Fix Large Terrain Performance Issues #10

Merged
kayomn merged 5 commits from large-terrain-performance-fix into main 2023-01-23 21:32:19 +01:00
27 changed files with 84 additions and 547 deletions

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map_editor.scn (Stored with Git LFS)

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map_editor/camera_boundary_mesh.res (Stored with Git LFS)

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map_editor/edit_mode_button_group.res (Stored with Git LFS)

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@ -1,143 +0,0 @@
class_name MapEditorController extends Node
##
## Default elevation height for terrain.
##
const DEFAULT_ELEVATION := 0.5
var _brush_selected := 0
@export
var _registered_brushes: Array[Image] = []
@export
var _registered_paints: Array[TerrainPaint] = []
var _paint_selected_erase := 0
var _paint_selected_blue := 0
var _paint_selected_green := 0
var _paint_selected_red := 0
##
##
##
var smooth_elevation := DEFAULT_ELEVATION
##
##
##
func disable_controls() -> void:
set_process(false)
##
##
##
func enable_controls() -> void:
set_process(true)
##
##
##
func get_registered_brushes() -> Array[Image]:
return _registered_brushes
##
##
##
func get_registered_paints() -> Array[TerrainPaint]:
return _registered_paints
##
##
##
func get_selected_brush() -> int:
return _brush_selected
##
##
##
func get_selected_paint_blue() -> int:
return _paint_selected_blue
##
##
##
func get_selected_paint_erase() -> int:
return _paint_selected_erase
##
##
##
func get_selected_paint_green() -> int:
return _paint_selected_green
##
##
##
func get_selected_paint_red() -> int:
return _paint_selected_red
##
## Registers [code]brush_mask[/code] as a usable brush option in the editor.
##
func register_brush(brush_mask: Image) -> void:
_registered_brushes.append(brush_mask)
##
## Registers [code]terrain_paint[/code] as a usable paint option in the editor.
##
func register_paint(terrain_paint: TerrainPaint) -> void:
_registered_paints.append(terrain_paint)
##
## Resets the editor settings to their initial values.
##
func reset() -> void:
select_brush(0)
select_paint_erase(0)
select_paint_red(0)
select_paint_green(0)
select_paint_blue(0)
##
##
##
func select_brush(selected_index: int) -> void:
assert((selected_index >= 0) or (selected_index < _registered_brushes.size()))
_brush_selected = selected_index
##
##
##
func select_paint_blue(selected_index: int) -> void:
assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
_paint_selected_blue = selected_index
##
##
##
func select_paint_erase(selected_index: int) -> void:
assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
_paint_selected_erase = selected_index
##
##
##
func select_paint_green(selected_index: int) -> void:
assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
_paint_selected_green = selected_index
##
##
##
func select_paint_red(selected_index: int) -> void:
assert((selected_index >= 0) or (selected_index < _registered_paints.size()))
_paint_selected_red = selected_index

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@ -1,27 +1,33 @@
class_name DynamicTerrainInstance3D extends TerrainInstance3D class_name MapEditorTerrainCanvas extends Node
## ##
## Blank sample value. ## Blank sample value.
## ##
const BLANK := Color(0.0, 0.0, 0.0, 0.0) const BLANK := Color(0.0, 0.0, 0.0, 0.0)
var _editable_image: Image var _editable_image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
var _editable_texture: ImageTexture var _editable_texture := ImageTexture.create_from_image(_editable_image)
##
## Width and height of the canvas (in pixels).
##
var size := Vector2i.ONE:
kayomn marked this conversation as resolved
Review

Missing doc comment.

