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author Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
committer Gone2Daly <71726742+Gone2Daly@users.noreply.github.com>2023-07-22 21:05:42 +0200
commit71b3cd829f80de4c2cd3972d8bfd5ee470a5d180 (patch)
treeb4280fde6eef2ae6987648bc7bf8e00e9011bb7f /game/addons/zylann.hterrain/tools/generator
parentce9022d0df74d6c33db3686622be2050d873ab0b (diff)
init_testtest3d
Diffstat (limited to 'game/addons/zylann.hterrain/tools/generator')
-rw-r--r--game/addons/zylann.hterrain/tools/generator/generator_dialog.gd562
-rw-r--r--game/addons/zylann.hterrain/tools/generator/generator_dialog.tscn84
-rw-r--r--game/addons/zylann.hterrain/tools/generator/shaders/bump2normal.gdshader27
-rw-r--r--game/addons/zylann.hterrain/tools/generator/shaders/erode.gdshader76
-rw-r--r--game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader211
-rw-r--r--game/addons/zylann.hterrain/tools/generator/texture_generator.gd331
-rw-r--r--game/addons/zylann.hterrain/tools/generator/texture_generator_pass.gd43
7 files changed, 1334 insertions, 0 deletions
diff --git a/game/addons/zylann.hterrain/tools/generator/generator_dialog.gd b/game/addons/zylann.hterrain/tools/generator/generator_dialog.gd
new file mode 100644
index 0000000..bbb7069
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/generator_dialog.gd
@@ -0,0 +1,562 @@
+@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):
+ # TODO We should check the terrain's image format,
+ # but that would prevent from testing in isolation...
+ if info.maptype == HTerrainData.CHANNEL_HEIGHT:
+ # Hack to workaround Godot 4.0 not supporting RF viewports. Heights are packed as floats
+ # into RGBA8 components.
+ assert(image.get_format() == Image.FORMAT_RGBA8)
+ image = Image.create_from_data(image.get_width(), image.get_height(), false,
+ Image.FORMAT_RF, image.get_data())
+
+ 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)
+# print("Tile ", info.sector)
+# image.save_png(str("debug_generator_tile_",
+# info.sector.x, "_", info.sector.y, "_map", info.maptype, ".png"))
+
+ # Converting in case Viewport texture isn't the format we expect for this map.
+ # Note, in Godot 4 it seems the chosen renderer also influences what you get.
+ # Forward+ non-transparent viewport gives RGB8, but Compatibility gives RGBA8.
+ # I don't know if it's expected or is a bug...
+ # Also, since RF heightmaps we use RGBA8 so we can pack floats in pixels, because
+ # Godot 4.0 does not support RF viewports. But that also means the same viewport may be
+ # re-used for other maps that don't need to be RGBA8.
+ if image.get_format() != dst.get_format():
+ 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()
+
diff --git a/game/addons/zylann.hterrain/tools/generator/generator_dialog.tscn b/game/addons/zylann.hterrain/tools/generator/generator_dialog.tscn
new file mode 100644
index 0000000..5d911e3
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/generator_dialog.tscn
@@ -0,0 +1,84 @@
+[gd_scene load_steps=5 format=3 uid="uid://cgfo1ocbdi1ug"]
+
+[ext_resource type="Script" path="res://addons/zylann.hterrain/tools/generator/generator_dialog.gd" id="1"]
+[ext_resource type="PackedScene" path="res://addons/zylann.hterrain/tools/inspector/inspector.tscn" id="2"]
+[ext_resource type="PackedScene" path="res://addons/zylann.hterrain/tools/terrain_preview.tscn" id="3"]
+[ext_resource type="PackedScene" path="res://addons/zylann.hterrain/tools/util/dialog_fitter.tscn" id="4"]
+
+[node name="GeneratorDialog" type="AcceptDialog"]
+title = "Generate terrain"
+size = Vector2i(1100, 780)
+min_size = Vector2i(1100, 620)
+script = ExtResource("1")
+
+[node name="VBoxContainer" type="VBoxContainer" parent="."]
