Add terrain shader and configuration files; update World class for shader integration
This commit is contained in:
2257
Shaders/FastNoiseLite.gdshader
Normal file
2257
Shaders/FastNoiseLite.gdshader
Normal file
File diff suppressed because it is too large
Load Diff
304
Source/Tile.cs
304
Source/Tile.cs
@@ -1,304 +0,0 @@
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using System;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using Godot;
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public partial class Tile : Node2D
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{
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private Vector2I _size;
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private Vector2I _chunkId;
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private World _world;
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public CancellationToken CancellationToken { get; set; }
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public Tile(Vector2I size, Vector2I chunkId, World world)
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{
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_size = size;
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_chunkId = chunkId;
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_world = world;
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}
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public override void _Ready()
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{
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loadTile();
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}
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void loadTile()
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{
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Image image = Image.CreateEmpty(_size.X, _size.Y, false, Image.Format.Rgba8);
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Vector2I heightMapResolution = new Vector2I(
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_world.HeightMapImage.GetWidth(),
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_world.HeightMapImage.GetHeight()
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);
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Vector2I mapResolution = _world.ChunksPerAxis * _world.TileSize;
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Vector2I tileOffset = new Vector2I(
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_chunkId.X * _world.TileSize,
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_chunkId.Y * _world.TileSize
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);
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// Store parameters locally to avoid changes during generation
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float rockThreshold = _world.RockThreshold;
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float snowHeightThreshold = _world.SnowHeightThreshold;
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float waterThreshold = _world.WaterThreshold;
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float desertMoistureThreshold = _world.DesertMoistureThreshold;
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float desertTemperatureThreshold = _world.DesertTemperatureThreshold;
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DebugType debugType = _world.DebugType;
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// Use limited parallelism instead of unlimited Task.Run
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var parallelOptions = new ParallelOptions
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{
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MaxDegreeOfParallelism = Math.Max(1, (int)(System.Environment.ProcessorCount * 0.5)),
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CancellationToken = CancellationToken
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};
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Task.Run(() =>
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{
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try
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{
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Parallel.For(0, _size.X, parallelOptions, x =>
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{
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if (CancellationToken.IsCancellationRequested) return;
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for (int y = 0; y < _size.Y; y++)
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{
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if (CancellationToken.IsCancellationRequested) return;
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Vector2I pixelOffset = new Vector2I(
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x + tileOffset.X,
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y + tileOffset.Y
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);
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float heightValue = GetValueAtMapPosition(pixelOffset);
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float heatValue = GetHeatAtMapPosition(pixelOffset);
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float moistureValue = GetMoistureAtMapPosition(pixelOffset);
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// Get the max difference between the coord and its neighbors
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float maxDiff = 0.0f;
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float centerHeight = heightValue;
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bool bordersSea = false;
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for (int offsetX = -1; offsetX <= 1; offsetX++)
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{
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for (int offsetY = -1; offsetY <= 1; offsetY++)
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{
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if (offsetX == 0 && offsetY == 0)
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continue;
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Vector2I neighborCoords = new Vector2I(
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pixelOffset.X + offsetX,
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pixelOffset.Y + offsetY
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);
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float neighborHeight = GetValueAtMapPosition(neighborCoords);
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if (IsSeaAtMapPosition(neighborCoords))
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{
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bordersSea = true;
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}
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float diff = Mathf.Abs(centerHeight - neighborHeight);
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if (diff > maxDiff)
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{
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maxDiff = diff;
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}
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}
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}
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if (debugType == DebugType.None)
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{
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// Grass (default)
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image.SetPixel(x, y, Color.FromString("#bed58a", Colors.Purple));
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if (IsSeaAtMapPosition(pixelOffset))
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{
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// Water
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image.SetPixel(x, y, Color.FromString("#4380b0", Colors.Purple));
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continue;
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}
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if (isDesertAtMapPosition(pixelOffset))
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{
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// Desert
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image.SetPixel(x, y, Color.FromString("#edc9af", Colors.Purple));
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}
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if (bordersSea)
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{
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// Beach
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image.SetPixel(x, y, Color.FromString("#808080", Colors.Purple));
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continue;
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}
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if (heightValue > snowHeightThreshold && !isDesertAtMapPosition(pixelOffset))
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{
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// Snow
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image.SetPixel(x, y, Color.FromString("#f4f4f4", Colors.Purple));
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}
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// We want steep areas to be grey for rock.
