game/terrain/terrain_instance_3d.gd

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@tool
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class_name TerrainInstance3D extends GeometryInstance3D
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const _DETAIL := 2
const _SHADER := preload("res://terrain/terrain.gdshader")
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enum PaintSlot {
ERASE,
RED,
GREEN,
BLUE,
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ALPHA,
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}
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var _albedo_maps: Array[Texture2D] = [null, null, null, null]
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var _material := ShaderMaterial.new()
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var _mesh := PlaneMesh.new()
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var _normal_maps: Array[Texture2D] = [null, null, null, null]
##
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##
##
@export
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var height_scale := 100.0:
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set(value):
value = maxf(value, 1.0)
if not(is_equal_approx(value, height_scale)):
_material.set_shader_parameter("HEIGHT_SCALE", value)
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height_scale = value
##
## Size of the terrain geometry (in engine units).
##
@export
var size := Vector2i.ONE:
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set(value):
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value = Vector2i(maxi(value.x, 1), maxi(value.y, 1))
if (value.x != size.x) or (value.y != size.y):
_mesh.subdivide_width = value.x * _DETAIL
_mesh.subdivide_depth = value.y * _DETAIL
_mesh.size = value
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_material.set_shader_parameter("SIZE", value)
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size = value
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func _init() -> void:
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_material.shader = _SHADER
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_mesh.surface_set_material(0, _material)
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RenderingServer.instance_set_base(get_instance(), _mesh)
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##
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## Updates the terrain map being used by the terrain to be [code]terrain_map[/code].
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##
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func update_map(terrain_map: Texture2D) -> void:
_material.set_shader_parameter("TERRAIN_MAP", terrain_map)
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##
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## Updates the [TerrainPaint] being used by the terrain in [code]paint_slot[/code] to be
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## [code]terrain_paint[/code].
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##
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func update_paint(paint_slot: PaintSlot, terrain_paint: TerrainPaint) -> void:
if _albedo_maps[paint_slot] != terrain_paint.albedo_map:
_albedo_maps[paint_slot] = terrain_paint.albedo_map
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_material.set_shader_parameter("ALBEDO_MAPS", _albedo_maps)
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if _normal_maps[paint_slot] != terrain_paint.normal_map:
_normal_maps[paint_slot] = terrain_paint.normal_map
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_material.set_shader_parameter("NORMAL_MAPS", _normal_maps)