+anchors_preset = 15
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_left = 8.0
+offset_top = 8.0
+offset_right = -8.0
+offset_bottom = -18.0
+
+[node name="Editor" type="HBoxContainer" parent="VBoxContainer"]
+layout_mode = 2
+size_flags_vertical = 3
+
+[node name="Settings" type="VBoxContainer" parent="VBoxContainer/Editor"]
+custom_minimum_size = Vector2(420, 0)
+layout_mode = 2
+
+[node name="Inspector" parent="VBoxContainer/Editor/Settings" instance=ExtResource("2")]
+layout_mode = 2
+
+[node name="Preview" type="Control" parent="VBoxContainer/Editor"]
+layout_mode = 2
+size_flags_horizontal = 3
+
+[node name="TerrainPreview" parent="VBoxContainer/Editor/Preview" instance=ExtResource("3")]
+layout_mode = 1
+anchors_preset = 15
+grow_horizontal = 2
+grow_vertical = 2
+
+[node name="Label" type="Label" parent="VBoxContainer/Editor/Preview"]
+layout_mode = 0
+offset_left = 5.0
+offset_top = 4.0
+offset_right = 207.0
+offset_bottom = 18.0
+text = "LMB: offset, MMB: rotate"
+
+[node name="ProgressBar" type="ProgressBar" parent="VBoxContainer/Editor/Preview"]
+layout_mode = 1
+anchors_preset = -1
+anchor_top = 1.0
+anchor_right = 1.0
+anchor_bottom = 1.0
+offset_top = -35.0
+step = 1.0
+
+[node name="Choices" type="HBoxContainer" parent="VBoxContainer"]
+layout_mode = 2
+alignment = 1
+
+[node name="ApplyButton" type="Button" parent="VBoxContainer/Choices"]
+layout_mode = 2
+text = "Apply"
+
+[node name="CancelButton" type="Button" parent="VBoxContainer/Choices"]
+layout_mode = 2
+text = "Cancel"
+
+[node name="DialogFitter" parent="." instance=ExtResource("4")]
+layout_mode = 3
+anchors_preset = 0
+offset_left = 8.0
+offset_top = 8.0
+offset_right = 1092.0
+offset_bottom = 762.0
+
+[connection signal="property_changed" from="VBoxContainer/Editor/Settings/Inspector" to="." method="_on_Inspector_property_changed"]
+[connection signal="dragged" from="VBoxContainer/Editor/Preview/TerrainPreview" to="." method="_on_TerrainPreview_dragged"]
+[connection signal="pressed" from="VBoxContainer/Choices/ApplyButton" to="." method="_on_ApplyButton_pressed"]
+[connection signal="pressed" from="VBoxContainer/Choices/CancelButton" to="." method="_on_CancelButton_pressed"]
diff --git a/game/addons/zylann.hterrain/tools/generator/shaders/bump2normal.gdshader b/game/addons/zylann.hterrain/tools/generator/shaders/bump2normal.gdshader
new file mode 100644
index 0000000..7dd9714
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/shaders/bump2normal.gdshader
@@ -0,0 +1,27 @@
+shader_type canvas_item;
+render_mode blend_disabled;
+
+#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
+
+//uniform sampler2D u_screen_texture : hint_screen_texture;
+uniform sampler2D u_previous_pass;
+
+vec4 pack_normal(vec3 n) {
+ return vec4((0.5 * (n + 1.0)).xzy, 1.0);
+}
+
+float get_height(sampler2D tex, vec2 uv) {
+ return sample_height_from_viewport(tex, uv);
+}
+
+void fragment() {
+ vec2 uv = SCREEN_UV;
+ vec2 ps = SCREEN_PIXEL_SIZE;
+ float left = get_height(u_previous_pass, uv + vec2(-ps.x, 0));
+ float right = get_height(u_previous_pass, uv + vec2(ps.x, 0));
+ float back = get_height(u_previous_pass, uv + vec2(0, -ps.y));
+ float fore = get_height(u_previous_pass, uv + vec2(0, ps.y));
+ vec3 n = normalize(vec3(left - right, 2.0, fore - back));
+ COLOR = pack_normal(n);
+}
+
diff --git a/game/addons/zylann.hterrain/tools/generator/shaders/erode.gdshader b/game/addons/zylann.hterrain/tools/generator/shaders/erode.gdshader
new file mode 100644
index 0000000..6f45e1c
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/shaders/erode.gdshader
@@ -0,0 +1,76 @@
+shader_type canvas_item;
+render_mode blend_disabled;
+
+#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
+
+uniform vec2 u_slope_up = vec2(0, 0);
+uniform float u_slope_factor = 1.0;
+uniform bool u_slope_invert = false;
+uniform float u_weight = 0.5;
+uniform float u_dilation = 0.0;
+//uniform sampler2D u_screen_texture : hint_screen_texture;
+uniform sampler2D u_previous_pass;
+
+float get_height(sampler2D tex, vec2 uv) {
+ return sample_height_from_viewport(tex, uv);
+}
+
+void fragment() {
+ float r = 3.0;
+
+ // Divide so the shader stays neighbor dependent 1 pixel across.
