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Diffstat (limited to 'game/addons/zylann.hterrain/tools/generator/generator_dialog.gd')
-rw-r--r--game/addons/zylann.hterrain/tools/generator/generator_dialog.gd562
1 files changed, 562 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()
+