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5 changed files with 2616 additions and 494 deletions

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221
Shaders/terrain.gdshader Normal file
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shader_type canvas_item;
// Textures
uniform sampler2D height_map : filter_nearest;
// Thresholds
uniform float water_threshold = 0.0;
uniform float rock_threshold = 0.05;
uniform float snow_height_threshold = 0.8;
uniform float desert_temperature_threshold = 0.7;
uniform float desert_moisture_threshold = 0.3;
// Noise parameters
uniform float temperature_noise_frequency = 0.01;
uniform float temperature_noise_amplitude = 0.1;
uniform float moisture_noise_frequency = 0.01;
uniform float moisture_noise_amplitude = 0.1;
// Debug mode
uniform int debug_type = 0; // 0=None, 1=Slope, 2=Height, 3=Temperature, 4=Moisture
// Colors
const vec3 COLOR_WATER = vec3(0.263, 0.502, 0.690); // #4380b0
const vec3 COLOR_GRASS = vec3(0.745, 0.835, 0.541); // #bed58a
const vec3 COLOR_DESERT = vec3(0.929, 0.788, 0.686); // #edc9af
const vec3 COLOR_BEACH = vec3(0.502, 0.502, 0.502); // #808080
const vec3 COLOR_SNOW = vec3(0.957, 0.957, 0.957); // #f4f4f4
const vec3 COLOR_ROCK = vec3(0.894, 0.827, 0.651); // #e4d3a6
// Better hash function for noise
vec2 hash22(vec2 p, float seed) {
vec3 p3 = fract(vec3(p.xyx) * vec3(443.897, 441.423, 437.195));
p3 += dot(p3, p3.yzx + 19.19 + seed);
return fract((p3.xx + p3.yz) * p3.zy);
}
float hash12(vec2 p, float seed) {
vec3 p3 = fract(vec3(p.xyx) * 0.1031);
p3 += dot(p3, p3.yzx + 33.33 + seed);
return fract((p3.x + p3.y) * p3.z);
}
// Perlin noise
float perlin_noise(vec2 p, float seed) {
vec2 i = floor(p);
vec2 f = fract(p);
// Quintic interpolation
vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
// Get gradients
float a = hash12(i + vec2(0.0, 0.0), seed);
float b = hash12(i + vec2(1.0, 0.0), seed);
float c = hash12(i + vec2(0.0, 1.0), seed);
float d = hash12(i + vec2(1.0, 1.0), seed);
// Mix
return mix(mix(a, b, u.x), mix(c, d, u.x), u.y) * 2.0 - 1.0;
}
// FBM with 12 octaves
float fbm(vec2 p, float freq, float seed) {
float value = 0.0;
float amplitude = 0.5;
float frequency = freq;
for(int i = 0; i < 12; i++) {
value += amplitude * perlin_noise(p * frequency, seed);
frequency *= 2.0;
amplitude *= 0.5;
}
return value;
}
// Get height at UV coordinates
float get_height(vec2 uv) {
return texture(height_map, uv).r;
}
// Get heat value with latitude falloff
float get_heat(vec2 uv) {
vec2 heightmap_size = vec2(textureSize(height_map, 0));
vec2 heightmap_coords = uv * heightmap_size;
// Original C# uses 1/frequency for FastNoiseLite, so we invert
float actualFreq = 1.0 / temperature_noise_frequency;
float heat = fbm(heightmap_coords, actualFreq, 1738.0);
heat *= temperature_noise_amplitude;
// Latitude falloff (sine wave from poles to equator)
float latitude_factor = sin(3.14159265 * uv.y);
heat = latitude_factor + heat;
return heat;
}
// Get moisture value with latitude falloff
float get_moisture(vec2 uv) {
vec2 heightmap_size = vec2(textureSize(height_map, 0));
vec2 heightmap_coords = uv * heightmap_size;
// Original C# uses 1/frequency for FastNoiseLite, so we invert
float actualFreq = 1.0 / moisture_noise_frequency;
float moisture = fbm(heightmap_coords, actualFreq, 1337.0);
moisture *= moisture_noise_amplitude;
// Latitude falloff (sine wave from poles to equator)
float latitude_factor = sin(3.14159265 * uv.y);
moisture = latitude_factor + moisture;
return moisture;
}
// Check if position is sea
bool is_sea(vec2 uv) {
return get_height(uv) <= water_threshold;
}
// Check if position is desert
bool is_desert(vec2 uv, float heat, float moisture) {
return moisture < desert_moisture_threshold && heat > desert_temperature_threshold;
}
// Calculate max height difference with neighbors (for slope)
float get_max_slope(vec2 uv) {
vec2 heightmap_size = vec2(textureSize(height_map, 0));
vec2 texel_size = 1.0 / heightmap_size;
float center_height = get_height(uv);
float max_diff = 0.0;
// Check 8 neighbors
for(int x = -1; x <= 1; x++) {