+ // For this to work, filtering must be enabled.
+ vec2 eps = SCREEN_PIXEL_SIZE / (0.99 * r);
+
+ vec2 uv = SCREEN_UV;
+ float h = get_height(u_previous_pass, uv);
+ float eh = h;
+ float dh = h;
+
+ // Morphology with circular structuring element
+ for (float y = -r; y <= r; ++y) {
+ for (float x = -r; x <= r; ++x) {
+
+ vec2 p = vec2(float(x), float(y));
+ float nh = get_height(u_previous_pass, uv + p * eps);
+
+ float s = max(length(p) - r, 0);
+ eh = min(eh, nh + s);
+
+ s = min(r - length(p), 0);
+ dh = max(dh, nh + s);
+ }
+ }
+
+ eh = mix(h, eh, u_weight);
+ dh = mix(h, dh, u_weight);
+
+ float ph = mix(eh, dh, u_dilation);
+
+ if (u_slope_factor > 0.0) {
+ vec2 ps = SCREEN_PIXEL_SIZE;
+
+ float left = get_height(u_previous_pass, uv + vec2(-ps.x, 0.0));
+ float right = get_height(u_previous_pass, uv + vec2(ps.x, 0.0));
+ float top = get_height(u_previous_pass, uv + vec2(0.0, ps.y));
+ float bottom = get_height(u_previous_pass, uv + vec2(0.0, -ps.y));
+
+ vec3 normal = normalize(vec3(left - right, ps.x + ps.y, bottom - top));
+ vec3 up = normalize(vec3(u_slope_up.x, 1.0, u_slope_up.y));
+
+ float f = max(dot(normal, up), 0);
+ if (u_slope_invert) {
+ f = 1.0 - f;
+ }
+
+ ph = mix(h, ph, mix(1.0, f, u_slope_factor));
+ //COLOR = vec4(f, f, f, 1.0);
+ }
+
+ //COLOR = vec4(0.5 * normal + 0.5, 1.0);
+
+ //eh = 0.5 * (eh + texture(SCREEN_TEXTURE, uv + mp * ps * k).r);
+ //eh = mix(h, eh, (1.0 - h) / r);
+
+ COLOR = encode_height_to_viewport(ph);
+}
diff --git a/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader b/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader
new file mode 100644
index 0000000..7609f7c
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/shaders/perlin_noise.gdshader
@@ -0,0 +1,211 @@
+shader_type canvas_item;
+// Required only because we use all 4 channels to encode floats into RGBA8
+render_mode blend_disabled;
+
+#include "res://addons/zylann.hterrain/shaders/include/heightmap.gdshaderinc"
+
+uniform vec2 u_offset;
+uniform float u_scale = 0.02;
+uniform float u_base_height = 0.0;
+uniform float u_height_range = 100.0;
+uniform int u_seed;
+uniform int u_octaves = 5;
+uniform float u_roughness = 0.5;
+uniform float u_curve = 1.0;
+uniform float u_terrain_size = 513.0;
+uniform float u_tile_size = 513.0;
+uniform sampler2D u_additive_heightmap;
+uniform float u_additive_heightmap_factor = 0.0;
+uniform vec2 u_uv_offset;
+uniform vec2 u_uv_scale = vec2(1.0, 1.0);
+
+uniform float u_island_weight = 0.0;
+// 0: smooth transition, 1: sharp transition
+uniform float u_island_sharpness = 0.0;
+// 0: edge is min height (island), 1: edge is max height (canyon)
+uniform float u_island_height_ratio = 0.0;
+// 0: round, 1: square
+uniform float u_island_shape = 0.0;
+
+////////////////////////////////////////////////////////////////////////////////
+// Perlin noise source:
+// https://github.com/curly-brace/Godot-3.0-Noise-Shaders
+//
+// GLSL textureless classic 2D noise \"cnoise\",
+// with an RSL-style periodic variant \"pnoise\".
