1580 lines
46 KiB
GDScript
1580 lines
46 KiB
GDScript
tool
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extends Spatial
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const NativeFactory = preload("./native/factory.gd")
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const Mesher = preload("./hterrain_mesher.gd")
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const Grid = preload("./util/grid.gd")
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const HTerrainData = preload("./hterrain_data.gd")
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const HTerrainChunk = preload("./hterrain_chunk.gd")
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const HTerrainChunkDebug = preload("./hterrain_chunk_debug.gd")
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const Util = preload("./util/util.gd")
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const HTerrainCollider = preload("./hterrain_collider.gd")
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const HTerrainTextureSet = preload("./hterrain_texture_set.gd")
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const Logger = preload("./util/logger.gd")
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const SHADER_CLASSIC4 = "Classic4"
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const SHADER_CLASSIC4_LITE = "Classic4Lite"
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const SHADER_LOW_POLY = "LowPoly"
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const SHADER_ARRAY = "Array"
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const SHADER_MULTISPLAT16 = "MultiSplat16"
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const SHADER_MULTISPLAT16_LITE = "MultiSplat16Lite"
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const SHADER_CUSTOM = "Custom"
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const MIN_MAP_SCALE = 0.01
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const _SHADER_TYPE_HINT_STRING = str(
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"Classic4", ",",
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"Classic4Lite", ",",
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"LowPoly", ",",
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"Array", ",",
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"MultiSplat16", ",",
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"MultiSplat16Lite", ",",
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"Custom"
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)
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# TODO Had to downgrade this to support Godot 3.1.
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# Referring to other constants with this syntax isn't working...
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#const _SHADER_TYPE_HINT_STRING = str(
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# SHADER_CLASSIC4, ",",
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# SHADER_CLASSIC4_LITE, ",",
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# SHADER_LOW_POLY, ",",
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# SHADER_ARRAY, ",",
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# SHADER_CUSTOM
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#)
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const _builtin_shaders = {
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SHADER_CLASSIC4: {
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path = "res://addons/zylann.hterrain/shaders/simple4.shader",
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global_path = "res://addons/zylann.hterrain/shaders/simple4_global.shader"
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},
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SHADER_CLASSIC4_LITE: {
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path = "res://addons/zylann.hterrain/shaders/simple4_lite.shader",
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global_path = "res://addons/zylann.hterrain/shaders/simple4_global.shader"
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},
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SHADER_LOW_POLY: {
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path = "res://addons/zylann.hterrain/shaders/low_poly.shader",
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global_path = "" # Not supported
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},
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SHADER_ARRAY: {
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path = "res://addons/zylann.hterrain/shaders/array.shader",
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global_path = "res://addons/zylann.hterrain/shaders/array_global.shader"
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},
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SHADER_MULTISPLAT16: {
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path = "res://addons/zylann.hterrain/shaders/multisplat16.shader",
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global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.shader"
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},
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SHADER_MULTISPLAT16_LITE: {
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path = "res://addons/zylann.hterrain/shaders/multisplat16_lite.shader",
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global_path = "res://addons/zylann.hterrain/shaders/multisplat16_global.shader"
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}
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}
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const _NORMAL_BAKER_PATH = "res://addons/zylann.hterrain/tools/normalmap_baker.gd"
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const _LOOKDEV_SHADER_PATH = "res://addons/zylann.hterrain/shaders/lookdev.shader"
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const SHADER_PARAM_INVERSE_TRANSFORM = "u_terrain_inverse_transform"
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const SHADER_PARAM_NORMAL_BASIS = "u_terrain_normal_basis"
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const SHADER_PARAM_GROUND_PREFIX = "u_ground_" # + name + _0, _1, _2, _3...
