game/terrain/terrain_map_canvas.gd

125 lines
4.4 KiB
GDScript

class_name TerrainMapCanvas extends Node
##
## Blank sample value.
##
const BLANK := Color(0.0, 0.0, 0.0, 0.0)
var _editable_image := Image.create(1, 1, false, Image.FORMAT_RGBAF)
var _editable_texture := ImageTexture.create_from_image(_editable_image)
##
## Width and height of the canvas (in pixels).
##
var size := Vector2i.ONE:
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:
# Convert worldspace point to image-space coordinates for mask.
var scaled_mask_size := Vector2i(mask_size * mask_scale)
return Rect2i((point + Vector2i(size * 0.5)) -
Vector2i(scaled_mask_size * 0.5), scaled_mask_size)
func _get_editable_area() -> Rect2i:
return Rect2i(Vector2i.ZERO, size).grow(-1)
##
## 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)
##
## Returns the canvas data as a [Texture2D] where RGB channels are encoded in the red, green, and
## blue, component of each pixel and the height is the alpha component.
##
## The returned value is designed for use with a [TerrainInstance3D] or other class compatible with
## the encoded format specified above.
##
func get_texture() -> Texture2D:
return _editable_texture
##
## 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(level: float, point: Vector2i, 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 := _get_editable_area().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(color: Color, point: Vector2i, 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 := _get_editable_area().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)
##
## 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 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