+// Author: Stefan Gustavson (stefan.gustavson@liu.se)
+// Version: 2011-08-22
+//
+// Many thanks to Ian McEwan of Ashima Arts for the
+// ideas for permutation and gradient selection.
+//
+// Copyright (c) 2011 Stefan Gustavson. All rights reserved.
+// Distributed under the MIT license. See LICENSE file.
+// https://github.com/stegu/webgl-noise
+//
+
+vec4 mod289(vec4 x) {
+ return x - floor(x * (1.0 / 289.0)) * 289.0;
+}
+
+vec4 permute(vec4 x) {
+ return mod289(((x * 34.0) + 1.0) * x);
+}
+
+vec4 taylorInvSqrt(vec4 r) {
+ return 1.79284291400159 - 0.85373472095314 * r;
+}
+
+vec2 fade(vec2 t) {
+ return t * t * t * (t * (t * 6.0 - 15.0) + 10.0);
+}
+
+// Classic Perlin noise
+float cnoise(vec2 P) {
+ vec4 Pi = floor(vec4(P, P)) + vec4(0.0, 0.0, 1.0, 1.0);
+ vec4 Pf = fract(vec4(P, P)) - vec4(0.0, 0.0, 1.0, 1.0);
+ Pi = mod289(Pi); // To avoid truncation effects in permutation
+ vec4 ix = Pi.xzxz;
+ vec4 iy = Pi.yyww;
+ vec4 fx = Pf.xzxz;
+ vec4 fy = Pf.yyww;
+
+ vec4 i = permute(permute(ix) + iy);
+
+ vec4 gx = fract(i * (1.0 / 41.0)) * 2.0 - 1.0 ;
+ vec4 gy = abs(gx) - 0.5 ;
+ vec4 tx = floor(gx + 0.5);
+ gx = gx - tx;
+
+ vec2 g00 = vec2(gx.x,gy.x);
+ vec2 g10 = vec2(gx.y,gy.y);
+ vec2 g01 = vec2(gx.z,gy.z);
+ vec2 g11 = vec2(gx.w,gy.w);
+
+ vec4 norm = taylorInvSqrt(vec4(dot(g00, g00), dot(g01, g01), dot(g10, g10), dot(g11, g11)));
+ g00 *= norm.x;
+ g01 *= norm.y;
+ g10 *= norm.z;
+ g11 *= norm.w;
+
+ float n00 = dot(g00, vec2(fx.x, fy.x));
+ float n10 = dot(g10, vec2(fx.y, fy.y));
+ float n01 = dot(g01, vec2(fx.z, fy.z));
+ float n11 = dot(g11, vec2(fx.w, fy.w));
+
+ vec2 fade_xy = fade(Pf.xy);
+ vec2 n_x = mix(vec2(n00, n01), vec2(n10, n11), fade_xy.x);
+ float n_xy = mix(n_x.x, n_x.y, fade_xy.y);
+ return 2.3 * n_xy;
+}
+////////////////////////////////////////////////////////////////////////////////
+
+float get_fractal_noise(vec2 uv) {
+ float scale = 1.0;
+ float sum = 0.0;
+ float amp = 0.0;
+ int octaves = u_octaves;
+ float p = 1.0;
+ uv.x += float(u_seed) * 61.0;
+
+ for (int i = 0; i < octaves; ++i) {
+ sum += p * cnoise(uv * scale);
+ amp += p;
+ scale *= 2.0;
+ p *= u_roughness;
+ }
+
+ float gs = sum / amp;
+ return gs;
+}
+
+// x is a ratio in 0..1
+float get_island_curve(float x) {
+ return smoothstep(min(0.999, u_island_sharpness), 1.0, x);
+// float exponent = 1.0 + 10.0 * u_island_sharpness;
+// return pow(abs(x), exponent);
+}
+
+float smooth_union(float a, float b, float k) {
+ float h = clamp(0.5 + 0.5 * (b - a) / k, 0.0, 1.0);
+ return mix(b, a, h) - k * h * (1.0 - h);
+}
+
+float squareish_distance(vec2 a, vec2 b, float r, float s) {
+ vec2 v = b - a;
+ // TODO This is brute force but this is the first attempt that gave me a "rounded square" distance,
+ // where the "roundings" remained constant over distance (not the case with standard box SDF)
+ float da = -smooth_union(v.x+s, v.y+s, r)+s;
+ float db = -smooth_union(s-v.x, s-v.y, r)+s;
+ float dc = -smooth_union(s-v.x, v.y+s, r)+s;
+ float dd = -smooth_union(v.x+s, s-v.y, r)+s;
+ return max(max(da, db), max(dc, dd));
+}
+
+// This is too sharp
+//float squareish_distance(vec2 a, vec2 b) {
+// vec2 v = b - a;
+// // Manhattan distance would produce a "diamond-shaped distance".