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# Those parameters are filtered out in the inspector,
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# because they are not supposed to be set through it
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const _api_shader_params = {
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"u_terrain_heightmap": true,
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"u_terrain_normalmap": true,
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"u_terrain_colormap": true,
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"u_terrain_splatmap": true,
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"u_terrain_splatmap_1": true,
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"u_terrain_splatmap_2": true,
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"u_terrain_splatmap_3": true,
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"u_terrain_splat_index_map": true,
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"u_terrain_splat_weight_map": true,
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"u_terrain_globalmap": true,
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"u_terrain_inverse_transform": true,
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"u_terrain_normal_basis": true,
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"u_ground_albedo_bump_0": true,
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"u_ground_albedo_bump_1": true,
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"u_ground_albedo_bump_2": true,
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"u_ground_albedo_bump_3": true,
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"u_ground_normal_roughness_0": true,
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"u_ground_normal_roughness_1": true,
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"u_ground_normal_roughness_2": true,
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"u_ground_normal_roughness_3": true,
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"u_ground_albedo_bump_array": true,
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"u_ground_normal_roughness_array": true
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}
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const _api_shader_ground_albedo_params = {
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"u_ground_albedo_bump_0": true,
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"u_ground_albedo_bump_1": true,
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"u_ground_albedo_bump_2": true,
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"u_ground_albedo_bump_3": true
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}
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const _ground_texture_array_shader_params = [
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"u_ground_albedo_bump_array",
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"u_ground_normal_roughness_array"
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]
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const _splatmap_shader_params = [
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"u_terrain_splatmap",
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"u_terrain_splatmap_1",
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"u_terrain_splatmap_2",
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"u_terrain_splatmap_3"
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]
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const MIN_CHUNK_SIZE = 16
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const MAX_CHUNK_SIZE = 64
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# Same as HTerrainTextureSet.get_texture_type_name, used for shader parameter names.
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# Indexed by HTerrainTextureSet.TYPE_*
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const _ground_enum_to_name = [
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"albedo_bump",
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"normal_roughness"
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]
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const _DEBUG_AABB = false
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signal transform_changed(global_transform)
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export(float, 0.0, 1.0) var ambient_wind := 0.0 setget set_ambient_wind
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export(int, 2, 5) var lod_scale := 2.0 setget set_lod_scale, get_lod_scale
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# TODO Replace with `size` in world units?
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# Prefer using this instead of scaling the node's transform.
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# Spatial.scale isn't used because it's not suitable for terrains,
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# it would scale grass too and other environment objects.
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export var map_scale := Vector3(1, 1, 1) setget set_map_scale
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var _custom_shader : Shader = null
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var _custom_globalmap_shader : Shader = null
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var _shader_type := SHADER_CLASSIC4_LITE
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var _shader_uses_texture_array := false
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var _material := ShaderMaterial.new()
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var _material_params_need_update := false
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var _render_layer_mask := 1
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# Actual number of textures supported by the shader currently selected
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var _ground_texture_count_cache = 0
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var _used_splatmaps_count_cache := 0
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var _is_using_indexed_splatmap := false
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var _texture_set := HTerrainTextureSet.new()
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var _texture_set_migration_textures = null
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var _data: HTerrainData = null
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var _mesher := Mesher.new()
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var _lodder = NativeFactory.get_quad_tree_lod()
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var _viewer_pos_world := Vector3()
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# [lod][z][x] -> chunk
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# This container owns chunks
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var _chunks := []
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var _chunk_size: int = 32
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var _pending_chunk_updates := []
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var _detail_layers := []
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var _collision_enabled := true
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var _collider: HTerrainCollider = null
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var _collision_layer := 1
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var _collision_mask := 1
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# Stats & debug
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var _updated_chunks := 0
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var _logger = Logger.get_for(self)
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# Editor-only
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var _normals_baker = null
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var _lookdev_enabled := false
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var _lookdev_material : ShaderMaterial
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func _init():
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_logger.debug("Create HeightMap")
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# This sets up the defaults. They may be overriden shortly after by the scene loader.