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if (maxDiff > rockThreshold)
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{
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// Steep area
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image.SetPixel(x, y, Color.FromString("#e4d3a6", Colors.Purple));
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continue;
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}
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}
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else if (debugType == DebugType.Height)
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{
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float grayValue = heightValue;
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image.SetPixel(x, y, new Color(grayValue, grayValue, grayValue));
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}
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else if (debugType == DebugType.Slope)
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{
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float grayValue = maxDiff * 5.0f;
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image.SetPixel(x, y, new Color(grayValue, grayValue, grayValue));
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} else if (debugType == DebugType.Temperature)
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{
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image.SetPixel(x, y, new Color(heatValue, heatValue, heatValue));
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} else if (debugType == DebugType.Moisture)
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{
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image.SetPixel(x, y, new Color(moistureValue, moistureValue, moistureValue));
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}
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}
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});
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if (!CancellationToken.IsCancellationRequested)
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{
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// Create a texture from the image and assign it to a Sprite2D
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Texture2D texture = ImageTexture.CreateFromImage(image);
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Sprite2D sprite = new Sprite2D();
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sprite.Texture = texture;
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sprite.TextureFilter = TextureFilterEnum.Nearest;
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CallDeferred("add_child", sprite);
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}
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}
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catch (OperationCanceledException)
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{
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// Generation was cancelled, do nothing
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}
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}, CancellationToken);
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}
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// Terrain Query Methods
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private Vector2I ToHeightMapCoordinates(Vector2I position)
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{
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Vector2I heightMapResolution = new Vector2I(
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_world.HeightMapImage.GetWidth(),
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_world.HeightMapImage.GetHeight()
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);
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Vector2I mapResolution = _world.ChunksPerAxis * _world.TileSize;
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Vector2 mapDelta = (Vector2) position / (Vector2) mapResolution;
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Vector2I heightMapCoords = new Vector2I(
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(int)(mapDelta.X * heightMapResolution.X),
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(int)(mapDelta.Y * heightMapResolution.Y)
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);
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// Clamp to valid range
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heightMapCoords.X = Mathf.Clamp(heightMapCoords.X, 0, heightMapResolution.X - 1);
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heightMapCoords.Y = Mathf.Clamp(heightMapCoords.Y, 0, heightMapResolution.Y - 1);
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return heightMapCoords;
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}
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private float GetValueAtMapPosition(Vector2I position)
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{
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Vector2I heightMapCoords = ToHeightMapCoordinates(position);
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Color hmColor = _world.HeightMapImage.GetPixel(heightMapCoords.X, heightMapCoords.Y);
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return hmColor.R;
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}
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private bool isSeaAtMapPosition(Vector2I position)
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{
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float heightValue = GetValueAtMapPosition(position);
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return heightValue <= _world.WaterThreshold;
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}
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private bool isDesertAtMapPosition(Vector2I position)
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{
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float heatValue = GetHeatAtMapPosition(position);
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float moistureValue = GetMoistureAtMapPosition(position);
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return moistureValue < _world.DesertMoistureThreshold && heatValue > _world.DesertTemperatureThreshold;
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}
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private bool IsSeaAtMapPosition(Vector2I position)
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{
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float heightValue = GetValueAtMapPosition(position);
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return heightValue <= _world.WaterThreshold;
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}
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private FastNoiseLite _heatNoise = null;
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private float GetHeatAtMapPosition(Vector2I position)
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{
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if (_heatNoise == null)
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{
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_heatNoise = new FastNoiseLite();
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_heatNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
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_heatNoise.SetFrequency(1/_world.TemperatureNoiseFrequency);
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_heatNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
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_heatNoise.SetFractalOctaves(12);
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_heatNoise.SetSeed(1738);
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}
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Vector2I heightMapCoords = ToHeightMapCoordinates(position);
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float heat = _heatNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
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heat *= _world.TemperatureNoiseAmplitude;
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// Fall off towards the poles. Use sine function for a globe effect.
