game/terrain_instance_3d.gd

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GDScript3
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@tool
class_name TerrainInstance3D extends GeometryInstance3D
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var _mesh := PlaneMesh.new()
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var _material := ShaderMaterial.new()
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##
##
##
@export
var size: Vector2i = Vector2i.ZERO:
get:
return size
set(value):
var width := value.x
var height := value.y
if (width != 0) and (height != 0):
if (width != size.x) or (height != size.y):
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self._mesh.subdivide_width = width
self._mesh.subdivide_depth = height
self._mesh.size = value
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self._material.set_shader_parameter("SIZE", Vector2(value))
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size = value
##
##
##
@export
var layer_1_albedo: Texture2D = null:
get:
return layer_1_albedo
set(value):
self._material.set_shader_parameter("LAYER_1_ALBEDO", value)
layer_1_albedo = value
##
##
##
@export
var layer_1_normal_map: Texture2D = null:
get:
return layer_1_normal_map
set(value):
self._material.set_shader_parameter("LAYER_1_NORMAL_MAP", value)
layer_1_normal_map = value
##
##
##
@export
var layer_2_albedo: Texture2D = null:
get:
return layer_2_albedo
set(value):
self._material.set_shader_parameter("LAYER_2_ALBEDO", value)
layer_2_albedo = value
##
##
##
@export
var layer_2_normal_map: Texture2D = null:
get:
return layer_2_normal_map
set(value):
self._material.set_shader_parameter("LAYER_2_NORMAL_MAP", value)
layer_2_normal_map = value
##
##
##
@export
var layer_3_albedo: Texture2D = null:
get:
return layer_3_albedo
set(value):
self._material.set_shader_parameter("LAYER_3_ALBEDO", value)
layer_3_albedo = value
##
##
##
@export
var layer_3_normal_map: Texture2D = null:
get:
return layer_3_normal_map
set(value):
self._material.set_shader_parameter("LAYER_3_NORMAL_MAP", value)
layer_3_normal_map = value
##
##
##
@export
var layer_4_albedo: Texture2D = null:
get:
return layer_4_albedo
set(value):
self._material.set_shader_parameter("LAYER_4_ALBEDO", value)
layer_4_albedo = value
##
##
##
@export
var layer_4_normal_map: Texture2D = null:
get:
return layer_4_normal_map
set(value):
self._material.set_shader_parameter("LAYER_4_NORMAL_MAP", value)
layer_4_normal_map = value
##
##
##
@export
var terrain_map: Texture2D = null:
get:
return terrain_map
set(value):
self._material.set_shader_parameter("TERRAIN_MAP", value)
terrain_map = value
##
##
##
@export
var max_height := 100.0:
get:
return max_height
set(value):
self._material.set_shader_parameter("MAX_HEIGHT", value)
max_height = max(value, 0.0)
func _init() -> void:
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self._material.shader = preload("res://terrain_shader.gdshader")
self._mesh.surface_set_material(0, self._material)
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RenderingServer.instance_set_base(self.get_instance(), self._mesh)