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path: root/game/addons/zylann.hterrain/tools/brush/terrain_painter.gd
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@tool
extends Node

const HT_Painter = preload("./painter.gd")
const HTerrain = preload("../../hterrain.gd")
const HTerrainData = preload("../../hterrain_data.gd")
const HT_Logger = preload("../../util/logger.gd")
const HT_Brush = preload("./brush.gd")

const HT_RaiseShader = preload("./shaders/raise.gdshader")
const HT_SmoothShader = preload("./shaders/smooth.gdshader")
const HT_LevelShader = preload("./shaders/level.gdshader")
const HT_FlattenShader = preload("./shaders/flatten.gdshader")
const HT_ErodeShader = preload("./shaders/erode.gdshader")
const HT_Splat4Shader = preload("./shaders/splat4.gdshader")
const HT_Splat16Shader = preload("./shaders/splat16.gdshader")
const HT_SplatIndexedShader = preload("./shaders/splat_indexed.gdshader")
const HT_ColorShader = preload("./shaders/color.gdshader")
const HT_AlphaShader = preload("./shaders/alpha.gdshader")

const MODE_RAISE = 0
const MODE_LOWER = 1
const MODE_SMOOTH = 2
const MODE_FLATTEN = 3
const MODE_SPLAT = 4
const MODE_COLOR = 5
const MODE_MASK = 6
const MODE_DETAIL = 7
const MODE_LEVEL = 8
const MODE_ERODE = 9
const MODE_COUNT = 10

class HT_ModifiedMap:
   var map_type := 0
   var map_index := 0
   var painter_index := 0

signal flatten_height_changed

var _painters : Array[HT_Painter] = []

var _brush := HT_Brush.new()

var _color := Color(1, 0, 0, 1)
var _mask_flag := false
var _mode := MODE_RAISE
var _flatten_height := 0.0
var _detail_index := 0
var _detail_density := 1.0
var _texture_index := 0
var _slope_limit_low_angle := 0.0
var _slope_limit_high_angle := PI / 2.0

var _modified_maps := []
var _terrain : HTerrain
var _logger = HT_Logger.get_for(self)


func _init():
   for i in 4:
      var p := HT_Painter.new()
      # The name is just for debugging
      p.set_name(str("Painter", i))
      #p.set_brush_size(_brush_size)
      p.texture_region_changed.connect(_on_painter_texture_region_changed.bind(i))
      add_child(p)
      _painters.append(p)


func get_brush() -> HT_Brush:
   return _brush


func get_brush_size() -> int:
   return _brush.get_size()


func set_brush_size(s: int):
   _brush.set_size(s)
#  for p in _painters:
#     p.set_brush_size(_brush_size)


func set_brush_texture(texture: Texture2D):
   _brush.set_shapes([texture])
#  for p in _painters:
#     p.set_brush_texture(texture)


func get_opacity() -> float:
   return _brush.get_opacity()


func set_opacity(opacity: float):
   _brush.set_opacity(opacity)


func set_flatten_height(h: float):
   if h == _flatten_height:
      return
   _flatten_height = h
   flatten_height_changed.emit()


func get_flatten_height() -> float:
   return _flatten_height


func set_color(c: Color):
   _color = c


func get_color() -> Color:
   return _color


func set_mask_flag(m: bool):
   _mask_flag = m


func get_mask_flag() -> bool:
   return _mask_flag


func set_detail_density(d: float):
   _detail_density = clampf(d, 0.0, 1.0)


func get_detail_density() -> float:
   return _detail_density


func set_detail_index(di: int):
   _detail_index = di


func set_texture_index(i: int):
   _texture_index = i


func get_texture_index() -> int:
   return _texture_index


func get_slope_limit_low_angle() -> float:
   return _slope_limit_low_angle


func get_slope_limit_high_angle() -> float:
   return _slope_limit_high_angle


func set_slope_limit_angles(low: float, high: float):
   _slope_limit_low_angle = low
   _slope_limit_high_angle = high


func is_operation_pending() -> bool:
   for p in _painters:
      if p.is_operation_pending():
         return true
   return false


func has_modified_chunks() -> bool:
   for p in _painters:
      if p.has_modified_chunks():
         return true
   return false


func get_undo_chunk_size() -> int:
   return HT_Painter.UNDO_CHUNK_SIZE


func commit() -> Dictionary:
   assert(_terrain.get_data() != null)
   var terrain_data = _terrain.get_data()
   assert(not terrain_data.is_locked())
   
   var changes := []
   var chunk_positions : Array
   
   assert(len(_modified_maps) > 0)
   
   for mm in _modified_maps:
      #print("Flushing painter ", mm.painter_index)
      var painter : HT_Painter = _painters[mm.painter_index]
      var info := painter.commit()
      