+// // This gives "square-shaped" distance.
+// return max(abs(v.x), abs(v.y));
+//}
+
+float get_island_distance(vec2 pos, vec2 center, float terrain_size) {
+ float rd = distance(pos, center);
+ float sd = squareish_distance(pos, center, terrain_size * 0.1, terrain_size);
+ return mix(rd, sd, u_island_shape);
+}
+
+// pos is in terrain space
+float get_height(vec2 pos) {
+ float h = 0.0;
+
+ {
+ // Noise (0..1)
+ // Offset and scale for the noise itself
+ vec2 uv_noise = (pos / u_terrain_size + u_offset) * u_scale;
+ h = 0.5 + 0.5 * get_fractal_noise(uv_noise);
+ }
+
+ // Curve
+ {
+ h = pow(h, u_curve);
+ }
+
+ // Island
+ {
+ float terrain_size = u_terrain_size;
+ vec2 island_center = vec2(0.5 * terrain_size);
+ float island_height_ratio = 0.5 + 0.5 * u_island_height_ratio;
+ float island_distance = get_island_distance(pos, island_center, terrain_size);
+ float distance_ratio = clamp(island_distance / (0.5 * terrain_size), 0.0, 1.0);
+ float island_ratio = u_island_weight * get_island_curve(distance_ratio);
+ h = mix(h, island_height_ratio, island_ratio);
+ }
+
+ // Height remapping
+ {
+ h = u_base_height + h * u_height_range;
+ }
+
+ // Additive heightmap
+ {
+ vec2 uv = pos / u_terrain_size;
+ float ah = sample_heightmap(u_additive_heightmap, uv);
+ h += u_additive_heightmap_factor * ah;
+ }
+
+ return h;
+}
+
+void fragment() {
+ // Handle screen padding: transform UV back into generation space.
+ // This is in tile space actually...? it spans 1 unit across the viewport,
+ // and starts from 0 when tile (0,0) is generated.
+ // Maybe we could change this into world units instead?
+ vec2 uv_tile = (SCREEN_UV + u_uv_offset) * u_uv_scale;
+
+ float h = get_height(uv_tile * u_tile_size);
+
+ COLOR = encode_height_to_viewport(h);
+}
diff --git a/game/addons/zylann.hterrain/tools/generator/texture_generator.gd b/game/addons/zylann.hterrain/tools/generator/texture_generator.gd
new file mode 100644
index 0000000..0caaf7c
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/texture_generator.gd
@@ -0,0 +1,331 @@
+# Holds a viewport on which several passes may run to generate a final image.
+# Passes can have different shaders and re-use what was drawn by a previous pass.
+# TODO I'd like to make such a system working as a graph of passes for more possibilities.
+
+@tool
+extends Node
+
+const HT_Util = preload("res://addons/zylann.hterrain/util/util.gd")
+const HT_TextureGeneratorPass = preload("./texture_generator_pass.gd")
+const HT_Logger = preload("../../util/logger.gd")
+# TODO Can't preload because it causes the plugin to fail loading if assets aren't imported
+const DUMMY_TEXTURE_PATH = "res://addons/zylann.hterrain/tools/icons/empty.png"
+
+signal progress_reported(info)
+# Emitted when an output is generated.
