@tool extends AcceptDialog const HTerrain = preload("../../hterrain.gd") const HTerrainData = preload("../../hterrain_data.gd") const HTerrainMesher = preload("../../hterrain_mesher.gd") const HT_Util = preload("../../util/util.gd") const HT_TextureGenerator = preload("./texture_generator.gd") const HT_TextureGeneratorPass = preload("./texture_generator_pass.gd") const HT_Logger = preload("../../util/logger.gd") const HT_ImageFileCache = preload("../../util/image_file_cache.gd") const HT_Inspector = preload("../inspector/inspector.gd") const HT_TerrainPreview = preload("../terrain_preview.gd") const HT_ProgressWindow = preload("../progress_window.gd") const HT_ProgressWindowScene = preload("../progress_window.tscn") # TODO Power of two is assumed here. # I wonder why it doesn't have the off by one terrain textures usually have const MAX_VIEWPORT_RESOLUTION = 512 #signal progress_notified(info) # { "progress": real, "message": string, "finished": bool } @onready var _inspector_container : Control = $VBoxContainer/Editor/Settings @onready var _inspector : HT_Inspector = $VBoxContainer/Editor/Settings/Inspector @onready var _preview : HT_TerrainPreview = $VBoxContainer/Editor/Preview/TerrainPreview @onready var _progress_bar : ProgressBar = $VBoxContainer/Editor/Preview/ProgressBar var _dummy_texture = load("res://addons/zylann.hterrain/tools/icons/empty.png") var _terrain : HTerrain = null var _applying := false var _generator : HT_TextureGenerator var _generated_textures := [null, null] var _dialog_visible := false var _undo_map_ids := {} var _image_cache : HT_ImageFileCache = null var _undo_redo_manager : EditorUndoRedoManager var _logger := HT_Logger.get_for(self) var _viewport_resolution := MAX_VIEWPORT_RESOLUTION var _progress_window : HT_ProgressWindow static func get_shader(shader_name: String) -> Shader: var path := "res://addons/zylann.hterrain/tools/generator/shaders"\ .path_join(str(shader_name, ".gdshader")) return load(path) as Shader func _init(): # Godot 4 does not have a plain WindowDialog class... there is Window but it's too unfriendly... get_ok_button().hide() _progress_window = HT_ProgressWindowScene.instantiate() add_child(_progress_window) func _ready(): _inspector.set_prototype({ "seed": { "type": TYPE_INT, "randomizable": true, "range": { "min": -100, "max": 100 }, "slidable": false }, "offset": { "type": TYPE_VECTOR2 }, "base_height": { "type": TYPE_FLOAT, "range": {"min": -500.0, "max": 500.0, "step": 0.1 }, "default_value": -50.0 }, "height_range": { "type": TYPE_FLOAT, "range": {"min": 0.0, "max": 2000.0, "step": 0.1 }, "default_value": 150.0 }, "scale": { "type": TYPE_FLOAT, "range": {"min": 1.0, "max": 1000.0, "step": 1.0}, "default_value": 100.0 }, "roughness": { "type": TYPE_FLOAT, "range": {"min": 0.0, "max": 1.0, "step": 0.01}, "default_value": 0.4 }, "curve": { "type": TYPE_FLOAT, "range": {"min": 1.0, "max": 10.0, "step": 0.1}, "default_value": 1.0 }, "octaves": { "type": TYPE_INT, "range": {"min": 1, "max": 10, "step": 1}, "default_value": 6 }, "erosion_steps": { "type": TYPE_INT, "range": {"min": 0, "max": 100, "step": 1}, "default_value": 0 }, "erosion_weight": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0 }, "default_value": 0.5 }, "erosion_slope_factor": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0 }, "default_value": 0.0 }, "erosion_slope_direction": { "type": TYPE_VECTOR2, "default_value": Vector2(0, 0) }, "erosion_slope_invert": { "type": TYPE_BOOL, "default_value": false }, "dilation": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0 }, "default_value": 0.0 }, "island_weight": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0, "step": 0.01 }, "default_value": 0.0 }, "island_sharpness": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0, "step": 0.01 }, "default_value": 0.0 }, "island_height_ratio": { "type": TYPE_FLOAT, "range": { "min": -1.0, "max": 1.0, "step": 0.01 }, "default_value": -1.0 }, "island_shape": { "type": TYPE_FLOAT, "range": { "min": 