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float mapResolutionY = _world.HeightMapImage.GetHeight();
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float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
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heat = latitudeFactor + heat;
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return heat;
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}
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private FastNoiseLite _moistureNoise = null;
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private float GetMoistureAtMapPosition(Vector2I position)
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{
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if (_moistureNoise == null)
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{
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_moistureNoise = new FastNoiseLite();
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_moistureNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
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_moistureNoise.SetFrequency(1/_world.MoistureNoiseFrequency);
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_moistureNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
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_moistureNoise.SetFractalOctaves(12);
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_moistureNoise.SetSeed(1337);
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}
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Vector2I heightMapCoords = ToHeightMapCoordinates(position);
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float moisture = _moistureNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
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moisture *= _world.MoistureNoiseAmplitude;
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// Fall off towards the poles. Use sine function for a globe effect.
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float mapResolutionY = _world.HeightMapImage.GetHeight();
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float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
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moisture = latitudeFactor + moisture;
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return moisture;
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}
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}
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325
Source/World.cs
325
Source/World.cs
@@ -1,12 +1,5 @@
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using Godot;
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using System;
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using System.Collections.Concurrent;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Threading;
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using System.Threading.Tasks;
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using Godot.Collections;
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using Environment = Godot.Environment;
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public enum DebugType
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{
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@@ -20,52 +13,21 @@ public enum DebugType
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[Tool]
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public partial class World : Node2D
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{
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private int _chunksX = 32;
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[Export]
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public int ChunkXCount
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{
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get => _chunksX;
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set
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{
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_chunksX = value;
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LoadTiles();
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}
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}
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public Vector2I ChunksPerAxis
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{
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get
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{
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if (HeightMapImage == null)
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{
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return new Vector2I(_chunksX, _chunksX);
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}
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Vector2I heightMapResolution = new Vector2I(HeightMapImage.GetWidth(), HeightMapImage.GetHeight());
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int chunksY = (int)(heightMapResolution.Y / (heightMapResolution.X / _chunksX));
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return new Vector2I(_chunksX, chunksY);
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}
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}
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private int _tileSize = 96;
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[Export]
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public int TileSize
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{
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get => _tileSize;
