project_teddy/addons/zylann.hterrain/tools/normalmap_baker.gd

148 lines
4.4 KiB
GDScript

# Bakes normals asynchronously in the editor as the heightmap gets modified.
# It uses the heightmap texture to change the normalmap image, which is then uploaded like an edit.
# This is probably not a nice method GPU-wise, but it's way faster than GDScript.
@tool
extends Node
const HTerrainData = preload("../hterrain_data.gd")
const VIEWPORT_SIZE = 64
const STATE_PENDING = 0
const STATE_PROCESSING = 1
var _viewport : SubViewport = null
var _ci : Sprite2D = null
var _pending_tiles_grid := {}
var _pending_tiles_queue := []
var _processing_tile = null
var _terrain_data : HTerrainData = null
func _init():
assert(VIEWPORT_SIZE <= HTerrainData.MIN_RESOLUTION)
_viewport = SubViewport.new()
_viewport.size = Vector2(VIEWPORT_SIZE + 2, VIEWPORT_SIZE + 2)
_viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ALWAYS
# We only render 2D, but we don't want the parent world to interfere
_viewport.world_3d = World3D.new()
_viewport.own_world_3d = true
add_child(_viewport)
var mat = ShaderMaterial.new()
mat.shader = load("res://addons/zylann.hterrain/tools/bump2normal_tex.gdshader")
_ci = Sprite2D.new()
_ci.centered = false
_ci.material = mat
_viewport.add_child(_ci)
set_process(false)
func set_terrain_data(data: HTerrainData):
if data == _terrain_data:
return
_pending_tiles_grid.clear()
_pending_tiles_queue.clear()
_processing_tile = null
_ci.texture = null
set_process(false)
if data == null:
_terrain_data.map_changed.disconnect(_on_terrain_data_map_changed)
_terrain_data.resolution_changed.disconnect(_on_terrain_data_resolution_changed)
_terrain_data = data
if _terrain_data != null:
_terrain_data.map_changed.connect(_on_terrain_data_map_changed)
_terrain_data.resolution_changed.connect(_on_terrain_data_resolution_changed)
_ci.texture = data.get_texture(HTerrainData.CHANNEL_HEIGHT)
func _on_terrain_data_map_changed(maptype: int, index: int):
if maptype == HTerrainData.CHANNEL_HEIGHT:
_ci.texture = _terrain_data.get_texture(HTerrainData.CHANNEL_HEIGHT)
func _on_terrain_data_resolution_changed():
# TODO Workaround issue https://github.com/godotengine/godot/issues/24463
_ci.queue_redraw()
# TODO Use Vector2i
func request_tiles_in_region(min_pos: Vector2, size: Vector2):
assert(is_inside_tree())
assert(_terrain_data != null)
var res = _terrain_data.get_resolution()
min_pos -= Vector2(1, 1)
var max_pos = min_pos + size + Vector2(1, 1)
var tmin = (min_pos / VIEWPORT_SIZE).floor()
var tmax = (max_pos / VIEWPORT_SIZE).ceil()
var ntx = res / VIEWPORT_SIZE
var nty = res / VIEWPORT_SIZE
tmin.x = clamp(tmin.x, 0, ntx)
tmin.y = clamp(tmin.y, 0, nty)
tmax.x = clamp(tmax.x, 0, ntx)
tmax.y = clamp(tmax.y, 0, nty)
for y in range(tmin.y, tmax.y):
for x in range(tmin.x, tmax.x):
request_tile(Vector2(x, y))
# TODO Use Vector2i
func request_tile(tpos: Vector2):
assert(tpos == tpos.round())
if _pending_tiles_grid.has(tpos):
var state = _pending_tiles_grid[tpos]
if state == STATE_PENDING:
return
_pending_tiles_grid[tpos] = STATE_PENDING
_pending_tiles_queue.push_front(tpos)
set_process(true)
func _process(delta):
if not is_processing():
return
if _processing_tile != null and _terrain_data != null:
var src = _viewport.get_texture().get_image()
var dst = _terrain_data.get_image(HTerrainData.CHANNEL_NORMAL)
src.convert(dst.get_format())
#src.save_png(str("test_", _processing_tile.x, "_", _processing_tile.y, ".png"))
var pos = _processing_tile * VIEWPORT_SIZE
var w = src.get_width() - 1
var h = src.get_height() - 1
dst.blit_rect(src, Rect2i(1, 1, w, h), pos)
_terrain_data.notify_region_change(Rect2(pos.x, pos.y, w, h), HTerrainData.CHANNEL_NORMAL)
if _pending_tiles_grid[_processing_tile] == STATE_PROCESSING:
_pending_tiles_grid.erase(_processing_tile)
_processing_tile = null
if _has_pending_tiles():
var tpos = _pending_tiles_queue[-1]
_pending_tiles_queue.pop_back()
# The sprite will be much larger than the viewport due to the size of the heightmap.
# We move it around so the part inside the viewport will correspond to the tile.
_ci.position = -VIEWPORT_SIZE * tpos + Vector2(1, 1)
_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
_processing_tile = tpos
_pending_tiles_grid[tpos] = STATE_PROCESSING
else:
set_process(false)
func _has_pending_tiles():
return len(_pending_tiles_queue) > 0