+signal output_generated(image, metadata)
+# Emitted when all passes are complete
+signal completed
+
+class HT_TextureGeneratorViewport:
+ var viewport : SubViewport
+ var ci : TextureRect
+
+var _passes := []
+var _resolution := Vector2i(512, 512)
+var _output_padding := [0, 0, 0, 0]
+
+# Since Godot 4.0, we use ping-pong viewports because `hint_screen_texture` always returns `1.0`
+# for transparent pixels, which is wrong, but sadly appears to be intented...
+# https://github.com/godotengine/godot/issues/78207
+var _viewports : Array[HT_TextureGeneratorViewport] = [null, null]
+var _viewport_index := 0
+
+var _dummy_texture : Texture2D
+var _running := false
+var _rerun := false
+#var _tiles = PoolVector2Array([Vector2()])
+
+var _running_passes := []
+var _running_pass_index := 0
+var _running_iteration := 0
+var _shader_material : ShaderMaterial = null
+#var _uv_offset = 0 # Offset de to padding
+
+var _logger = HT_Logger.get_for(self)
+
+
+func _ready():
+ _dummy_texture = load(DUMMY_TEXTURE_PATH)
+ if _dummy_texture == null:
+ _logger.error(str("Failed to load dummy texture ", DUMMY_TEXTURE_PATH))
+
+ for viewport_index in len(_viewports):
+ var viewport = SubViewport.new()
+ # We render with 2D shaders, but we don't want the parent world to interfere
+ viewport.own_world_3d = true
+ viewport.world_3d = World3D.new()
+ viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
+ # Require RGBA8 so we can pack heightmap floats into pixels
+ viewport.transparent_bg = true
+ add_child(viewport)
+
+ var ci := TextureRect.new()
+ ci.stretch_mode = TextureRect.STRETCH_SCALE
+ ci.texture = _dummy_texture
+ viewport.add_child(ci)
+
+ var vp := HT_TextureGeneratorViewport.new()
+ vp.viewport = viewport
+ vp.ci = ci
+ _viewports[viewport_index] = vp
+
+ _shader_material = ShaderMaterial.new()
+
+ set_process(false)
+
+
+func is_running() -> bool:
+ return _running
+
+
+func clear_passes():
+ _passes.clear()
+
+
+func add_pass(p: HT_TextureGeneratorPass):
+ assert(_passes.find(p) == -1)
+ assert(p.iterations > 0)
+ _passes.append(p)
+
+
+func add_output(meta):
+ assert(len(_passes) > 0)
+ var p = _passes[-1]
+ p.output = true
+ p.metadata = meta
+
+
+# Sets at which base resolution the generator will work on.
+# In tiled rendering, this is the resolution of one tile.
+# The internal viewport may be larger if some passes need more room,
+# and the resulting images might include some of these pixels if output padding is used.
+func set_resolution(res: Vector2i):
+ assert(not _running)
+ _resolution = res
+
+
+# Tell image outputs to include extra pixels on the edges.
+# This extends the resolution of images compared to the base resolution.
+# The initial use case for this is to generate terrain tiles where edge pixels are
+# shared with the neighor tiles.
+func set_output_padding(p: Array):
+ assert(typeof(p) == TYPE_ARRAY)
+ assert(len(p) == 4)
+ for v in p:
+ assert(typeof(v) == TYPE_INT)
+ _output_padding = p
+
+
+func run():
+ assert(len(_passes) > 0)
+
+ if _running:
+ _rerun = true
+ return
+
+ for vp in _viewports:
+ assert(vp.viewport != null)
+ assert(vp.ci != null)
+
+ # Copy passes
+ var passes := []
+ passes.resize(len(_passes))
+ for i in len(_passes):
+ passes[i] = _passes[i].duplicate()
+ _running_passes = passes
+
+ # Pad pixels according to largest padding
+ var largest_padding := 0
+ for p in passes:
+ if p.padding > largest_padding:
+ largest_padding = p.padding
+ for v in _output_padding:
+ if v > largest_padding:
+ largest_padding = v
+ var padded_size := _resolution + 2 * Vector2i(largest_padding, largest_padding)
+
+# _uv_offset = Vector2( \
+# float(largest_padding) / padded_size.x,
+# float(largest_padding) / padded_size.y)
+
+ for vp in _viewports:
+ vp.ci.size = padded_size
+ vp.viewport.size = padded_size
+
+ # First viewport index doesn't matter.