for(int y = -1; y <= 1; y++) {
if(x == 0 && y == 0) continue;
vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size;
float neighbor_height = get_height(neighbor_uv);
float diff = abs(center_height - neighbor_height);
max_diff = max(max_diff, diff);
}
}
return max_diff;
}
// Check if any neighbor is sea (for beach detection)
bool borders_sea(vec2 uv) {
vec2 heightmap_size = vec2(textureSize(height_map, 0));
vec2 texel_size = 1.0 / heightmap_size;
for(int x = -1; x <= 1; x++) {
for(int y = -1; y <= 1; y++) {
if(x == 0 && y == 0) continue;
vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size;
if(is_sea(neighbor_uv)) {
return true;
}
}
}
return false;
}
void fragment() {
vec2 uv = UV;
float height_value = get_height(uv);
float heat_value = get_heat(uv);
float moisture_value = get_moisture(uv);
float slope = get_max_slope(uv);
vec3 color = COLOR_GRASS; // Default
if(debug_type == 0) {
// Normal rendering
// Water
if(is_sea(uv)) {
color = COLOR_WATER;
}
// Desert
else if(is_desert(uv, heat_value, moisture_value)) {
color = COLOR_DESERT;
}
// Beach (borders sea)
else if(borders_sea(uv)) {
color = COLOR_BEACH;
}
// Snow (high altitude, not desert)
else if(height_value > snow_height_threshold && !is_desert(uv, heat_value, moisture_value)) {
color = COLOR_SNOW;
}
// Rock (steep areas) - override everything except water
if(slope > rock_threshold && !is_sea(uv)) {
color = COLOR_ROCK;
}
}
else if(debug_type == 1) {
// Slope debug
float gray = slope * 5.0;
color = vec3(gray);
}
else if(debug_type == 2) {
// Height debug
color = vec3(height_value);
}
else if(debug_type == 3) {
// Temperature debug
color = vec3(heat_value);
}
else if(debug_type == 4) {
// Moisture debug
color = vec3(moisture_value);
}
COLOR = vec4(color, 1.0);
}

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@@ -1,304 +0,0 @@
using System;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
using Godot;
public partial class Tile : Node2D
{
private Vector2I _size;
private Vector2I _chunkId;
private World _world;
public CancellationToken CancellationToken { get; set; }
public Tile(Vector2I size, Vector2I chunkId, World world)
{
_size = size;
_chunkId = chunkId;
_world = world;
}
public override void _Ready()
{
loadTile();
}
void loadTile()
{
Image image = Image.CreateEmpty(_size.X, _size.Y, false, Image.Format.Rgba8);
Vector2I heightMapResolution = new Vector2I(
_world.HeightMapImage.GetWidth(),
_world.HeightMapImage.GetHeight()
);
Vector2I mapResolution = _world.ChunksPerAxis * _world.TileSize;
Vector2I tileOffset = new Vector2I(
_chunkId.X * _world.TileSize,
_chunkId.Y * _world.TileSize
);
// Store parameters locally to avoid changes during generation
float rockThreshold = _world.RockThreshold;
float snowHeightThreshold = _world.SnowHeightThreshold;
float waterThreshold = _world.WaterThreshold;
float desertMoistureThreshold = _world.DesertMoistureThreshold;
float desertTemperatureThreshold = _world.DesertTemperatureThreshold;
DebugType debugType = _world.DebugType;
// Use limited parallelism instead of unlimited Task.Run
var parallelOptions = new ParallelOptions
{
MaxDegreeOfParallelism = Math.Max(1, (int)(System.Environment.ProcessorCount * 0.5)),
CancellationToken = CancellationToken
};
Task.Run(() =>
{
try
{
Parallel.For(0, _size.X, parallelOptions, x =>
{
if (CancellationToken.IsCancellationRequested) return;
for (int y = 0; y < _size.Y; y++)
{
if (CancellationToken.IsCancellationRequested) return;
Vector2I pixelOffset = new Vector2I(
x + tileOffset.X,
y + tileOffset.Y
);
float heightValue = GetValueAtMapPosition(pixelOffset);
float heatValue = GetHeatAtMapPosition(pixelOffset);
float moistureValue = GetMoistureAtMapPosition(pixelOffset);
// Get the max difference between the coord and its neighbors
float maxDiff = 0.0f;
float centerHeight = heightValue;
bool bordersSea = false;
for (int offsetX = -1; offsetX <= 1; offsetX++)
{
for (int offsetY = -1; offsetY <= 1; offsetY++)
{
if (offsetX == 0 && offsetY == 0)
continue;
Vector2I neighborCoords = new Vector2I(
pixelOffset.X + offsetX,
pixelOffset.Y + offsetY
);