      # Note, positions are always the same for each map
      chunk_positions = info.chunk_positions
   
      changes.append({
         "map_type": mm.map_type,
         "map_index": mm.map_index,
         "chunk_initial_datas": info.chunk_initial_datas,
         "chunk_final_datas": info.chunk_final_datas
      })
      
      var cs := get_undo_chunk_size()
      for pos in info.chunk_positions:
         var rect = Rect2(pos * cs, Vector2(cs, cs))
         # This will update vertical bounds and notify normal map baker,
         # since the latter updates out of order for preview
         terrain_data.notify_region_change(rect, mm.map_type, mm.map_index, false, true)
   
#  for i in len(_painters):
#     var p = _painters[i]
#     if p.has_modified_chunks():
#        print("Painter ", i, " has modified chunks")
   
   # `commit()` is supposed to consume these chunks, there should be none left
   assert(not has_modified_chunks())
   
   return {
      "chunk_positions": chunk_positions,
      "maps": changes
   }


func set_mode(mode: int):
   assert(mode >= 0 and mode < MODE_COUNT)
   _mode = mode


func get_mode() -> int:
   return _mode


func set_terrain(terrain: HTerrain):
   if terrain == _terrain:
      return
   _terrain = terrain
   # It's important  to release resources here,
   # otherwise Godot keeps modified terrain maps in memory and "reloads" them like that
   # next time we reopen the scene, even if we didn't save it
   for p in _painters:
      p.set_image(null, null)
      p.clear_brush_shader_params()


# This may be called from an `_input` callback.
# Returns `true` if any change was performed.
func paint_input(position: Vector2, pressure: float) -> bool:
   assert(_terrain.get_data() != null)
   var data := _terrain.get_data()
   assert(not data.is_locked())
   
   if not _brush.configure_paint_input(_painters, position, pressure):
      # Sometimes painting may not happen due to frequency options
      return false

   _modified_maps.clear()
   
   match _mode:
      MODE_RAISE:
         _paint_height(data, position, 1.0)

      MODE_LOWER:
         _paint_height(data, position, -1.0)

      MODE_SMOOTH:
         _paint_smooth(data, position)

      MODE_FLATTEN:
         _paint_flatten(data, position)

      MODE_LEVEL:
         _paint_level(data, position)
         
      MODE_ERODE:
         _paint_erode(data, position)

      MODE_SPLAT:
         # TODO Properly support what happens when painting outside of supported index
         # var supported_slots_count := terrain.get_cached_ground_texture_slot_count()
         # if _texture_index >= supported_slots_count:
         #  _logger.debug("Painting out of range of supported texture slots: {0}/{1}" \
         #     .format([_texture_index, supported_slots_count]))
         #  return
         if _terrain.is_using_indexed_splatmap():
            _paint_splat_indexed(data, position)
         else:
            var splatmap_count := _terrain.get_used_splatmaps_count()
            match splatmap_count:
               1:
                  _paint_splat4(data, position)
               4:
                  _paint_splat16(data, position)

      MODE_COLOR:
         _paint_color(data, position)

      MODE_MASK:
         _paint_mask(data, position)

      MODE_DETAIL:
         _paint_detail(data, position)
         
      _:
         _logger.error("Unknown mode {0}".format([_mode]))

   assert(len(_modified_maps) > 0)
   return true


func _on_painter_texture_region_changed(rect: Rect2, painter_index: int):
   var data := _terrain.get_data()
   if data == null:
      return
   for mm in _modified_maps:
      if mm.painter_index == painter_index:
         # This will tell auto-baked maps to update (like normals).
         data.notify_region_change(rect, mm.map_type, mm.map_index, false, false)
         break


func _paint_height(data: HTerrainData, position: Vector2, factor: float):
   var image := data.get_image(HTerrainData.CHANNEL_HEIGHT)
   var texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_HEIGHT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   # When using sculpting tools, make it dependent on brush size
   var raise_strength := 10.0 + float(_brush.get_size())
   var delta := factor * (2.0 / 60.0) * raise_strength
   
   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_RaiseShader)
   p.set_brush_shader_param("u_factor", delta)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_smooth(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_HEIGHT)
   var texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_HEIGHT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_SmoothShader)
   p.set_brush_shader_param("u_factor", 1.0)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_flatten(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_HEIGHT)
   var texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_HEIGHT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_FlattenShader)
   p.set_brush_shader_param("u_flatten_value", _flatten_height)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_level(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_HEIGHT)
   var texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_HEIGHT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_LevelShader)
   p.set_brush_shader_param("u_factor", (10.0 / 60.0))
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_erode(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_HEIGHT)
   var texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_HEIGHT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_ErodeShader)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_splat4(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_SPLAT)
   var texture := data.get_texture(HTerrainData.CHANNEL_SPLAT, 0, true)
   var heightmap_texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_SPLAT
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   var splat := Color(0.0, 0.0, 0.0, 0.0)
   splat[_texture_index] = 1.0;
   p.set_brush_shader(HT_Splat4Shader)
   p.set_brush_shader_param("u_splat", splat)
   _set_slope_limit_shader_params(p, heightmap_texture)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_splat_indexed(data: HTerrainData, position: Vector2):
   var map_types := [
      HTerrainData.CHANNEL_SPLAT_INDEX, 
      HTerrainData.CHANNEL_SPLAT_WEIGHT
   ]
   _modified_maps = []