+ # Maybe one issue of resetting it to zero would be that the previous run
+ # could have ended with the same viewport that will be sent as a texture as
+ # one of the uniforms of the shader material, which causes an error in the
+ # renderer because it's not allowed to use a viewport texture while
+ # rendering on the same viewport
+# _viewport_index = 0
+
+ var first_vp := _viewports[_viewport_index]
+ first_vp.viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
+ # I don't trust `UPDATE_ONCE`, it also doesn't reset so we never know if it actually works...
+ # https://github.com/godotengine/godot/issues/33351
+ first_vp.viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
+
+ for vp in _viewports:
+ if vp != first_vp:
+ vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
+
+ _running_pass_index = 0
+ _running_iteration = 0
+ _running = true
+ set_process(true)
+
+
+func _process(delta: float):
+ # TODO because of https://github.com/godotengine/godot/issues/7894
+ if not is_processing():
+ return
+
+ var prev_vpi := 0 if _viewport_index == 1 else 1
+ var prev_vp := _viewports[prev_vpi]
+
+ if _running_pass_index > 0:
+ var prev_pass : HT_TextureGeneratorPass = _running_passes[_running_pass_index - 1]
+ if prev_pass.output:
+ _create_output_image(prev_pass.metadata, prev_vp)
+
+ if _running_pass_index >= len(_running_passes):
+ _running = false
+
+ completed.emit()
+
+ if _rerun:
+ # run() was requested again before we complete...
+ # this will happen very frequently because we are forced to wait multiple frames
+ # before getting a result
+ _rerun = false
+ run()
+ else:
+ # Done
+ for vp in _viewports:
+ vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
+ set_process(false)
+ return
+
+ var p : HT_TextureGeneratorPass = _running_passes[_running_pass_index]
+
+ var vp := _viewports[_viewport_index]
+ vp.viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
+ prev_vp.viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
+
+ if _running_iteration == 0:
+ _setup_pass(p, vp)
+
+ _setup_iteration(vp, prev_vp)
+
+ _report_progress(_running_passes, _running_pass_index, _running_iteration)
+ # Wait one frame for render, and this for EVERY iteration and every pass,
+ # because Godot doesn't provide any way to run multiple feedback render passes in one go.
+ _running_iteration += 1
+
+ if _running_iteration == p.iterations:
+ _running_iteration = 0
+ _running_pass_index += 1
+
+ # Swap viewport for next pass
+ _viewport_index = (_viewport_index + 1) % 2
+
+ # The viewport should render after the tree was processed
+
+
+# Called at the beginning of each pass
+func _setup_pass(p: HT_TextureGeneratorPass, vp: HT_TextureGeneratorViewport):
+ if p.texture != null:
+ vp.ci.texture = p.texture
+ else:
+ vp.ci.texture = _dummy_texture
+
+ if p.shader != null:
+ if _shader_material == null:
+ _shader_material = ShaderMaterial.new()
+ _shader_material.shader = p.shader
+
+ vp.ci.material = _shader_material
+
+ if p.params != null:
+ for param_name in p.params:
+ _shader_material.set_shader_parameter(param_name, p.params[param_name])
+
+ var vp_size_f := Vector2(vp.viewport.size)
+ var res_f := Vector2(_resolution)
+ var scale_ndc := vp_size_f / res_f
+ var pad_offset_ndc := ((vp_size_f - res_f) / 2.0) / vp_size_f
+ var offset_ndc := -pad_offset_ndc + p.tile_pos / scale_ndc
+
+ # Because padding may be used around the generated area,
+ # the shader can use these predefined parameters,
+ # and apply the following to SCREEN_UV to adjust its calculations:
+ # vec2 uv = (SCREEN_UV + u_uv_offset) * u_uv_scale;
+
+ if p.params == null or not p.params.has("u_uv_scale"):
+ _shader_material.set_shader_parameter("u_uv_scale", scale_ndc)
+
+ if p.params == null or not p.params.has("u_uv_offset"):
+ _shader_material.set_shader_parameter("u_uv_offset", offset_ndc)