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set
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{
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_tileSize = value;
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LoadTiles();
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}
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}
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[Export]
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public Texture2D HeightMapTexture;
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private float _rockThreshold = 0.05f;
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[Export]
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public int MapWidth
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{
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get => _mapWidth;
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set
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{
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_mapWidth = value;
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SetupShader();
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}
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}
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private int _mapWidth = 3072;
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[Export]
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public float RockThreshold
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{
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@@ -73,11 +35,11 @@ public partial class World : Node2D
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set
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{
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_rockThreshold = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _snowHeightThreshold = 0.8f;
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private float _rockThreshold = 0.05f;
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[Export]
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public float SnowHeightThreshold
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{
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@@ -85,11 +47,11 @@ public partial class World : Node2D
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set
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{
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_snowHeightThreshold = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _waterThreshold = 0.0f;
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private float _snowHeightThreshold = 0.8f;
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[Export]
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public float WaterThreshold
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{
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@@ -97,11 +59,11 @@ public partial class World : Node2D
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set
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{
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_waterThreshold = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _desertTemperatureThreshold = 0.7f;
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private float _waterThreshold = 0.0f;
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[Export]
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public float DesertTemperatureThreshold
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{
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@@ -109,11 +71,11 @@ public partial class World : Node2D
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set
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{
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_desertTemperatureThreshold = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _desertMoistureThreshold = 0.3f;
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private float _desertTemperatureThreshold = 0.7f;
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[Export]
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public float DesertMoistureThreshold
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{
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@@ -121,11 +83,11 @@ public partial class World : Node2D
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set
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{
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_desertMoistureThreshold = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _temperatureNoiseFrequency = 0.01f;
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private float _desertMoistureThreshold = 0.3f;
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[Export]
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public float TemperatureNoiseFrequency
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{
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@@ -133,11 +95,11 @@ public partial class World : Node2D
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set
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{
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_temperatureNoiseFrequency = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _moistureNoiseFrequency = 0.01f;
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private float _temperatureNoiseFrequency = 0.01f;
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[Export]
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public float MoistureNoiseFrequency