   var textures := []
   for mode in 2:
      textures.append(data.get_texture(map_types[mode], 0, true))

   for mode in 2:
      var image := data.get_image(map_types[mode])
      
      var mm := HT_ModifiedMap.new()
      mm.map_type = map_types[mode]
      mm.map_index = 0
      mm.painter_index = mode
      _modified_maps.append(mm)

      var p : HT_Painter = _painters[mode]

      p.set_brush_shader(HT_SplatIndexedShader)
      p.set_brush_shader_param("u_mode", mode)
      p.set_brush_shader_param("u_index_map", textures[0])
      p.set_brush_shader_param("u_weight_map", textures[1])
      p.set_brush_shader_param("u_texture_index", _texture_index)
      p.set_image(image, textures[mode])
      p.paint_input(position)


func _paint_splat16(data: HTerrainData, position: Vector2):
   # Make sure required maps are present
   while data.get_map_count(HTerrainData.CHANNEL_SPLAT) < 4:
      data._edit_add_map(HTerrainData.CHANNEL_SPLAT)

   var splats := []
   for i in 4:
      splats.append(Color(0.0, 0.0, 0.0, 0.0))
   splats[_texture_index / 4][_texture_index % 4] = 1.0

   var textures := []
   for i in 4:
      textures.append(data.get_texture(HTerrainData.CHANNEL_SPLAT, i, true))

   var heightmap_texture := data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0)

   for i in 4:
      var image : Image = data.get_image(HTerrainData.CHANNEL_SPLAT, i)
      var texture : Texture = textures[i]
      
      var mm := HT_ModifiedMap.new()
      mm.map_type = HTerrainData.CHANNEL_SPLAT
      mm.map_index = i
      mm.painter_index = i
      _modified_maps.append(mm)

      var p : HT_Painter = _painters[i]

      var other_splatmaps := []
      for tex in textures:
         if tex != texture:
            other_splatmaps.append(tex)
      
      p.set_brush_shader(HT_Splat16Shader)
      p.set_brush_shader_param("u_splat", splats[i])
      p.set_brush_shader_param("u_other_splatmap_1", other_splatmaps[0])
      p.set_brush_shader_param("u_other_splatmap_2", other_splatmaps[1])
      p.set_brush_shader_param("u_other_splatmap_3", other_splatmaps[2])
      _set_slope_limit_shader_params(p, heightmap_texture)
      p.set_image(image, texture)
      p.paint_input(position)


func _paint_color(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_COLOR)
   var texture := data.get_texture(HTerrainData.CHANNEL_COLOR, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_COLOR
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   # There was a problem with painting colors because of sRGB
   # https://github.com/Zylann/godot_heightmap_plugin/issues/17#issuecomment-734001879

   p.set_brush_shader(HT_ColorShader)
   p.set_brush_shader_param("u_color", _color)
   p.set_brush_shader_param("u_normal_min_y", 0.0)
   p.set_brush_shader_param("u_normal_max_y", 1.0)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_mask(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_COLOR)
   var texture := data.get_texture(HTerrainData.CHANNEL_COLOR, 0, true)
   
   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_COLOR
   mm.map_index = 0
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   
   p.set_brush_shader(HT_AlphaShader)
   p.set_brush_shader_param("u_value", 1.0 if _mask_flag else 0.0)
   p.set_image(image, texture)
   p.paint_input(position)


func _paint_detail(data: HTerrainData, position: Vector2):
   var image := data.get_image(HTerrainData.CHANNEL_DETAIL, _detail_index)
   var texture := data.get_texture(HTerrainData.CHANNEL_DETAIL, _detail_index, true)
   var heightmap_texture = data.get_texture(HTerrainData.CHANNEL_HEIGHT, 0)

   var mm := HT_ModifiedMap.new()
   mm.map_type = HTerrainData.CHANNEL_DETAIL
   mm.map_index = _detail_index
   mm.painter_index = 0
   _modified_maps = [mm]

   var p : HT_Painter = _painters[0]
   var c := Color(_detail_density, _detail_density, _detail_density, 1.0)
   
   # TODO Don't use this shader (why?)
   p.set_brush_shader(HT_ColorShader)
   p.set_brush_shader_param("u_color", c)
   _set_slope_limit_shader_params(p, heightmap_texture)
   p.set_image(image, texture)
   p.paint_input(position)


func _set_slope_limit_shader_params(p: HT_Painter, heightmap_texture: Texture):
   p.set_brush_shader_param("u_normal_min_y", cos(_slope_limit_high_angle))
   p.set_brush_shader_param("u_normal_max_y", cos(_slope_limit_low_angle) + 0.001)
   p.set_brush_shader_param("u_heightmap", heightmap_texture)