in range(len(data)): var maps = _maps[i] var maps_data = data[i] if len(maps) != len(maps_data): maps.resize(len(maps_data)) for j in range(len(maps)): var map = maps[j] # Cast because the data comes from json, where every number is double var id := int(maps_data[j].id) if map == null: map = Map.new(id) maps[j] = map else: map.id = id return true func load_data(dir_path: String): _locked = true _load_metadata(dir_path.plus_file(META_FILENAME)) _logger.debug("Loading terrain data...") var channel_instance_sum = _get_total_map_count() var pi = 0 # Note: if we loaded all maps at once before uploading them to VRAM, # it would take a lot more RAM than if we load them one by one for map_type in range(len(_maps)): var maps = _maps[map_type] for index in range(len(maps)): _logger.debug(str("Loading map ", get_map_debug_name(map_type, index), " from ", _get_map_filename(map_type, index), "...")) _load_map(dir_path, map_type, index) # A map that was just loaded is considered not modified yet _maps[map_type][index].modified = false pi += 1 _logger.debug("Calculating vertical bounds...") _update_all_vertical_bounds() _logger.debug("Notify resolution change...") _locked = false emit_signal("resolution_changed") func get_data_dir() -> String: # The HTerrainData resource represents the metadata and entry point for Godot. # It should be placed within a folder dedicated for terrain storage. # Other heavy data such as maps are stored next to that file. return resource_path.get_base_dir() func _save_map(dir_path: String, map_type: int, index: int) -> bool: var map = _maps[map_type][index] var im = map.image if im == null: var tex = map.texture if tex != null: _logger.debug(str("Image not found for map ", map_type, ", downloading from VRAM")) im = tex.get_data() else: _logger.debug(str("No data in map ", map_type, "[", index, "]")) # This data doesn't have such map return true var dir = Directory.new() if not dir.dir_exists(dir_path): dir.make_dir(dir_path) var fpath = dir_path.plus_file(_get_map_filename(map_type, index)) if _channel_can_be_saved_as_png(map_type): fpath += ".png" im.save_png(fpath) _try_write_default_import_options(fpath, map_type, _logger) else: fpath += ".res" var err = ResourceSaver.save(fpath, im) if err != OK: _logger.error("Could not save '{0}', error {1}" \ .format([fpath, Errors.get_message(err)])) return false _try_delete_0_8_0_heightmap(fpath.get_basename(), _logger) return true static func _try_write_default_import_options(fpath: String, channel: int, logger): var imp_fpath = fpath + ".import" var f := File.new() if f.file_exists(imp_fpath): # Already exists return var map_info = _map_types[channel] var texture_flags: int = map_info.texture_flags var filter := (texture_flags & Texture.FLAG_FILTER) != 0 var srgb: bool = map_info.srgb var defaults = { "remap": { "importer": "texture", "type": "StreamTexture" }, "deps": { "source_file": fpath }, "params": { # Don't compress. It ruins quality and makes the editor choke on big textures. # TODO I would have used ImageTexture.COMPRESS_LOSSLESS, # but apparently what is saved in the .import file does not match, # and rather corresponds TO THE UI IN THE IMPORT DOCK :facepalm: "compress/mode": 0, "compress/hdr_mode": 0, "compress/normal_map": 0, "flags/mipmaps": false, "flags/filter": filter, # Most textures aren't color. # Same here, this is mapping something from the import dock UI, # and doesn't have any enum associated, just raw numbers in C++ code... # 0 = "disabled", 1 = "enabled", 2 = "detect" "flags/srgb": 2 if srgb else 0, # No need for this, the meaning of alpha is never transparency "process/fix_alpha_border": false, # Don't try to be smart. # This can actually overwrite the settings with defaults... # https://github.com/godotengine/godot/issues/24220 "detect_3d": false, } } Util.write_import_file(defaults, imp_fpath, logger) func _load_map(dir: String, map_type: int, index: int) -> bool: var fpath = dir.plus_file(_get_map_filename(map_type, index)) # Maps must be configured before being loaded var map = _maps[map_type][index] # while len(_maps) <= map_type: # _maps.append([]) # while len(_maps[map_type]) <= index: # _maps[map_type].append(null) # var map = _maps[map_type][index] # if map == null: # map = Map.new() # _maps[map_type][index] = map if _channel_can_be_saved_as_png(map_type): fpath += ".png" # In this particular case, we can use Godot ResourceLoader directly, # if the texture got imported. var tex = load(fpath) var must_load_image_in_editor := true if tex != null and tex is Image: # The texture is imported as Image, # perhaps the user wants it to be accessible from RAM in game. _logger.debug("Map {0} is imported as Image. An ImageTexture will be generated." \ .format([get_map_debug_name(map_type, index)])) map.image = tex tex = ImageTexture.new() var map_type_info = _map_types[map_type] tex.create_from_image(map.image, map_type_info.texture_flags) must_load_image_in_editor = false map.texture = tex if Engine.editor_hint: if must_load_image_in_editor: # But in the editor we want textures to be editable, # so we have to automatically load the data also in RAM if map.image == null: map.image = Image.new() map.image.load(fpath) _ensure_map_format(map.image, map_type, index) else: # The heightmap is different. # It has often uses beyond graphics, so we always keep a RAM copy by default. var im = _try_load_0_8_0_heightmap(fpath, map_type, map.image, _logger) if typeof(im) == TYPE_BOOL: return false if im == null: fpath += ".res" im = load(fpath) if im == null: _logger.error("Could not load '{0}'".format([fpath])) return false _resolution = im.get_width() map.image = im _ensure_map_format(map.image, map_type, index) _upload_channel(map_type, index) return true func _ensure_map_format(im: Image, map_type: int, index: int): var format = im.get_format() var expected_format = _map_types[map_type].texture_format if format != expected_format: _logger.warn("Map {0} loaded as format {1}, expected {2}. Will be converted." \ .format([get_map_debug_name(map_type, index), format, expected_format])) im.convert(expected_format) # Legacy # TODO Drop after a few versions static func _try_load_0_8_0_heightmap(fpath: String, channel: int, existing_image: Image, logger): fpath += ".bin" var f = File.new() if not f.file_exists(fpath): return null var err = f.open(fpath, File.READ) if err != OK: logger.error("Could not open '{0}' for reading, error {1}" \ .format([fpath, Errors.get_message(err)])) return false var width = f.get_32() var height = f.get_32() var pixel_size = f.get_32() var data_size = width * height * pixel_size var data = f.get_buffer(data_size) if data.size() != data_size: logger.error("Unexpected end of buffer, expected size {0}, got {1}" \ .format([data_size, data.size()])) return false var im = existing_image if im == null: im = Image.new() im.create_from_data(width, height, false, get_channel_format(channel), data) return im static func _try_delete_0_8_0_heightmap(fpath: String, logger): fpath += ".bin" var d = Directory.new() if d.file_exists(fpath): var err = d.remove(fpath) if err != OK: logger.error("Could not erase file '{0}', error {1}" \ .format([fpath, Errors.get_message(err)])) # Imports images into the terrain data by converting them to the internal format. # It is possible to omit some of them, in which case those already setup will be used. # This function is quite permissive, and will only fail if there is really no way to import. # It may involve cropping, so preliminary checks should be done to inform the user. # # TODO Plan is to make this function threaded, in case import takes too long. # So anything that could mess with the main thread should be avoided. # Eventually, it would be temporarily removed from the terrain node to work # in isolation during import. func _edit_import_maps(input: Dictionary) -> bool: assert(typeof(input) == TYPE_DICTIONARY) if input.has(CHANNEL_HEIGHT): var params = input[CHANNEL_HEIGHT] if not _import_heightmap( params.path, params.min_height, params.max_height, params.big_endian): return false # TODO Import indexed maps? var maptypes := [CHANNEL_COLOR, CHANNEL_SPLAT] for map_type in maptypes: if input.has(map_type): var params = input[map_type] if not _import_map(map_type, params.path): return false return true # Provided an arbitrary width and height, # returns the closest size the terrain actuallysupports static func get_adjusted_map_size(width: int, height: int) -> int: var width_po2 = Util.next_power_of_two(width - 1) + 1 var height_po2 = Util.next_power_of_two(height - 1) + 1 var size_po2 = Util.min_int(width_po2, height_po2) size_po2 = Util.clamp_int(size_po2, MIN_RESOLUTION, MAX_RESOLUTION) return size_po2 func _import_heightmap(fpath: String, min_y: int, max_y: int, big_endian: bool) -> bool: var ext := fpath.get_extension().to_lower() if ext == "png": # Godot can only load 8-bit PNG, # so we have to bring it back to float in the wanted range var src_image := Image.new() var err := src_image.load(fpath) if err != OK: return false var res := get_adjusted_map_size(src_image.get_width(), src_image.get_height()) if res != src_image.get_width(): src_image.crop(res, res) _locked = true _logger.debug(str("Resizing terrain to ", res, "x", res, "...")) resize(src_image.get_width(), false, Vector2()) var im := get_image(CHANNEL_HEIGHT) assert(im != null) var hrange := max_y - min_y var width = Util.min_int(im.get_width(), src_image.get_width()) var height = Util.min_int(im.get_height(), src_image.get_height()) _logger.debug("Converting to internal format...") im.lock() src_image.lock() # Convert to internal format (from RGBA8 to RH16) with range scaling for y in range(0, width): for x in range(0, height): var gs := src_image.get_pixel(x, y).r var h := min_y + hrange * gs im.set_pixel(x, y, Color(h, 0, 0)) src_image.unlock() im.unlock() elif ext == "exr": var src_image := Image.new() var err := src_image.load(fpath) if err != OK: return false var res := get_adjusted_map_size(src_image.get_width(), src_image.get_height()) if res != src_image.get_width(): src_image.crop(res, res) _locked = true _logger.debug(str("Resizing terrain to ", res, "x", res, "...")) resize(src_image.get_width(), false, Vector2()) var im := get_image(CHANNEL_HEIGHT) assert(im != null) _logger.debug("Converting to internal format...") # See https://github.com/Zylann/godot_heightmap_plugin/issues/34 # Godot can load EXR but it always makes them have at least 3-channels. # Heightmaps need only one, so we have to get rid of 2. var height_format = _map_types[CHANNEL_HEIGHT].texture_format src_image.convert(height_format) im.blit_rect(src_image, Rect2(0, 0, res, res), Vector2()) elif ext == "raw": # RAW files don't contain size, so we have to deduce it from 16-bit size. # We also need to bring it back to float in the wanted range. var f := File.new() var err := f.open(fpath, File.READ) if err != OK: return false var file_len = f.get_len() var file_res = Util.integer_square_root(file_len / 2) if file_res == -1: # Can't deduce size return false # TODO Need a way to know which endianess our system has! # For now we have to make an assumption... # This function is most supposed to execute in the editor. # The editor officially runs on desktop architectures, which are # generally little-endian. if big_endian: f.endian_swap = true var res := get_adjusted_map_size(file_res, file_res) var width := res var height := res _locked = true _logger.debug(str("Resizing terrain to ", width, "x", height, "...")) resize(res, false, Vector2()) var im := get_image(CHANNEL_HEIGHT) assert(im != null) var hrange := max_y - min_y _logger.debug("Converting to internal