Missing doc comment.
set(value):
size = Vector2(maxi(size.x, value.x), maxi(size.y, value.y))
_editable_image.resize(size.x, size.y)
_editable_texture.set_image(_editable_image)
func _get_brush_area(point: Vector2i, mask_size: Vector2i, mask_scale: float) -> Rect2i: func _get_brush_area(point: Vector2i, mask_size: Vector2i, mask_scale: float) -> Rect2i:
# Convert worldspace point to image-space coordinates for mask. # Convert worldspace point to image-space coordinates for mask.
var scaled_mask_size := Vector2i(mask_size * mask_scale) var scaled_mask_size := Vector2i(mask_size * mask_scale)
return Rect2i((point + Vector2i(get_size() * 0.5)) - Vector2i(scaled_mask_size * 0.5), scaled_mask_size) return Rect2i((point + Vector2i(size * 0.5)) -
Vector2i(scaled_mask_size * 0.5), scaled_mask_size)
func _init() -> void: func _get_editable_area() -> Rect2i:
super._init() return Rect2i(Vector2i.ZERO, size).grow(-1)
_editable_image = Image.create(1, 1, false, Image.FORMAT_RGBAF)
_editable_texture = ImageTexture.create_from_image(_editable_image)
super.resize(Vector2i.ONE)
## ##
## Clears the terrain map to the value of [code]clear_elevation[/code]. ## Clears the terrain map to the value of [code]clear_elevation[/code].
@ -30,17 +36,23 @@ func clear(clear_elevation: float) -> void:
_editable_image.fill(Color(0.0, 0.0, 0.0, clampf(clear_elevation, 0.0, 1.0))) _editable_image.fill(Color(0.0, 0.0, 0.0, clampf(clear_elevation, 0.0, 1.0)))
_editable_texture.update(_editable_image) _editable_texture.update(_editable_image)
##
## Returns the canvas data as a [Texture2D].
##
func get_texture() -> Texture2D:
kayomn marked this conversation as resolved Outdated

Missing doc comment.

Missing doc comment.
return _editable_texture
## ##
## Oscillates the height of terrain toward a value of [member height_scale] (multiplied by ## Oscillates the height of terrain toward a value of [member height_scale] (multiplied by
## [code]level[/code]) around the area of [code]point[/code] determined by [code]mask[/code] ## [code]level[/code]) around the area of [code]point[/code] determined by [code]mask[/code]
## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code]. ## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code].
## ##
func oscillate(point: Vector2i, level: float, mask: Image, mask_scale: float, intensity: float) -> void: func oscillate(level: float, point: Vector2i, mask: Image, mask_scale: float, intensity: float) -> void:
var mask_size := mask.get_size() var mask_size := mask.get_size()
var brush_source := _get_brush_area(point, mask_size, mask_scale) var brush_source := _get_brush_area(point, mask_size, mask_scale)
if brush_source.has_area(): if brush_source.has_area():
var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source) var brush_target := _get_editable_area().intersection(brush_source)
if brush_target.has_area(): if brush_target.has_area():
var mask_ratio := mask_size / brush_source.size var mask_ratio := mask_size / brush_source.size
@ -64,12 +76,12 @@ func oscillate(point: Vector2i, level: float, mask: Image, mask_scale: float, in
## [code]intensity[/code] around the area of [code]point[/code] determined by [code]mask[/code] ## [code]intensity[/code] around the area of [code]point[/code] determined by [code]mask[/code]
## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code]. ## multiplied by [code]mask_scale[/code] at a rate of [code]intensity[/code].
## ##
func paint(point: Vector2i, color: Color, mask: Image, mask_scale: float, intensity: float) -> void: func paint(color: Color, point: Vector2i, mask: Image, mask_scale: float, intensity: float) -> void:
var mask_size := mask.get_size() var mask_size := mask.get_size()
var brush_source := _get_brush_area(point, mask_size, mask_scale) var brush_source := _get_brush_area(point, mask_size, mask_scale)
if brush_source.has_area(): if brush_source.has_area():
var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source) var brush_target := _get_editable_area().intersection(brush_source)
if brush_target.has_area(): if brush_target.has_area():
var mask_ratio := mask_size / brush_source.size var mask_ratio := mask_size / brush_source.size
@ -92,23 +104,6 @@ func paint(point: Vector2i, color: Color, mask: Image, mask_scale: float, intens
_editable_texture.update(_editable_image) _editable_texture.update(_editable_image)
##
## Attempts to resize the terrain geometry and map to be equal to [code]size[/code] (in-engine
## units), with [code]Vector2i.ONE[/code] as the minimum size.
##
## In the process of growing the terrain map, existing edge data will be copied to fill it out.
##
func resize(size: Vector2i) -> void:
super.resize(size)
var actual_size := get_size()
_editable_image.resize(actual_size.x, actual_size.y)
_editable_texture = ImageTexture.create_from_image(_editable_image)
update_terrain(_editable_texture)
## ##
## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning ## Samples the color value in the editable terrain at the worldspace [code]point[/code], returning
## its respective [Color] value. ## its respective [Color] value.
@ -117,7 +112,6 @@ func resize(size: Vector2i) -> void:
## instead. ## instead.
## ##
func sample(point: Vector2i) -> Color: func sample(point: Vector2i) -> Color:
var size := get_size()
var image_point := point + Vector2i(size * 0.5) var image_point := point + Vector2i(size * 0.5)
if Rect2i(Vector2i.ZERO, size).has_point(image_point): if Rect2i(Vector2i.ZERO, size).has_point(image_point):

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map_editor/menus_theme.res (Stored with Git LFS)

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@ -9,20 +9,15 @@
config_version=5 config_version=5
_global_script_classes=[{ _global_script_classes=[{
"base": "TerrainInstance3D",
"class": &"DynamicTerrainInstance3D",
"language": &"GDScript",
"path": "res://terrain/dynamic_terrain_instance_3d.gd"
}, {
"base": "HFlowContainer", "base": "HFlowContainer",
"class": &"ItemSelection", "class": &"ItemSelection",
"language": &"GDScript", "language": &"GDScript",
"path": "res://user_interface/button_selection.gd" "path": "res://user_interface/button_selection.gd"
}, { }, {
"base": "Node", "base": "Node",
"class": &"MapEditorController", "class": &"MapEditorTerrainCanvas",
"language": &"GDScript", "language": &"GDScript",
"path": "res://map_editor/map_editor_controller.gd" "path": "res://map_editor/map_editor_terrain_canvas.gd"
}, { }, {
"base": "Node3D", "base": "Node3D",
"class": &"PlayerController", "class": &"PlayerController",
@ -45,9 +40,8 @@ _global_script_classes=[{
"path": "res://terrain/paints/terrain_paint.gd" "path": "res://terrain/paints/terrain_paint.gd"
}] }]
_global_script_class_icons={ _global_script_class_icons={
"DynamicTerrainInstance3D": "",
"ItemSelection": "", "ItemSelection": "",
"MapEditorController": "", "MapEditorTerrainCanvas": "",
"PlayerController": "", "PlayerController": "",
"Settings": "", "Settings": "",
"TerrainInstance3D": "", "TerrainInstance3D": "",

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@ -4,7 +4,7 @@ const int MAP_COUNT = 4;
uniform sampler2D[MAP_COUNT] ALBEDO_MAPS; uniform sampler2D[MAP_COUNT] ALBEDO_MAPS;
uniform float MAX_HEIGHT = 100.0; uniform float HEIGHT_SCALE = 100.0;
uniform sampler2D[MAP_COUNT] NORMAL_MAPS; uniform sampler2D[MAP_COUNT] NORMAL_MAPS;
@ -39,7 +39,7 @@ void fragment() {
} }
float height(vec2 uv) { float height(vec2 uv) {
return MAX_HEIGHT * texture(TERRAIN_MAP, uv).a; return HEIGHT_SCALE * texture(TERRAIN_MAP, uv).a;
} }
void vertex() { void vertex() {

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@ -1,7 +1,12 @@
@tool
class_name TerrainInstance3D extends GeometryInstance3D class_name TerrainInstance3D extends GeometryInstance3D
const _DETAIL := 2
const _SHADER := preload("res://terrain/terrain.gdshader")
## ##
kayomn marked this conversation as resolved Outdated

Is this enum used anywhere anymore?

Is this enum used anywhere anymore?
## Identifier constant for a paint slot channel. ## Slots representing the paintable channels.
## ##
enum PaintSlot { enum PaintSlot {
ERASE, ERASE,
@ -10,78 +15,67 @@ enum PaintSlot {
BLUE, BLUE,
} }
const _DETAIL := 2 var _albedo_maps: Array[Texture2D] = [null, null, null, null]
var _albedo_map_textures: Array[Texture2D] = [null, null, null, null]
var _material := ShaderMaterial.new() var _material := ShaderMaterial.new()
var _normal_map_textures: Array[Texture2D] = [null, null, null, null]
var _mesh := PlaneMesh.new() var _mesh := PlaneMesh.new()
var _normal_maps: Array[Texture2D] = [null, null, null, null]
## ##
## The height scale range that is used to determine the minimums and maximums of the terrain map. ## Range of the height channel value, ranging from [code]0.0[/code] to [code]100.0[/code].
## ##
@export @export
var height_scale := 100.0: var height_scale := 100.0:
get:
return height_scale
set(value): set(value):
_material.set_shader_parameter("MAX_HEIGHT", value) value = maxf(value, 1.0)
height_scale = max(value, 0.0) if not(is_equal_approx(value, height_scale)):
_material.set_shader_parameter("HEIGHT_SCALE", value)
var _size := Vector2i.ZERO height_scale = value
##
## Size of the terrain geometry (in engine units).
##
@export
var size := Vector2i.ONE:
set(value):
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
_material.set_shader_parameter("SIZE", value)
size = value
func _init() -> void: func _init() -> void:
_material.shader = preload("res://terrain/terrain.gdshader") _material.shader = _SHADER
RenderingServer.instance_set_base(get_instance(), _mesh)
_mesh.surface_set_material(0, _material) _mesh.surface_set_material(0, _material)
RenderingServer.instance_set_base(get_instance(), _mesh)
## ##
## Returns the size of the terrain mesh (as in-engine units). ## Updates the terrain map being used by the terrain to be [code]terrain_map[/code].
## ##
func get_size() -> Vector2i: func update_map(terrain_map: Texture2D) -> void:
return _size _material.set_shader_parameter("TERRAIN_MAP", terrain_map)
## ##
## Attempts to resize the terrain to be equal to [code]size[/code] (in-engine units), with ## Updates the [TerrainPaint] being used by the terrain in [code]paint_slot[/code] to be
## [code]Vector2i.ONE[/code] as the minimum size.
##
func resize(size: Vector2i) -> void:
var width := maxi(size.x, 1)
var height := maxi(size.y, 1)
if (width != _size.x) or (height != _size.y):
_mesh.subdivide_width = width * _DETAIL
_mesh.subdivide_depth = height * _DETAIL
_mesh.size = size
_material.set_shader_parameter("SIZE", Vector2(size))
_size = size
##
## Updates the paint used by the paint channel identified by [code]paint_slot[/code] to
## [code]terrain_paint[/code]. ## [code]terrain_paint[/code].
## ##
func update_paint(paint_slot: PaintSlot, paint: TerrainPaint) -> void: func update_paint(paint_slot: PaintSlot, terrain_paint: TerrainPaint) -> void:
if paint == null: if _albedo_maps[paint_slot] != terrain_paint.albedo_map:
_albedo_map_textures[paint_slot] = null _albedo_maps[paint_slot] = terrain_paint.albedo_map
_normal_map_textures[paint_slot] = null
else: _material.set_shader_parameter("ALBEDO_MAPS", _albedo_maps)
_albedo_map_textures[paint_slot] = paint.albedo_map
_normal_map_textures[paint_slot] = paint.normal_map
_material.set_shader_parameter("ALBEDO_MAPS", _albedo_map_textures) if _normal_maps[paint_slot] != terrain_paint.normal_map:
_material.set_shader_parameter("NORMAL_MAPS", _normal_map_textures) _normal_maps[paint_slot] = terrain_paint.normal_map
## _material.set_shader_parameter("NORMAL_MAPS", _normal_maps)
## Updates the terrain map to [code]terrain_map[/code].
##
func update_terrain(terrain_map: Texture2D) -> void:
_material.set_shader_parameter("TERRAIN_MAP", terrain_map)