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_lodder.set_callbacks( \
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funcref(self, "_cb_make_chunk"), \
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funcref(self,"_cb_recycle_chunk"), \
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funcref(self, "_cb_get_vertical_bounds"))
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set_notify_transform(true)
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# TODO Temporary!
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# This is a workaround for https://github.com/godotengine/godot/issues/24488
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_material.set_shader_param("u_ground_uv_scale", 20)
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_material.set_shader_param("u_ground_uv_scale_vec4", Color(20, 20, 20, 20))
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_material.set_shader_param("u_depth_blending", true)
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_material.shader = load(_builtin_shaders[_shader_type].path)
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_texture_set.connect("changed", self, "_on_texture_set_changed")
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if _collision_enabled:
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if _check_heightmap_collider_support():
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_collider = HTerrainCollider.new(self, _collision_layer, _collision_mask)
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func _get_property_list():
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# A lot of properties had to be exported like this instead of using `export`,
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# because Godot 3 does not support easy categorization and lacks some hints
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var props = [
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{
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# Terrain data is exposed only as a path in the editor,
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# because it can only be saved if it has a directory selected.
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# That property is not used in scene saving (data is instead).
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"name": "data_directory",
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"type": TYPE_STRING,
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"usage": PROPERTY_USAGE_EDITOR,
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"hint": PROPERTY_HINT_DIR
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},
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{
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# The actual data resource is only exposed for storage.
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# I had to name it so that Godot won't try to assign _data directly
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# instead of using the setter I made...
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"name": "_terrain_data",
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"type": TYPE_OBJECT,
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"usage": PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_RESOURCE_TYPE,
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# This actually triggers `ERROR: Cannot get class`,
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# if it were to be shown in the inspector.
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# See https://github.com/godotengine/godot/pull/41264
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"hint_string": "HTerrainData"
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},
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{
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"name": "chunk_size",
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"type": TYPE_INT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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#"hint": PROPERTY_HINT_ENUM,
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"hint_string": "16, 32"
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},
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{
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"name": "Collision",
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"type": TYPE_NIL,
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"usage": PROPERTY_USAGE_GROUP
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},
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{
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"name": "collision_enabled",
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"type": TYPE_BOOL,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE
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},
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{
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"name": "collision_layer",
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"type": TYPE_INT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_LAYERS_3D_PHYSICS
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},
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{
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"name": "collision_mask",
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"type": TYPE_INT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_LAYERS_3D_PHYSICS
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},
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{
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"name": "Rendering",
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"type": TYPE_NIL,
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"usage": PROPERTY_USAGE_GROUP
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},
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{
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"name": "shader_type",
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"type": TYPE_STRING,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_ENUM,
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"hint_string": _SHADER_TYPE_HINT_STRING
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},
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{
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"name": "custom_shader",
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"type": TYPE_OBJECT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_RESOURCE_TYPE,
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"hint_string": "Shader"
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},
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{
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"name": "custom_globalmap_shader",
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"type": TYPE_OBJECT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_RESOURCE_TYPE,
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"hint_string": "Shader"
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},
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{
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"name": "texture_set",
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"type": TYPE_OBJECT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_RESOURCE_TYPE,
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"hint_string": "Resource"
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# TODO Cannot properly hint the type of the resource in the inspector.