float neighborHeight = GetValueAtMapPosition(neighborCoords);
if (IsSeaAtMapPosition(neighborCoords))
{
bordersSea = true;
}
float diff = Mathf.Abs(centerHeight - neighborHeight);
if (diff > maxDiff)
{
maxDiff = diff;
}
}
}
if (debugType == DebugType.None)
{
// Grass (default)
image.SetPixel(x, y, Color.FromString("#bed58a", Colors.Purple));
if (IsSeaAtMapPosition(pixelOffset))
{
// Water
image.SetPixel(x, y, Color.FromString("#4380b0", Colors.Purple));
continue;
}
if (isDesertAtMapPosition(pixelOffset))
{
// Desert
image.SetPixel(x, y, Color.FromString("#edc9af", Colors.Purple));
}
if (bordersSea)
{
// Beach
image.SetPixel(x, y, Color.FromString("#808080", Colors.Purple));
continue;
}
if (heightValue > snowHeightThreshold && !isDesertAtMapPosition(pixelOffset))
{
// Snow
image.SetPixel(x, y, Color.FromString("#f4f4f4", Colors.Purple));
}
// We want steep areas to be grey for rock.
if (maxDiff > rockThreshold)
{
// Steep area
image.SetPixel(x, y, Color.FromString("#e4d3a6", Colors.Purple));
continue;
}
}
else if (debugType == DebugType.Height)
{
float grayValue = heightValue;
image.SetPixel(x, y, new Color(grayValue, grayValue, grayValue));
}
else if (debugType == DebugType.Slope)
{
float grayValue = maxDiff * 5.0f;
image.SetPixel(x, y, new Color(grayValue, grayValue, grayValue));
} else if (debugType == DebugType.Temperature)
{
image.SetPixel(x, y, new Color(heatValue, heatValue, heatValue));
} else if (debugType == DebugType.Moisture)
{
image.SetPixel(x, y, new Color(moistureValue, moistureValue, moistureValue));
}
}
});
if (!CancellationToken.IsCancellationRequested)
{
// Create a texture from the image and assign it to a Sprite2D
Texture2D texture = ImageTexture.CreateFromImage(image);
Sprite2D sprite = new Sprite2D();
sprite.Texture = texture;
sprite.TextureFilter = TextureFilterEnum.Nearest;
CallDeferred("add_child", sprite);
}
}
catch (OperationCanceledException)
{
// Generation was cancelled, do nothing
}
}, CancellationToken);
}
// Terrain Query Methods
private Vector2I ToHeightMapCoordinates(Vector2I position)
{
Vector2I heightMapResolution = new Vector2I(
_world.HeightMapImage.GetWidth(),
_world.HeightMapImage.GetHeight()
);
Vector2I mapResolution = _world.ChunksPerAxis * _world.TileSize;
Vector2 mapDelta = (Vector2) position / (Vector2) mapResolution;
Vector2I heightMapCoords = new Vector2I(
(int)(mapDelta.X * heightMapResolution.X),
(int)(mapDelta.Y * heightMapResolution.Y)
);
// Clamp to valid range
heightMapCoords.X = Mathf.Clamp(heightMapCoords.X, 0, heightMapResolution.X - 1);
heightMapCoords.Y = Mathf.Clamp(heightMapCoords.Y, 0, heightMapResolution.Y - 1);
return heightMapCoords;
}
private float GetValueAtMapPosition(Vector2I position)
{
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
Color hmColor = _world.HeightMapImage.GetPixel(heightMapCoords.X, heightMapCoords.Y);
return hmColor.R;
}
private bool isSeaAtMapPosition(Vector2I position)
{
float heightValue = GetValueAtMapPosition(position);
return heightValue <= _world.WaterThreshold;
}
private bool isDesertAtMapPosition(Vector2I position)
{
float heatValue = GetHeatAtMapPosition(position);
float moistureValue = GetMoistureAtMapPosition(position);
return moistureValue < _world.DesertMoistureThreshold && heatValue > _world.DesertTemperatureThreshold;
}
private bool IsSeaAtMapPosition(Vector2I position)
{
float heightValue = GetValueAtMapPosition(position);
return heightValue <= _world.WaterThreshold;
}
private FastNoiseLite _heatNoise = null;
private float GetHeatAtMapPosition(Vector2I position)
{
if (_heatNoise == null)
{
_heatNoise = new FastNoiseLite();
_heatNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
_heatNoise.SetFrequency(1/_world.TemperatureNoiseFrequency);
_heatNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
_heatNoise.SetFractalOctaves(12);
_heatNoise.SetSeed(1738);
}
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
float heat = _heatNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
heat *= _world.TemperatureNoiseAmplitude;
// Fall off towards the poles. Use sine function for a globe effect.