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{
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@@ -145,35 +107,35 @@ public partial class World : Node2D
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set
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{
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_moistureNoiseFrequency = value;
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LoadTiles();
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UpdateShaderParameters();
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}
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}
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private float _TemperatureNoiseAmplitude = 0.1f;
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private float _moistureNoiseFrequency = 0.01f;
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[Export]
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public float TemperatureNoiseAmplitude
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{
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get => _TemperatureNoiseAmplitude;
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get => _temperatureNoiseAmplitude;
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set
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{
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_TemperatureNoiseAmplitude = value;
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LoadTiles();
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_temperatureNoiseAmplitude = value;
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UpdateShaderParameters();
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}
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}
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private float _MoistureNoiseAmplitude = 0.1f;
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private float _temperatureNoiseAmplitude = 0.1f;
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[Export]
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||||
public float MoistureNoiseAmplitude
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public float MoistureNoiseAmplitude
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{
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get => _MoistureNoiseAmplitude;
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get => _moistureNoiseAmplitude;
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||||
set
|
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{
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_MoistureNoiseAmplitude = value;
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LoadTiles();
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_moistureNoiseAmplitude = value;
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UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private DebugType _debugType = DebugType.None;
|
||||
private float _moistureNoiseAmplitude = 0.1f;
|
||||
|
||||
[Export]
|
||||
public DebugType DebugType
|
||||
{
|
||||
@@ -181,136 +143,121 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_debugType = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
ConcurrentDictionary<Vector2I, Tile> _tiles = new ConcurrentDictionary<Vector2I, Tile>();
|
||||
private CancellationTokenSource _cancellationTokenSource;
|
||||
private static readonly int MaxDegreeOfParallelism = Math.Max(1, (int)(System.Environment.ProcessorCount * 0.5));
|
||||
private DebugType _debugType = DebugType.None;
|
||||
|
||||
private Sprite2D _terrainSprite;
|
||||
private ShaderMaterial _shaderMaterial;
|
||||
|
||||
public World()
|
||||
{
|
||||
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
|
||||
// If the height map image is not assigned, log an error and return
|
||||
if (HeightMapTexture == null)
|
||||
{
|
||||
GD.PrintErr("Height map image is not assigned.");
|
||||
GD.PrintErr("Height map texture is not assigned.");
|
||||
return;
|
||||
}
|
||||
|
||||
LoadTiles();
|
||||
|
||||
SetupShader();
|
||||
}
|
||||
|
||||
private void LoadTiles()
|
||||
private void SetupShader()
|
||||
{
|
||||
// Check if HeightMapImage is available
|
||||
if (HeightMapImage == null)
|
||||
// Don't run during initialization if not ready
|
||||
if (HeightMapTexture == null) return;
|
||||
|
||||
// Clear any existing terrain sprite
|
||||
if (_terrainSprite != null)
|
||||
{
|
||||
GD.PrintErr("Cannot load tiles: HeightMapImage is null");
|
||||
_terrainSprite.QueueFree();
|
||||
_terrainSprite = null;
|
||||
}
|
||||
|
||||
// Load the shader
|
||||
Shader terrainShader = GD.Load<Shader>("res://Shaders/terrain.gdshader");
|
||||
if (terrainShader == null)
|
||||
{
|
||||
GD.PrintErr("Failed to load terrain shader.");
|
||||
return;
|
||||
}
|
||||
|
||||
// Cancel any existing generation
|
||||
_cancellationTokenSource?.Cancel();
|
||||
_cancellationTokenSource = new CancellationTokenSource();
|
||||
var cancellationToken = _cancellationTokenSource.Token;
|
||||
|
||||
// Clear existing tiles
|
||||
foreach (var tile in _tiles.Values)
|
||||
|
||||
// Create shader material
|
||||
_shaderMaterial = new ShaderMaterial();
|
||||
_shaderMaterial.Shader = terrainShader;
|
||||
|
||||
// Get heightmap dimensions
|
||||
Image heightImage = HeightMapTexture.GetImage();
|
||||
if (heightImage == null)
|
||||
{
|
||||
tile.Visible = false;
|
||||
|
||||
// Delete and delete its children
|
||||
foreach (Node child in tile.GetChildren())
|
||||
{
|
||||
child.QueueFree();
|
||||
}
|
||||
tile.QueueFree();
|
||||
|
||||
