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4 changed files with 69 additions and 151 deletions

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editor.scn (Stored with Git LFS)

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@ -1,5 +1,7 @@
class_name EditableTerrain extends Node
const _DEFAULT_COLOR := Color(0.0, 0.0, 0.0, 0.5)
##
## Blank sample value.
##
@ -7,6 +9,14 @@ 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.
##
@ -23,6 +33,7 @@ var instance: TerrainInstance3D = null:
##
## Width and height of the editable terrain in units.
##
@export
var size := Vector2i.ZERO:
get:
return size
@ -36,162 +47,51 @@ var size := Vector2i.ZERO:
size = value
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 mask_size := mask.get_size()
var scaled_mask_size := mask_size * scale
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)
_image.fill(_DEFAULT_COLOR)
##
## Clears the image to the value of [code]clear_color[/code].
## 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.
##
func clear(clear_color: Color) -> void:
_image.fill(clear_color)
## 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 erase(point: Vector2i, mask: Image, scale: float, intensity: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
# 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 draw_area := Rect2i(Vector2i.ZERO, size).intersection(
Rect2i((point - Vector2i(brush_size * 0.5)) + Vector2i(size * 0.5), brush_size))
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
var scaled_brush_mask_size := brush_mask_size / draw_area.size
elevation_level = clampf(elevation_level, -1.0, 1.0)
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.y)
var brush_mask_y := int(y * scaled_brush_mask_size.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_delta := intensity *\
delta * mask.get_pixel(int(x * mask_ratio.x), brush_mask_y).a
var mask := brush_mask.get_pixel(
int(x * scaled_brush_mask_size.x), brush_mask_y).a
var mask_intensity := brush_intensity * mask
_image.set_pixelv(terrain_map_coord, Color(
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))
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)))
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)
instance.terrain_map.update(_image)
##
## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning
@ -209,23 +109,42 @@ 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, mask: Image, scale: float, level: float, delta: float) -> void:
var draw_area := _get_draw_area(point, mask, scale)
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))
if draw_area.has_area():
var mask_ratio := mask.get_size() / draw_area.size
var scaled_brush_mask_size := brush_mask_size / draw_area.size
for y in draw_area.size.y:
var brush_mask_y := int(y * mask_ratio.y)
var brush_mask_y := int(y * scaled_brush_mask_size.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, level, delta * mask.get_pixel(
int(x * mask_ratio.x), brush_mask_y).a)))
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)))
instance.terrain_map.update(_image)

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editor/menus_theme.res (Stored with Git LFS)

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@ -72,7 +72,6 @@ var movement_smoothing := 0.5
##
## Whether or not player movement input processed by the controller should be ignored.
##
@export
var frozen := false
func _input(event: InputEvent) -> void: