Editor Terrain Brush #2

Merged
kayomn merged 27 commits from editor-terrain-brush into main 2023-01-19 01:51:25 +01:00
62 changed files with 1107 additions and 277 deletions

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@ -72,6 +72,7 @@ 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:

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@ -9,6 +9,16 @@
config_version=5
_global_script_classes=[{
"base": "TerrainInstance3D",
"class": &"DynamicTerrainInstance3D",
"language": &"GDScript",
"path": "res://terrain/dynamic_terrain_instance_3d.gd"
}, {
"base": "HFlowContainer",
"class": &"ItemSelection",
"language": &"GDScript",
"path": "res://user_interface/button_selection.gd"
}, {
"base": "Node3D",
"class": &"PlayerController",
"language": &"GDScript",
@ -22,18 +32,27 @@ _global_script_classes=[{
"base": "GeometryInstance3D",
"class": &"TerrainInstance3D",
"language": &"GDScript",
"path": "res://terrain_instance_3d.gd"
"path": "res://terrain/terrain_instance_3d.gd"
}, {
"base": "Resource",
"class": &"TerrainPaint",
"language": &"GDScript",
"path": "res://terrain/paints/terrain_paint.gd"
}]
_global_script_class_icons={
"DynamicTerrainInstance3D": "",
"ItemSelection": "",
"PlayerController": "",
"Settings": "",
"TerrainInstance3D": ""
"TerrainInstance3D": "",
"TerrainPaint": ""
}
[application]
config/name="Protectorate"
run/main_scene="res://editor.scn"
config/use_custom_user_dir=true
config/features=PackedStringArray("4.0", "Forward Plus")
config/icon="res://icon.png"

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@ -0,0 +1,126 @@
class_name DynamicTerrainInstance3D extends TerrainInstance3D
##
## Blank sample value.
##
const BLANK := Color(0.0, 0.0, 0.0, 0.0)
var _editable_image: Image
var _editable_texture: ImageTexture
func _get_brush_area(point: Vector2i, mask_size: Vector2i, mask_scale: float) -> Rect2i:
# Convert worldspace point to image-space coordinates for mask.
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)
func _init() -> void:
super._init()
_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].
##
func clear(clear_elevation: float) -> void:
_editable_image.fill(Color(0.0, 0.0, 0.0, clampf(clear_elevation, 0.0, 1.0)))
_editable_texture.update(_editable_image)
##
## 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]
## 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:
var mask_size := mask.get_size()
var brush_source := _get_brush_area(point, mask_size, mask_scale)
if brush_source.has_area():
var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source)
if brush_target.has_area():
var mask_ratio := mask_size / brush_source.size
var offset := brush_target.position - brush_source.position
for y in brush_target.size.y:
var mask_y := int((offset.y + y) * mask_ratio.y)
for x in brush_target.size.x:
var coord := brush_target.position + Vector2i(x, y)
var pixel := _editable_image.get_pixelv(coord)
_editable_image.set_pixelv(coord, Color(pixel.r, pixel.g, pixel.b,
lerpf(pixel.a, level, intensity *\
mask.get_pixel(int((offset.x + x) * mask_ratio.x), mask_y).a)).clamp())
_editable_texture.update(_editable_image)
##
## Paints the texture of the terrain toward a value of [code]color[/code] multiplied by
## [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].
##
func paint(point: Vector2i, color: Color, mask: Image, mask_scale: float, intensity: float) -> void:
var mask_size := mask.get_size()
var brush_source := _get_brush_area(point, mask_size, mask_scale)
if brush_source.has_area():
var brush_target := Rect2i(Vector2i.ZERO, get_size()).intersection(brush_source)
if brush_target.has_area():
var mask_ratio := mask_size / brush_source.size
var offset := brush_target.position - brush_source.position
for y in brush_target.size.y:
var mask_y := int((offset.y + y) * mask_ratio.y)
for x in brush_target.size.x:
var coord := brush_target.position + Vector2i(x, y)
var pixel := _editable_image.get_pixelv(coord)
var mask_intensity_delta := intensity *\
mask.get_pixel(int((offset.x + x) * mask_ratio.x), mask_y).a
_editable_image.set_pixelv(coord, Color(
lerpf(pixel.r, color.r, mask_intensity_delta),
lerpf(pixel.g, color.g, mask_intensity_delta),
lerpf(pixel.b, color.b, mask_intensity_delta), pixel.a).clamp())
_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.
##
kayomn marked this conversation as resolved
Review

Missing doc comment.

Missing doc comment.
## 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
## its respective [Color] value.
##
## For sample coordinates outside of the terrain map worldspace, [code]BLANK[/code] is returned
## instead.
##
func sample(point: Vector2i) -> Color:
var size := get_size()
var image_point := point + Vector2i(size * 0.5)
if Rect2i(Vector2i.ZERO, size).has_point(image_point):
return _editable_image.get_pixelv(image_point)
return BLANK

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class_name TerrainPaint extends Resource
##
## Terrain albedo map data.
##
@export
var albedo_map: Texture2D = null
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Review

Missing doc comment.

Missing doc comment.
##
## Terrain normal map data.
##
@export
var normal_map: Texture2D = null
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Missing doc comment.

Missing doc comment.

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shader_type spatial;
const int MAP_COUNT = 4;
uniform sampler2D[MAP_COUNT] ALBEDO_MAPS;
uniform float MAX_HEIGHT = 100.0;
uniform sampler2D[MAP_COUNT] NORMAL_MAPS;
uniform vec2 SIZE;
uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable;
void fragment() {
vec2 uv = UV * (SIZE / 2.0);
vec2 uv_alt = uv * -0.5;
vec3 splat_map = texture(TERRAIN_MAP, UV).rgb;
float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0);
ALBEDO = blank * 0.5 * (texture(ALBEDO_MAPS[0], uv).rgb + texture(ALBEDO_MAPS[0], uv_alt).rgb);
for (int i = 0; i < (MAP_COUNT - 1); i += 1) {
int map_index = i + 1;
ALBEDO += splat_map[i] * 0.5 * (texture(ALBEDO_MAPS[map_index], uv).rgb +
texture(ALBEDO_MAPS[map_index], uv_alt).rgb);
}
NORMAL_MAP = blank * 0.5 *
(texture(NORMAL_MAPS[0], uv).rgb + texture(NORMAL_MAPS[0], uv_alt).rgb);
for (int i = 0; i < (MAP_COUNT - 1); i += 1) {
int map_index = i + 1;
NORMAL_MAP += splat_map[i] * 0.5 * (texture(NORMAL_MAPS[map_index], uv).rgb +
texture(NORMAL_MAPS[map_index], uv_alt).rgb);
}
}
float height(vec2 uv) {
return MAX_HEIGHT * texture(TERRAIN_MAP, uv).a;
}
void vertex() {
VERTEX.y = height(UV);
vec2 texel_size = UV / SIZE;
vec4 h = vec4(
height(UV + (texel_size * vec2(0, -1))),
height(UV + (texel_size * vec2(-1, 0))),
height(UV + (texel_size * vec2( 1, 0))),
height(UV + (texel_size * vec2( 0, 1))));
NORMAL = normalize(vec3(h.y - h.z, 2.0, h.x - h.w));
}

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class_name TerrainInstance3D extends GeometryInstance3D
##
## Identifier constant for a paint slot channel.
##
enum PaintSlot {
ERASE,
RED,
GREEN,
BLUE,
}
const _DETAIL := 2
var _albedo_map_textures: Array[Texture2D] = [null, null, null, null]
var _material := ShaderMaterial.new()
var _normal_map_textures: Array[Texture2D] = [null, null, null, null]
var _mesh := PlaneMesh.new()
##
## The height scale range that is used to determine the minimums and maximums of the terrain map.
##
@export
var height_scale := 100.0:
get:
return height_scale
set(value):
_material.set_shader_parameter("MAX_HEIGHT", value)
height_scale = max(value, 0.0)
var _size := Vector2i.ZERO
func _init() -> void:
_material.shader = preload("res://terrain/terrain.gdshader")
RenderingServer.instance_set_base(get_instance(), _mesh)
_mesh.surface_set_material(0, _material)
##
## Returns the size of the terrain mesh (as in-engine units).
##
func get_size() -> Vector2i:
return _size
##
## Attempts to resize the terrain to be equal to [code]size[/code] (in-engine units), with
## [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].
##
func update_paint(paint_slot: PaintSlot, paint: TerrainPaint) -> void:
if paint == null:
_albedo_map_textures[paint_slot] = null
_normal_map_textures[paint_slot] = null
else:
_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)
_material.set_shader_parameter("NORMAL_MAPS", _normal_map_textures)
##
## Updates the terrain map to [code]terrain_map[/code].
##
func update_terrain(terrain_map: Texture2D) -> void:
_material.set_shader_parameter("TERRAIN_MAP", terrain_map)

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@tool
class_name TerrainInstance3D extends GeometryInstance3D
const _DETAIL := 2
var _mesh := PlaneMesh.new()
var _material := ShaderMaterial.new()
##
##
##
@export
var size: Vector2i = Vector2i.ZERO:
get:
return size
set(value):
var width := maxi(value.x, 0)
var height := maxi(value.y, 0)
if (width != size.x) or (height != size.y):
if (width == 0) and (height == 0):
RenderingServer.instance_set_base(self.get_instance(), RID())
else:
self._mesh.subdivide_width = width * _DETAIL
self._mesh.subdivide_depth = height * _DETAIL
self._mesh.size = value
self._material.set_shader_parameter("SIZE", Vector2(value))
RenderingServer.instance_set_base(self.get_instance(), self._mesh)
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:
self._material.shader = preload("res://terrain_shader.gdshader")
self._mesh.surface_set_material(0, self._material)

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shader_type spatial;
uniform sampler2D LAYER_1_ALBEDO : hint_default_black;
uniform sampler2D LAYER_1_NORMAL_MAP : hint_default_black;
uniform sampler2D LAYER_2_ALBEDO : hint_default_black;
uniform sampler2D LAYER_2_NORMAL_MAP : hint_default_black;
uniform sampler2D LAYER_3_ALBEDO : hint_default_black;
uniform sampler2D LAYER_3_NORMAL_MAP : hint_default_black;
uniform sampler2D LAYER_4_ALBEDO : hint_default_black;
uniform sampler2D LAYER_4_NORMAL_MAP : hint_default_black;
uniform float MAX_HEIGHT = 100.0;
uniform vec2 SIZE;
uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable;
void fragment() {
vec2 uv = UV * SIZE;
vec2 uv_alt = uv * -0.25;
vec3 splat_map = texture(TERRAIN_MAP, UV).rgb;
float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0);
ALBEDO = blank * 0.5 * (texture(LAYER_1_ALBEDO, uv).rgb + texture(LAYER_1_ALBEDO, uv_alt).rgb);
ALBEDO += splat_map.r * 0.5 * (texture(LAYER_2_ALBEDO, uv).rgb + texture(LAYER_2_ALBEDO, uv_alt).rgb);
ALBEDO += splat_map.g * 0.5 * (texture(LAYER_3_ALBEDO, uv).rgb + texture(LAYER_3_ALBEDO, uv_alt).rgb);
ALBEDO += splat_map.b * 0.5 * (texture(LAYER_4_ALBEDO, uv).rgb + texture(LAYER_4_ALBEDO, uv_alt).rgb);
NORMAL_MAP = blank * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_1_NORMAL_MAP, uv_alt).rgb);
NORMAL_MAP += splat_map.r * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_2_NORMAL_MAP, uv_alt).rgb);
NORMAL_MAP += splat_map.g * 0.5 * (texture(LAYER_2_NORMAL_MAP, uv).rgb + texture(LAYER_3_NORMAL_MAP, uv_alt).rgb);
NORMAL_MAP += splat_map.b * 0.5 * (texture(LAYER_3_NORMAL_MAP, uv).rgb + texture(LAYER_4_NORMAL_MAP, uv_alt).rgb);
}
float height(vec2 uv) {
return MAX_HEIGHT * texture(TERRAIN_MAP, uv).a;
}
void vertex() {
VERTEX.y = height(UV);
vec2 texel_size = UV / SIZE;
vec4 h = vec4(
height(UV + (texel_size * vec2(0, -1))),
height(UV + (texel_size * vec2(-1, 0))),
height(UV + (texel_size * vec2( 1, 0))),
height(UV + (texel_size * vec2( 0, 1))));
NORMAL = normalize(vec3(h.y - h.z, 2.0, h.x - h.w));
}

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@tool
class_name ItemSelection extends HFlowContainer
##
## An item has been selected via GUI selection or [method select_item].
##
signal item_selected(index: int)
var _button_group := ButtonGroup.new()
##
## Number of items in the selection.
##
var item_count: int:
get:
return _button_group.get_buttons().size()
func _get_configuration_warnings() -> PackedStringArray:
return PackedStringArray()
##
## Adds a new item with no text and only [code]icon[/code] as the icon to the selection.
##
func add_icon_item(icon: Texture2D) -> void:
var child_count := get_child_count()
var button := Button.new()
button.icon = icon
button.icon_alignment = HORIZONTAL_ALIGNMENT_CENTER
button.toggle_mode = true
button.button_group = _button_group
button.button_pressed = child_count == 0
button.pressed.connect(func () -> void: select_item(child_count))
add_child(button)
##
## Returns the icon used by the item at [code]index[/code].
##
## An assertion is raised if [code]index[/code] is out of bounds from the item count.
##
func get_item_icon(index: int) -> Texture2D:
var buttons := _button_group.get_buttons()
assert(index < buttons.size(), "index out of range")
var button := buttons[index] as Button
return null if (button == null) else button.icon
##
## Returns the currently selected item index or [code]-1[/code] if no item is selected.
##
func get_selected_item() -> int:
var pressed_button := _button_group.get_pressed_button()
return -1 if (pressed_button == null) else pressed_button.get_index()
##
## Selects the item at [code]index[/code], emitting [signal item_selected] at the end.
##
## An assertion is raised if [code]index[/code] is out of bounds from the item count.
##
func select_item(index: int) -> void:
var buttons := _button_group.get_buttons()
assert(index < buttons.size(), "index out of range")
var pressed_button := _button_group.get_pressed_button()
if pressed_button != null:
pressed_button.set_pressed_no_signal(false)
buttons[index].set_pressed_no_signal(true)
item_selected.emit(index)

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