GD.PrintErr("Failed to get image from HeightMapTexture.");
|
||||
return;
|
||||
}
|
||||
_tiles.Clear();
|
||||
|
||||
int scale = 1;
|
||||
|
||||
// Store local copies of parameters to avoid them changing mid-generation
|
||||
int tileSize = TileSize;
|
||||
int chunksX = _chunksX;
|
||||
|
||||
// Get the resolution of the height map image
|
||||
Vector2I heightMapResolution = new Vector2I(HeightMapImage.GetWidth(), HeightMapImage.GetHeight());
|
||||
|
||||
// Calculate the number of chunks in the Y direction based on the aspect ratio
|
||||
int chunksY = (int)(heightMapResolution.Y / (heightMapResolution.X / _chunksX));
|
||||
|
||||
// Loop through each chunk position and create a Tile
|
||||
Task.Run(() =>
|
||||
{
|
||||
try
|
||||
{
|
||||
for (int x = 0; x < chunksX; x++)
|
||||
{
|
||||
if (cancellationToken.IsCancellationRequested) return;
|
||||
Vector2I heightMapSize = new Vector2I(heightImage.GetWidth(), heightImage.GetHeight());
|
||||
|
||||
for (int y = 0; y < chunksY; y++)
|
||||
{
|
||||
if (cancellationToken.IsCancellationRequested) return;
|
||||
|
||||
Vector2I chunkId = new Vector2I(x, y);
|
||||
// Calculate output resolution
|
||||
// Height is always calculated based on heightmap aspect ratio
|
||||
int outputWidth = MapWidth;
|
||||
float aspectRatio = (float)heightMapSize.Y / heightMapSize.X;
|
||||
int outputHeight = (int)(outputWidth * aspectRatio);
|
||||
|
||||
Tile tile = new Tile(new Vector2I(tileSize, tileSize), chunkId, this);
|
||||
tile.CancellationToken = cancellationToken;
|
||||
tile.Position = new Vector2(chunkId.X * tileSize, chunkId.Y * tileSize) * scale;
|
||||
tile.Scale = new Vector2(scale, scale);
|
||||
|
||||
if (!cancellationToken.IsCancellationRequested)
|
||||
{
|
||||
CallDeferred("add_child", tile);
|
||||
_tiles[chunkId] = tile;
|
||||
// GD.Print("Loaded tile at chunk " + chunkId);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
catch (OperationCanceledException)
|
||||
{
|
||||
// GD.Print("Tile generation cancelled");
|
||||
}
|
||||
}, cancellationToken);
|
||||
// Create a sprite to display the shader
|
||||
_terrainSprite = new Sprite2D();
|
||||
_terrainSprite.Material = _shaderMaterial;
|
||||
_terrainSprite.TextureFilter = TextureFilterEnum.Nearest;
|
||||
|
||||
// Create a white texture with the desired output size
|
||||
// The shader will render over this
|
||||
Image whiteImage = Image.CreateEmpty(outputWidth, outputHeight, false, Image.Format.Rgba8);
|
||||
whiteImage.Fill(Colors.White);
|
||||
_terrainSprite.Texture = ImageTexture.CreateFromImage(whiteImage);
|
||||
|
||||
// Center the sprite
|
||||
_terrainSprite.Centered = false;
|
||||
|
||||
AddChild(_terrainSprite);
|
||||
|
||||
// Update all shader parameters
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
|
||||
private Image _heightMapCache;
|
||||
public Image HeightMapImage
|
||||
{
|
||||
get
|
||||
{
|
||||
// If not cached, load and cache it
|
||||
if (_heightMapCache == null && HeightMapTexture != null)
|
||||
{
|
||||
_heightMapCache = HeightMapTexture.GetImage();
|
||||
|
||||
// If GetImage() returns null, try loading directly from file
|
||||
if (_heightMapCache == null && HeightMapTexture.ResourcePath != "")
|
||||
{
|
||||
_heightMapCache = Image.LoadFromFile(HeightMapTexture.ResourcePath);
|
||||
|
||||
if (_heightMapCache == null)
|
||||
{
|
||||
GD.PushError($"Could not load heightmap from {HeightMapTexture.ResourcePath}");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return _heightMapCache;
|
||||
private void UpdateShaderParameters()
|
||||
{
|
||||
if (_shaderMaterial == null)
|
||||
{
|
||||
GD.PrintErr("ShaderMaterial is null, cannot update parameters");
|
||||
return;
|
||||
}
|
||||
|
||||
if (HeightMapTexture == null)
|
||||
{
|
||||
GD.PrintErr("HeightMapTexture is null, cannot update parameters");
|
||||
return;
|
||||
}
|
||||
|
||||
GD.Print($"Setting height_map texture: {HeightMapTexture.ResourcePath}");
|
||||
|
||||
// Set the heightmap texture
|
||||
_shaderMaterial.SetShaderParameter("height_map", HeightMapTexture);
|
||||
|
||||
// Set all threshold parameters
|
||||
_shaderMaterial.SetShaderParameter("water_threshold", WaterThreshold);
|
||||
_shaderMaterial.SetShaderParameter("rock_threshold", RockThreshold);
|
||||
_shaderMaterial.SetShaderParameter("snow_height_threshold", SnowHeightThreshold);
|
||||
_shaderMaterial.SetShaderParameter("desert_temperature_threshold", DesertTemperatureThreshold);
|
||||
_shaderMaterial.SetShaderParameter("desert_moisture_threshold", DesertMoistureThreshold);
|
||||
|
||||
// Set noise parameters
|
||||
_shaderMaterial.SetShaderParameter("temperature_noise_frequency", TemperatureNoiseFrequency);
|
||||
_shaderMaterial.SetShaderParameter("temperature_noise_amplitude", TemperatureNoiseAmplitude);
|
||||
_shaderMaterial.SetShaderParameter("moisture_noise_frequency", MoistureNoiseFrequency);
|
||||
_shaderMaterial.SetShaderParameter("moisture_noise_amplitude", MoistureNoiseAmplitude);
|
||||
|
||||
// Set debug mode
|
||||
_shaderMaterial.SetShaderParameter("debug_type", (int)DebugType);
|
||||
|
||||
GD.Print("Shader parameters updated successfully");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -18,6 +18,7 @@ RockThreshold = 0.04
|
||||
SnowHeightThreshold = 0.32
|
||||
WaterThreshold = 0.24
|
||||
DesertTemperatureThreshold = 0.84
|
||||
DesertMoistureThreshold = 0.96
|
||||
DesertMoistureThreshold = 0.98
|
||||
TemperatureNoiseFrequency = 1500.0
|
||||
MoistureNoiseFrequency = 1500.0
|
||||
MoistureNoiseAmplitude = 0.02
|
||||
|
||||
Reference in New Issue
Block a user