diff --git a/editor.scn b/editor.scn index 5a1ba47..16c682e 100644 --- a/editor.scn +++ b/editor.scn @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:613571169891763c7ce7a3cbcf1b255aa0ac7ce23df7b8fe3afdf005c61a06c6 -size 6808 +oid sha256:9a348c339533c9794110b4ba88e8ba5317123d63885aef8cd73204bec5d6683a +size 7471 diff --git a/editor/editable_terrain.gd b/editor/editable_terrain.gd index 9367480..c7e5335 100644 --- a/editor/editable_terrain.gd +++ b/editor/editable_terrain.gd @@ -1,7 +1,5 @@ class_name EditableTerrain extends Node -const _DEFAULT_COLOR := Color(0.0, 0.0, 0.0, 0.5) - ## ## Blank sample value. ## @@ -9,14 +7,6 @@ const BLANK := Color(0.0, 0.0, 0.0, 0.0) var _image := Image.create(1, 1, false, Image.FORMAT_RGBAF) -## -## Terrain texture channel mixing values. -## -## Affects the color that terrain is mixed into during editing operations like [method paint]. -## -@export -var channels := Vector3.ZERO - ## ## Tracked [TerrainInstance3D] to echo all terrain editing changes to. ## @@ -33,7 +23,6 @@ var instance: TerrainInstance3D = null: ## ## Width and height of the editable terrain in units. ## -@export var size := Vector2i.ZERO: get: return size @@ -47,51 +36,162 @@ var size := Vector2i.ZERO: size = value -func _init() -> void: - _image.fill(_DEFAULT_COLOR) - -## -## Mixes the texture [member channels] and raises the terrain by [code]elevation_level[/code] in a -## brush pattern masked by [code]brush_mask[/code] to the worldspace [code]point[/code] with -## [code]brush_intensity[/code] as the intensity of the applied effects for a single paint. -## -## For continuous painting, a delta value may be supplied to [code]brush_intensity[/code] to avoid -## issues with variable-rate paint updates. -## -func paint(point: Vector2i, elevation_level: float, - brush_mask: Image, brush_scale: float, brush_intensity: float) -> void: - +func _get_draw_area(point: Vector2i, mask: Image, scale: float) -> Rect2i: # Convert worldspace point to image-space coordinates for brush and calculate drawable area. - var brush_mask_size := brush_mask.get_size() - var brush_size := brush_mask_size * brush_scale + var mask_size := mask.get_size() + var scaled_mask_size := mask_size * scale - var draw_area := Rect2i(Vector2i.ZERO, size).intersection( - Rect2i((point - Vector2i(brush_size * 0.5)) + Vector2i(size * 0.5), brush_size)) + return Rect2i(Vector2i.ZERO, size).intersection( + Rect2i((point - Vector2i(scaled_mask_size * 0.5)) + Vector2i(size * 0.5), scaled_mask_size)) + +func _init() -> void: + clear(BLANK) + +## +## Clears the image to the value of [code]clear_color[/code]. +## +func clear(clear_color: Color) -> void: + _image.fill(clear_color) + +## +## +## +func erase(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) if draw_area.has_area(): - var scaled_brush_mask_size := brush_mask_size / draw_area.size - - elevation_level = clampf(elevation_level, -1.0, 1.0) + var mask_ratio := mask.get_size() / draw_area.size for y in draw_area.size.y: - var brush_mask_y := int(y * scaled_brush_mask_size.y) + var brush_mask_y := int(y * mask_ratio.y) for x in draw_area.size.x: var terrain_map_coord := draw_area.position + Vector2i(x, y) var pixel := _image.get_pixelv(terrain_map_coord) - var mask := brush_mask.get_pixel( - int(x * scaled_brush_mask_size.x), brush_mask_y).a - - var mask_intensity := brush_intensity * mask + var mask_intensity_delta := intensity *\ + delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a _image.set_pixelv(terrain_map_coord, Color( - lerpf(pixel.r, channels.x, mask_intensity), - lerpf(pixel.g, channels.y, mask_intensity), - lerpf(pixel.b, channels.z, mask_intensity), - lerpf(pixel.a, pixel.a + (elevation_level * mask), brush_intensity))) + lerpf(pixel.r, 0.0, mask_intensity_delta), + lerpf(pixel.g, 0.0, mask_intensity_delta), + lerpf(pixel.b, 0.0, mask_intensity_delta), + pixel.a)) - instance.terrain_map.update(_image) + instance.terrain_map.update(_image) + +## +## +## +func lower(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) + + if draw_area.has_area(): + var mask_ratio := mask.get_size() / draw_area.size + + for y in draw_area.size.y: + var brush_mask_y := int(y * mask_ratio.y) + + for x in draw_area.size.x: + var terrain_map_coord := draw_area.position + Vector2i(x, y) + var pixel := _image.get_pixelv(terrain_map_coord) + + _image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b, + lerpf(pixel.a, pixel.a - (intensity * + mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta))) + + instance.terrain_map.update(_image) + +## +## +## +func paint_blue(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) + + if draw_area.has_area(): + var mask_ratio := mask.get_size() / draw_area.size + + for y in draw_area.size.y: + var brush_mask_y := int(y * mask_ratio.y) + + for x in draw_area.size.x: + var terrain_map_coord := draw_area.position + Vector2i(x, y) + var pixel := _image.get_pixelv(terrain_map_coord) + + _image.set_pixelv(terrain_map_coord, Color( + pixel.r, pixel.g, lerpf(pixel.b, intensity, delta *\ + mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), + pixel.a)) + + instance.terrain_map.update(_image) + +## +## +## +func paint_green(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) + + if draw_area.has_area(): + var mask_ratio := mask.get_size() / draw_area.size + + for y in draw_area.size.y: + var brush_mask_y := int(y * mask_ratio.y) + + for x in draw_area.size.x: + var terrain_map_coord := draw_area.position + Vector2i(x, y) + var pixel := _image.get_pixelv(terrain_map_coord) + + _image.set_pixelv(terrain_map_coord, Color( + pixel.r, lerpf(pixel.g, intensity, delta *\ + mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), + pixel.b, pixel.a)) + + instance.terrain_map.update(_image) + +## +## +## +func paint_red(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) + + if draw_area.has_area(): + var mask_ratio := mask.get_size() / draw_area.size + + for y in draw_area.size.y: + var brush_mask_y := int(y * mask_ratio.y) + + for x in draw_area.size.x: + var terrain_map_coord := draw_area.position + Vector2i(x, y) + var pixel := _image.get_pixelv(terrain_map_coord) + + _image.set_pixelv(terrain_map_coord, Color( + lerpf(pixel.r, intensity, delta *\ + mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), + pixel.g, pixel.b, pixel.a)) + + instance.terrain_map.update(_image) + +## +## +## +func raise(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) + + if draw_area.has_area(): + var mask_ratio := mask.get_size() / draw_area.size + + for y in draw_area.size.y: + var brush_mask_y := int(y * mask_ratio.y) + + for x in draw_area.size.x: + var terrain_map_coord := draw_area.position + Vector2i(x, y) + var pixel := _image.get_pixelv(terrain_map_coord) + + _image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b, + lerpf(pixel.a, pixel.a + (intensity * + mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a), delta))) + + instance.terrain_map.update(_image) ## ## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning @@ -109,42 +209,23 @@ func sample(point: Vector2i) -> Color: return BLANK ## -## Mixes the texture [member channels] and smooths the terrain to [code]smoothing_level[/code] in a -## brush pattern masked by [code]brush_mask[/code] to the worldspace [code]point[/code] with -## [code]brush_intensity[/code] as the intensity of the applied effects for a single paint. ## -## For continuous smoothing, a delta value may be supplied to [code]brush_intensity[/code] to avoid -## issues with variable-rate smooth updates. ## -func smooth(point: Vector2i, smoothing_level: float, - brush_mask: Image, brush_scale: float, brush_intensity: float) -> void: - - # Convert worldspace point to image-space coordinates for brush and calculate drawable area. - var brush_mask_size := brush_mask.get_size() - var brush_size := brush_mask_size * brush_scale - var terrain_map_size := _image.get_size() - - var draw_area := Rect2i(Vector2i.ZERO, terrain_map_size).intersection( - Rect2i((point - Vector2i(brush_size * 0.5)) +\ - Vector2i(terrain_map_size * 0.5), brush_size)) +func smooth(point: Vector2i, mask: Image, scale: float, level: float, delta: float) -> void: + var draw_area := _get_draw_area(point, mask, scale) if draw_area.has_area(): - var scaled_brush_mask_size := brush_mask_size / draw_area.size + var mask_ratio := mask.get_size() / draw_area.size for y in draw_area.size.y: - var brush_mask_y := int(y * scaled_brush_mask_size.y) + var brush_mask_y := int(y * mask_ratio.y) for x in draw_area.size.x: var terrain_map_coord := draw_area.position + Vector2i(x, y) var pixel := _image.get_pixelv(terrain_map_coord) - var mask_intensity := brush_intensity * brush_mask.get_pixel( - int(x * scaled_brush_mask_size.x), brush_mask_y).a - - _image.set_pixelv(terrain_map_coord, Color( - lerpf(pixel.r, channels.x, mask_intensity), - lerpf(pixel.g, channels.y, mask_intensity), - lerpf(pixel.b, channels.z, mask_intensity), - lerpf(pixel.a, smoothing_level, mask_intensity))) + _image.set_pixelv(terrain_map_coord, Color(pixel.r, pixel.g, pixel.b, + lerpf(pixel.a, level, delta * mask.get_pixel( + int(x * mask_ratio.x), brush_mask_y).a))) instance.terrain_map.update(_image) diff --git a/editor/menus_theme.res b/editor/menus_theme.res index 8dd9794..6cca010 100644 --- a/editor/menus_theme.res +++ b/editor/menus_theme.res @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:68b3bc205138b626fa79896fd4ae0343ff7c46f660cf060ddd23454f240e9145 -size 390 +oid sha256:db4d594edbfef1f0df9288dad701bbdb989e70fa2e13887a77684f107c08e698 +size 773