0.0, "max": 1.0, "step": 0.01 }, "default_value": 0.0 }, "additive_heightmap": { "type": TYPE_BOOL, "default_value": false }, "show_sea": { "type": TYPE_BOOL, "default_value": true }, "shadows": { "type": TYPE_BOOL, "default_value": true } }) _generator = HT_TextureGenerator.new() _generator.set_resolution(Vector2i(_viewport_resolution, _viewport_resolution)) # Setup the extra pixels we want on max edges for terrain # TODO I wonder if it's not better to let the generator shaders work in pixels # instead of NDC, rather than putting a padding system there _generator.set_output_padding([0, 1, 0, 1]) _generator.output_generated.connect(_on_TextureGenerator_output_generated) _generator.completed.connect(_on_TextureGenerator_completed) _generator.progress_reported.connect(_on_TextureGenerator_progress_reported) add_child(_generator) # TEST if not Engine.is_editor_hint(): call_deferred("popup_centered") func apply_dpi_scale(dpi_scale: float): min_size *= dpi_scale _inspector_container.custom_minimum_size *= dpi_scale func set_terrain(terrain: HTerrain): _terrain = terrain _adjust_viewport_resolution() func _adjust_viewport_resolution(): if _terrain == null: return var data = _terrain.get_data() if data == null: return var terrain_resolution := data.get_resolution() # By default we want to work with a large enough viewport to generate tiles, # but we should pick a smaller size if the terrain is smaller than that... var vp_res := MAX_VIEWPORT_RESOLUTION while vp_res > terrain_resolution: vp_res /= 2 _generator.set_resolution(Vector2(vp_res, vp_res)) _viewport_resolution = vp_res func set_image_cache(image_cache: HT_ImageFileCache): _image_cache = image_cache func set_undo_redo(ur: EditorUndoRedoManager): _undo_redo_manager = ur func _notification(what: int): match what: NOTIFICATION_VISIBILITY_CHANGED: # We don't want any of this to run in an edited scene if HT_Util.is_in_edited_scene(self): return # Since Godot 4 visibility can be changed even between _enter_tree and _ready if _preview == null: return if visible: # TODO https://github.com/godotengine/godot/issues/18160 if _dialog_visible: return _dialog_visible = true _adjust_viewport_resolution() _preview.set_sea_visible(_inspector.get_value("show_sea")) _preview.set_shadows_enabled(_inspector.get_value("shadows")) _update_generator(true) else: # if not _applying: # _destroy_viewport() _preview.cleanup() for i in len(_generated_textures): _generated_textures[i] = null _dialog_visible = false func _update_generator(preview: bool): var scale : float = _inspector.get_value("scale") # Scale is inverted in the shader if absf(scale) < 0.01: scale = 0.0 else: scale = 1.0 / scale scale *= _viewport_resolution var preview_scale := 4.0 # As if 2049x2049 var sectors := [] var terrain_size := 513 var additive_heightmap : Texture2D = null # For testing if not Engine.is_editor_hint() and _terrain == null: sectors.append(Vector2(0, 0)) # Get preview scale and sectors to generate. # Allowing null terrain to make it testable. if _terrain != null and _terrain.get_data() != null: var terrain_data := _terrain.get_data() terrain_size = terrain_data.get_resolution() if _inspector.get_value("additive_heightmap"): additive_heightmap = terrain_data.get_texture(HTerrainData.CHANNEL_HEIGHT) if preview: # When previewing the resolution does not span the entire terrain, # so we apply a scale to some of the passes to make it cover it all. preview_scale = float(terrain_size) / float(_viewport_resolution) sectors.append(Vector2(0, 0)) else: if additive_heightmap != null: # We have to duplicate the heightmap because we are going to write # into it during the generation process. # It would be fine when we don't read outside of a generated tile, # but we actually do that for erosion: neighboring pixels are read # again, and if they were modified by a previous tile it will # disrupt generation, so we need to use a copy of the original. additive_heightmap = additive_heightmap.duplicate() # When