+
+ else:
+ vp.ci.material = null
+
+ if p.clear:
+ vp.viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ONCE
+
+
+# Called for every iteration of every pass
+func _setup_iteration(vp: HT_TextureGeneratorViewport, prev_vp: HT_TextureGeneratorViewport):
+ assert(vp != prev_vp)
+ if _shader_material != null:
+ _shader_material.set_shader_parameter("u_previous_pass", prev_vp.viewport.get_texture())
+
+
+func _create_output_image(metadata, vp: HT_TextureGeneratorViewport):
+ var tex := vp.viewport.get_texture()
+ var src := tex.get_image()
+# src.save_png(str("ddd_tgen_output", metadata.maptype, ".png"))
+
+ # Pick the center of the image
+ var subrect := Rect2i( \
+ (src.get_width() - _resolution.x) / 2, \
+ (src.get_height() - _resolution.y) / 2, \
+ _resolution.x, _resolution.y)
+
+ # Make sure we are pixel-perfect. If not, padding is odd
+# assert(int(subrect.position.x) == subrect.position.x)
+# assert(int(subrect.position.y) == subrect.position.y)
+
+ subrect.position.x -= _output_padding[0]
+ subrect.position.y -= _output_padding[2]
+ subrect.size.x += _output_padding[0] + _output_padding[1]
+ subrect.size.y += _output_padding[2] + _output_padding[3]
+
+ var dst : Image
+ if subrect == Rect2i(0, 0, src.get_width(), src.get_height()):
+ dst = src
+ else:
+ # Note: size MUST match at this point.
+ # If it doesn't, the viewport has not been configured properly,
+ # or padding has been modified while the generator was running
+ dst = Image.create( \
+ _resolution.x + _output_padding[0] + _output_padding[1], \
+ _resolution.y + _output_padding[2] + _output_padding[3], \
+ false, src.get_format())
+ dst.blit_rect(src, subrect, Vector2i())
+
+ output_generated.emit(dst, metadata)
+
+
+func _report_progress(passes: Array, pass_index: int, iteration: int):
+ var p = passes[pass_index]
+ progress_reported.emit({
+ "name": p.debug_name,
+ "pass_index": pass_index,
+ "pass_count": len(passes),
+ "iteration": iteration,
+ "iteration_count": p.iterations
+ })
+
diff --git a/game/addons/zylann.hterrain/tools/generator/texture_generator_pass.gd b/game/addons/zylann.hterrain/tools/generator/texture_generator_pass.gd
new file mode 100644
index 0000000..76745f1
--- /dev/null
+++ b/game/addons/zylann.hterrain/tools/generator/texture_generator_pass.gd
@@ -0,0 +1,43 @@
+
+# Name of the pass, for debug purposes
+var debug_name := ""
+# The viewport will be cleared at this pass
+var clear := false
+# Which main texture should be drawn.
+# If not set, a default texture will be drawn.
+# Note that it won't matter if the shader disregards it,
+# and will only serve to provide UVs, due to https://github.com/godotengine/godot/issues/7298.
+var texture : Texture = null
+# Which shader to use
+var shader : Shader = null
+# Parameters for the shader
+# TODO Use explicit Dictionary, dont allow null
+var params = null
+# How many pixels to pad the viewport on all edges, in case neighboring matters.
+# Outputs won't have that padding, but can pick part of it in case output padding is used.
+var padding := 0
+# How many times this pass must be run
+var iterations := 1
+# If not empty, the viewport will be downloaded as an image before the next pass
+var output := false
+# Sent along the output
+var metadata = null
+# Used for tiled rendering, where each tile has the base resolution,
+# in case the viewport cannot be made big enough to cover the final image,
+# of if you are generating a pseudo-infinite terrain.
+# TODO Have an API for this?
+var tile_pos := Vector2()
+
+func duplicate():
+ var p = get_script().new()
+ p.debug_name = debug_name
+ p.clear = clear
+ p.texture = texture
+ p.shader = shader
+ p.params = params
+ p.padding = padding
+ p.iterations = iterations
+ p.output = output
+ p.metadata = metadata
+ p.tile_pos = tile_pos
+ return p