format...") im.lock() var rw := Util.min_int(res, file_res) var rh := Util.min_int(res, file_res) # Convert to internal format (from bytes to RH16) var h := 0.0 for y in range(0, rh): for x in range(0, rw): var gs := float(f.get_16()) / 65535.0 h = min_y + hrange * float(gs) im.set_pixel(x, y, Color(h, 0, 0)) # Skip next pixels if the file is bigger than the accepted resolution for x in range(rw, file_res): f.get_16() im.unlock() else: # File extension not recognized return false _locked = false _logger.debug("Notify region change...") notify_region_change(Rect2(0, 0, get_resolution(), get_resolution()), CHANNEL_HEIGHT) return true func _import_map(map_type: int, path: String) -> bool: # Heightmap requires special treatment assert(map_type != CHANNEL_HEIGHT) var im = Image.new() var err = im.load(path) if err != OK: return false var res = get_resolution() if im.get_width() != res or im.get_height() != res: im.crop(res, res) if im.get_format() != get_channel_format(map_type): im.convert(get_channel_format(map_type)) var map = _maps[map_type][0] map.image = im notify_region_change(Rect2(0, 0, im.get_width(), im.get_height()), map_type) return true # TODO Workaround for https://github.com/Zylann/godot_heightmap_plugin/issues/101 func _dummy_function(): pass static func _get_xz(v: Vector3) -> Vector2: return Vector2(v.x, v.z) class _CellRaycastContext: var begin_pos := Vector3() var _cell_begin_pos_y := 0.0 var _cell_begin_pos_2d := Vector2() var dir := Vector3() var dir_2d := Vector2() var vertical_bounds : Image var hit = null # Vector3 var heightmap : Image var cell_cb_funcref : FuncRef var broad_param_2d_to_3d := 1.0 var cell_param_2d_to_3d := 1.0 #var dbg func broad_cb(cx: int, cz: int, enter_param: float, exit_param: float) -> bool: if cx < 0 or cz < 0 or cz >= vertical_bounds.get_height() \ or cx >= vertical_bounds.get_width(): # The function may occasionally be called at boundary values return false var vb := vertical_bounds.get_pixel(cx, cz) var begin := begin_pos + dir * (enter_param * broad_param_2d_to_3d) var exit_y := begin_pos.y + dir.y * exit_param * broad_param_2d_to_3d #_spawn_box(Vector3(cx * VERTICAL_BOUNDS_CHUNK_SIZE, \ # begin.y, cz * VERTICAL_BOUNDS_CHUNK_SIZE), 2.0) if begin.y < vb.r or exit_y > vb.g: # Not hitting this chunk return false # We may be hitting something in this chunk, perform a narrow phase # through terrain cells var distance_in_chunk_2d := (exit_param - enter_param) * VERTICAL_BOUNDS_CHUNK_SIZE var cell_ray_origin_2d := Vector2(begin.x, begin.z) _cell_begin_pos_y = begin.y _cell_begin_pos_2d = cell_ray_origin_2d var rhit = Util.grid_raytrace_2d( cell_ray_origin_2d, dir_2d, cell_cb_funcref, distance_in_chunk_2d) return rhit != null func cell_cb(cx: int, cz: int, enter_param: float, exit_param: float) -> bool: var enter_pos := _cell_begin_pos_2d + dir_2d * enter_param #var exit_pos := _cell_begin_pos_2d + dir_2d * exit_param var enter_y := _cell_begin_pos_y + dir.y * enter_param * cell_param_2d_to_3d var exit_y := _cell_begin_pos_y + dir.y * exit_param * cell_param_2d_to_3d hit = _intersect_cell(heightmap, cx, cz, Vector3(enter_pos.x, enter_y, enter_pos.y), dir) return hit != null static func _intersect_cell(heightmap: Image, cx: int, cz: int, begin_pos: Vector3, dir: Vector3): var h00 := Util.get_pixel_clamped(heightmap, cx, cz).r var h10 := Util.get_pixel_clamped(heightmap, cx + 1, cz).r var h01 := Util.get_pixel_clamped(heightmap, cx, cz + 1).r var h11 := Util.get_pixel_clamped(heightmap, cx + 1, cz + 1).r var p00 := Vector3(cx, h00, cz) var p10 := Vector3(cx + 1, h10, cz) var p01 := Vector3(cx, h01, cz + 1) var p11 := Vector3(cx + 1, h11, cz + 1) var th0 = Geometry.ray_intersects_triangle(begin_pos, dir, p00, p10, p11) var th1 = Geometry.ray_intersects_triangle(begin_pos, dir, p00, p11, p01) if th0 != null: return th0 return th1 # func _spawn_box(pos: Vector3, r: float): # if not Input.is_key_pressed(KEY_CONTROL): # return # var mi = MeshInstance.new() # mi.mesh = CubeMesh.new() # mi.translation = pos * dbg.map_scale # mi.scale = Vector3(r, r, r) # dbg.add_child(mi) # mi.owner = dbg.get_tree().edited_scene_root # Raycasts heightmap image directly without using a collider. # The coordinate system is such that Y is up, terrain minimum corner is at (0, 0), # and one heightmap pixel is one space unit. # TODO Cannot hint as `-> Vector2` because it can be null if there is no hit func cell_raycast(ray_origin: Vector3, ray_direction: Vector3, max_distance: float): var heightmap := get_image(CHANNEL_HEIGHT) if heightmap == null: return null var terrain_rect := Rect2(Vector2(), Vector2(_resolution, _resolution)) # Project and clip into 2D var ray_origin_2d := _get_xz(ray_origin) var ray_end_2d := _get_xz(ray_origin + ray_direction * max_distance) var clipped_segment_2d := Util.get_segment_clipped_by_rect(terrain_rect, ray_origin_2d, ray_end_2d) # TODO We could clip along Y too if we had total AABB cached somewhere if len(clipped_segment_2d) == 0: # Not hitting the terrain area return null var max_distance_2d := ray_origin_2d.distance_to(ray_end_2d) if max_distance_2d < 0.001: # TODO Direct vertical hit? return null # Get ratio along the segment where the first point was clipped var begin_clip_param := ray_origin_2d.distance_to(clipped_segment_2d[0]) / max_distance_2d var ray_direction_2d := _get_xz(ray_direction).normalized() var ctx := _CellRaycastContext.new() ctx.begin_pos = ray_origin + ray_direction * (begin_clip_param * max_distance) ctx.dir = ray_direction ctx.dir_2d = ray_direction_2d ctx.vertical_bounds = _chunked_vertical_bounds ctx.heightmap = heightmap # We are lucky FuncRef does not keep a strong reference to the object ctx.cell_cb_funcref = funcref(ctx, "cell_cb") ctx.cell_param_2d_to_3d = max_distance / max_distance_2d ctx.broad_param_2d_to_3d = ctx.cell_param_2d_to_3d * VERTICAL_BOUNDS_CHUNK_SIZE #ctx.dbg = dbg heightmap.lock() _chunked_vertical_bounds.lock() # Broad phase through cached vertical bound chunks var broad_ray_origin = clipped_segment_2d[0] / VERTICAL_BOUNDS_CHUNK_SIZE var broad_max_distance = \ clipped_segment_2d[0].distance_to(clipped_segment_2d[1]) / VERTICAL_BOUNDS_CHUNK_SIZE var hit_bp = Util.grid_raytrace_2d(broad_ray_origin, ray_direction_2d, funcref(ctx, "broad_cb"), broad_max_distance) heightmap.unlock() _chunked_vertical_bounds.unlock() if hit_bp == null: # No hit return null return Vector2(ctx.hit.x, ctx.hit.z) static func encode_normal(n: Vector3) -> Color: n = 0.5 * (n + Vector3.ONE) return Color(n.x, n.z, n.y) static func get_channel_format(channel: int) -> int: return _map_types[channel].texture_format as int # Note: PNG supports 16-bit channels, unfortunately Godot doesn't static func _channel_can_be_saved_as_png(channel: int) -> bool: return _map_types[channel].can_be_saved_as_png static func get_channel_name(c: int) -> String: return _map_types[c].name as String static func get_map_debug_name(map_type: int, index: int) -> String: return str(get_channel_name(map_type), "[", index, "]") func _get_map_filename(map_type: int, index: int) -> String: var name = get_channel_name(map_type) var id = _maps[map_type][index].id if id > 0: name += str(id + 1) return name static func get_map_shader_param_name(map_type: int, index: int) -> String: var param_name = _map_types[map_type].shader_param_name if typeof(param_name) == TYPE_STRING: return param_name return param_name[index] # TODO Can't type hint because it returns a nullable array #static func get_map_type_and_index_from_shader_param_name(p_name: String): # for map_type in _map_types: # var pn = _map_types[map_type].shader_param_name # if typeof(pn) == TYPE_STRING: # if pn == p_name: # return [map_type, 0] # else: # for i in len(pn): # if pn[i] == p_name: # return [map_type, i] # return null