we get to generate it fully, sectors are used, # so the size or shape of the terrain doesn't matter preview_scale = 1.0 var cw := terrain_size / _viewport_resolution var ch := terrain_size / _viewport_resolution for y in ch: for x in cw: sectors.append(Vector2(x, y)) var erosion_iterations := int(_inspector.get_value("erosion_steps")) erosion_iterations /= int(preview_scale) _generator.clear_passes() # Terrain textures need to have an off-by-one on their max edge, # which is shared with the other sectors. var base_offset_ndc = _inspector.get_value("offset") #var sector_size_offby1_ndc = float(VIEWPORT_RESOLUTION - 1) / padded_viewport_resolution for i in len(sectors): var sector = sectors[i] #var offset = sector * sector_size_offby1_ndc - Vector2(pad_offset_ndc, pad_offset_ndc) # var offset_px = sector * (VIEWPORT_RESOLUTION - 1) - Vector2(pad_offset_px, pad_offset_px) # var offset_ndc = offset_px / padded_viewport_resolution var progress := float(i) / len(sectors) var p := HT_TextureGeneratorPass.new() p.clear = true p.shader = get_shader("perlin_noise") # This pass generates the shapes of the terrain so will have to account for offset p.tile_pos = sector p.params = { "u_octaves": _inspector.get_value("octaves"), "u_seed": _inspector.get_value("seed"), "u_scale": scale, "u_offset": base_offset_ndc, "u_base_height": _inspector.get_value("base_height") / preview_scale, "u_height_range": _inspector.get_value("height_range") / preview_scale, "u_roughness": _inspector.get_value("roughness"), "u_curve": _inspector.get_value("curve"), "u_island_weight": _inspector.get_value("island_weight"), "u_island_sharpness": _inspector.get_value("island_sharpness"), "u_island_height_ratio": _inspector.get_value("island_height_ratio"), "u_island_shape": _inspector.get_value("island_shape"), "u_additive_heightmap": additive_heightmap, "u_additive_heightmap_factor": \ (1.0 if additive_heightmap != null else 0.0) / preview_scale, "u_terrain_size": terrain_size / preview_scale, "u_tile_size": _viewport_resolution } _generator.add_pass(p) if erosion_iterations > 0: p = HT_TextureGeneratorPass.new() p.shader = get_shader("erode") # TODO More erosion config p.params = { "u_slope_factor": _inspector.get_value("erosion_slope_factor"), "u_slope_invert": _inspector.get_value("erosion_slope_invert"), "u_slope_up": _inspector.get_value("erosion_slope_direction"), "u_weight": _inspector.get_value("erosion_weight"), "u_dilation": _inspector.get_value("dilation") } p.iterations = erosion_iterations p.padding = p.iterations _generator.add_pass(p) _generator.add_output({ "maptype": HTerrainData.CHANNEL_HEIGHT, "sector": sector, "progress": progress }) p = HT_TextureGeneratorPass.new() p.shader = get_shader("bump2normal") p.padding = 1 _generator.add_pass(p) _generator.add_output({ "maptype": HTerrainData.CHANNEL_NORMAL, "sector": sector, "progress": progress }) # TODO AO generation # TODO Splat generation _generator.run() func _on_CancelButton_pressed(): hide() func _on_ApplyButton_pressed(): # We used to hide the dialog when the Apply button is clicked, and then texture generation took # place in an offscreen viewport in multiple tiled stages, with a progress window being shown. # But in Godot 4, it turns out SubViewports never update if they are child of a hidden Window, # even if they are set to UPDATE_ALWAYS... #hide() _apply() func _on_Inspector_property_changed(key, value): match key: "show_sea": _preview.set_sea_visible(value) "shadows": _preview.set_shadows_enabled(value) _: _update_generator(true) func _on_TerrainPreview_dragged(relative: Vector2, button_mask: int): if button_mask & MOUSE_BUTTON_MASK_LEFT: var offset : Vector2 = _inspector.get_value("offset") offset += relative _inspector.set_value("offset", offset) func _apply(): if _terrain == null: _logger.error("cannot apply, terrain is null") return var data := _terrain.get_data() if data == null: _logger.error("cannot apply, terrain data is null") return var dst_heights := data.get_image(HTerrainData.CHANNEL_HEIGHT) if dst_heights == null: _logger.error("terrain heightmap image isn't loaded") return var dst_normals := data.get_image(HTerrainData.CHANNEL_NORMAL) if dst_normals == null: _logger.error("terrain normal image isn't loaded") return _applying = true _undo_map_ids[HTerrainData.CHANNEL_HEIGHT] = _image_cache.save_image(dst_heights) _undo_map_ids[HTerrainData.CHANNEL_NORMAL] = _image_cache.save_image(dst_normals) _update_generator(false) func _on_TextureGenerator_progress_reported(info: Dictionary): if _applying: return var p := 0.0 if info.pass_index == 1: p = float(info.iteration) / float(info.iteration_count) _progress_bar.show() _progress_bar.ratio = p func _on_TextureGenerator_output_generated(image: Image, info: Dictionary): if not _applying: # Update preview # TODO Improve TextureGenerator so we can get a ViewportTexture per output? var tex = _generated_textures[info.maptype] if tex == null: tex = ImageTexture.create_from_image(image) _generated_textures[info.maptype] = tex else: tex.update(image) var num_set := 0 for v in _generated_textures: if v != null: num_set += 1 if num_set == len(_generated_textures): _preview.setup( \ _generated_textures[HTerrainData.CHANNEL_HEIGHT], _generated_textures[HTerrainData.CHANNEL_NORMAL]) else: assert(_terrain != null) var data := _terrain.get_data() assert(data != null) var dst := data.get_image(info.maptype) assert(dst != null) #assert(image.get_format() == Image.FORMAT_RGB8 or image.get_format() == Image.FORMAT_RGBA8) # print("Tile ", info.sector) # image.save_png(str("debug_generator_tile_", # info.sector.x, "_", info.sector.y, "_map", info.maptype, ".png")) # image.convert(dst.get_format()) dst.blit_rect(image, \ Rect2i(0, 0, image.get_width(), image.get_height()), \ info.sector * _viewport_resolution) _notify_progress({ "progress": info.progress, "message": "Calculating sector (" + str(info.sector.x) + ", " + str(info.sector.y) + ")" }) # if info.maptype == HTerrainData.CHANNEL_NORMAL: # image.save_png(str("normal_sector_", info.sector.x, "_", info.sector.y, ".png")) func _on_TextureGenerator_completed(): _progress_bar.hide() if not _applying: return _applying = false assert(_terrain != null) var data : HTerrainData = _terrain.get_data() var resolution := data.get_resolution() data.notify_region_change(Rect2(0, 0, resolution, resolution), HTerrainData.CHANNEL_HEIGHT) var redo_map_ids := {} for map_type in _undo_map_ids: redo_map_ids[map_type] = _image_cache.save_image(data.get_image(map_type)) var undo_redo := _undo_redo_manager.get_history_undo_redo( _undo_redo_manager.get_object_history_id(data)) data._edit_set_disable_apply_undo(true) undo_redo.create_action("Generate terrain") undo_redo.add_do_method(data._edit_apply_maps_from_file_cache.bind(_image_cache, redo_map_ids)) undo_redo.add_undo_method( data._edit_apply_maps_from_file_cache.bind(_image_cache, _undo_map_ids)) undo_redo.commit_action() data._edit_set_disable_apply_undo(false) _notify_progress({ "finished": true }) _logger.debug("Done") hide() func _notify_progress(info: Dictionary): _progress_window.handle_progress(info) func _process(delta): if _applying: # HACK to workaround a peculiar behavior of Viewports in Godot 4. # Apparently Godot 4 will not update Viewports set to UPDATE_ALWAYS when the editor decides # it doesn't need to redraw ("low processor mode", what makes the editor redraw only with # changes). That wasn't the case in Godot 3, but I guess it is now. # That means when we click Apply, the viewport will not update in particular when doing # erosion passes, because the action of clicking Apply doesn't lead to as many redraws as # changing preview parameters in the UI (those cause redraws for different reasons). # So let's poke the renderer by redrawing something... # # This also piles on top of the workaround in which we keep the window visible when # applying! So the window has one more reason to stay visible... # _preview.queue_redraw()