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# This triggers `ERROR: Cannot get class 'HTerrainTextureSet'`
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# See https://github.com/godotengine/godot/pull/41264
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#"hint_string": "HTerrainTextureSet"
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},
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{
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"name": "render_layers",
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"type": TYPE_INT,
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"usage": PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_STORAGE,
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"hint": PROPERTY_HINT_LAYERS_3D_RENDER
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}
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]
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if _material.shader != null:
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var shader_params := VisualServer.shader_get_param_list(_material.shader.get_rid())
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for p in shader_params:
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if _api_shader_params.has(p.name):
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continue
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var cp := {}
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for k in p:
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cp[k] = p[k]
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cp.name = str("shader_params/", p.name)
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props.append(cp)
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return props
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func _get(key: String):
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if key == "data_directory":
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return _get_data_directory()
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if key == "_terrain_data":
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if _data == null or _data.resource_path == "":
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# Consider null if the data is not set or has no path,
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# because in those cases we can't save the terrain properly
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return null
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else:
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return _data
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if key == "texture_set":
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return get_texture_set()
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elif key == "shader_type":
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return get_shader_type()
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elif key == "custom_shader":
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return get_custom_shader()
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elif key == "custom_globalmap_shader":
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return _custom_globalmap_shader
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elif key.begins_with("shader_params/"):
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var param_name = key.right(len("shader_params/"))
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return get_shader_param(param_name)
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elif key == "chunk_size":
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return _chunk_size
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elif key == "collision_enabled":
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return _collision_enabled
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elif key == "collision_layer":
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return _collision_layer
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elif key == "collision_mask":
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return _collision_mask
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elif key == "render_layers":
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return get_render_layer_mask()
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func _set(key: String, value):
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if key == "data_directory":
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_set_data_directory(value)
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# Can't use setget when the exported type is custom,
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# because we were also are forced to use _get_property_list...
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elif key == "_terrain_data":
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set_data(value)
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elif key == "texture_set":
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set_texture_set(value)
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# Legacy, left for migration from 1.4
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if key.begins_with("ground/"):
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for ground_texture_type in HTerrainTextureSet.TYPE_COUNT:
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var type_name = _ground_enum_to_name[ground_texture_type]
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if key.begins_with(str("ground/", type_name, "_")):
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var i = key.right(len(key) - 1).to_int()
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if _texture_set_migration_textures == null:
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_texture_set_migration_textures = []
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while i >= len(_texture_set_migration_textures):
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_texture_set_migration_textures.append([null, null])
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var texs = _texture_set_migration_textures[i]
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texs[ground_texture_type] = value
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elif key == "shader_type":
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set_shader_type(value)
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elif key == "custom_shader":
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set_custom_shader(value)
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elif key == "custom_globalmap_shader":
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_custom_globalmap_shader = value
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elif key.begins_with("shader_params/"):
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var param_name = key.right(len("shader_params/"))
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set_shader_param(param_name, value)
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elif key == "chunk_size":
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set_chunk_size(value)
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elif key == "collision_enabled":
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set_collision_enabled(value)
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elif key == "collision_layer":
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_collision_layer = value
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if _collider != null:
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_collider.set_collision_layer(value)
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elif key == "collision_mask":
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_collision_mask = value
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if _collider != null:
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_collider.set_collision_mask(value)
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elif key == "render_layers":
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return set_render_layer_mask(value)
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func get_texture_set() -> HTerrainTextureSet:
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return _texture_set
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func set_texture_set(new_set: HTerrainTextureSet):
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if _texture_set == new_set:
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return
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if _texture_set != null:
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# TODO This causes `ERROR: Nonexistent signal 'changed' in [Resource:36653]` for some reason
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_texture_set.disconnect("changed", self, "_on_texture_set_changed")
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_texture_set = new_set
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if _texture_set != null:
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_texture_set.connect("changed", self, "_on_texture_set_changed")
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_material_params_need_update = true
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func _on_texture_set_changed():
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_material_params_need_update = true
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Util.update_configuration_warning(self, false)
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func get_shader_param(param_name: String):
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return _material.get_shader_param(param_name)
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func set_shader_param(param_name: String, v):
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_material.set_shader_param(param_name, v)
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func set_render_layer_mask(mask: int):
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_render_layer_mask = mask
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_for_all_chunks(SetRenderLayerMaskAction.new(mask))
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func get_render_layer_mask() -> int:
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return _render_layer_mask
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func _set_data_directory(dirpath: String):
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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)
|
|
|