float mapResolutionY = _world.HeightMapImage.GetHeight();
float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
heat = latitudeFactor + heat;
return heat;
}
private FastNoiseLite _moistureNoise = null;
private float GetMoistureAtMapPosition(Vector2I position)
{
if (_moistureNoise == null)
{
_moistureNoise = new FastNoiseLite();
_moistureNoise.SetNoiseType(FastNoiseLite.NoiseTypeEnum.Perlin);
_moistureNoise.SetFrequency(1/_world.MoistureNoiseFrequency);
_moistureNoise.SetFractalType(FastNoiseLite.FractalTypeEnum.Fbm);
_moistureNoise.SetFractalOctaves(12);
_moistureNoise.SetSeed(1337);
}
Vector2I heightMapCoords = ToHeightMapCoordinates(position);
float moisture = _moistureNoise.GetNoise2D(heightMapCoords.X, heightMapCoords.Y);
moisture *= _world.MoistureNoiseAmplitude;
// Fall off towards the poles. Use sine function for a globe effect.
float mapResolutionY = _world.HeightMapImage.GetHeight();
float latitudeFactor = Mathf.Sin(Mathf.Pi * heightMapCoords.Y / mapResolutionY);
moisture = latitudeFactor + moisture;
return moisture;
}
}

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@@ -1,12 +1,5 @@
using Godot;
using System;
using System.Collections.Concurrent;
using System.Collections.Generic;
using System.Diagnostics;
using System.Threading;
using System.Threading.Tasks;
using Godot.Collections;
using Environment = Godot.Environment;
public enum DebugType
{
@@ -20,52 +13,21 @@ public enum DebugType
[Tool]
public partial class World : Node2D
{
private int _chunksX = 32;
[Export]
public int ChunkXCount
{
get => _chunksX;
set
{
_chunksX = value;
LoadTiles();
}
}
public Vector2I ChunksPerAxis
{
get
{
if (HeightMapImage == null)
{
return new Vector2I(_chunksX, _chunksX);
}
Vector2I heightMapResolution = new Vector2I(HeightMapImage.GetWidth(), HeightMapImage.GetHeight());
int chunksY = (int)(heightMapResolution.Y / (heightMapResolution.X / _chunksX));
return new Vector2I(_chunksX, chunksY);
}
}
private int _tileSize = 96;
[Export]
public int TileSize
{
get => _tileSize;
set
{
_tileSize = value;
LoadTiles();
}
}
[Export]
public Texture2D HeightMapTexture;
private float _rockThreshold = 0.05f;
[Export]
public int MapWidth
{
get => _mapWidth;
set
{
_mapWidth = value;
SetupShader();
}
}
private int _mapWidth = 3072;
[Export]
public float RockThreshold
{
@@ -73,11 +35,11 @@ public partial class World : Node2D
set
{
_rockThreshold = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _rockThreshold = 0.05f;
private float _snowHeightThreshold = 0.8f;
[Export]
public float SnowHeightThreshold
{
@@ -85,11 +47,11 @@ public partial class World : Node2D
set
{
_snowHeightThreshold = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _snowHeightThreshold = 0.8f;
private float _waterThreshold = 0.0f;
[Export]
public float WaterThreshold
{
@@ -97,11 +59,11 @@ public partial class World : Node2D
set
{
_waterThreshold = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _waterThreshold = 0.0f;
private float _desertTemperatureThreshold = 0.7f;
[Export]
public float DesertTemperatureThreshold
{
@@ -109,11 +71,11 @@ public partial class World : Node2D
set
{
_desertTemperatureThreshold = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _desertTemperatureThreshold = 0.7f;
private float _desertMoistureThreshold = 0.3f;
[Export]
public float DesertMoistureThreshold
{
@@ -121,11 +83,11 @@ public partial class World : Node2D
set
{
_desertMoistureThreshold = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _desertMoistureThreshold = 0.3f;
private float _temperatureNoiseFrequency = 0.01f;
[Export]
public float TemperatureNoiseFrequency
{
@@ -133,11 +95,11 @@ public partial class World : Node2D
set
{
_temperatureNoiseFrequency = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _temperatureNoiseFrequency = 0.01f;
private float _moistureNoiseFrequency = 0.01f;
[Export]
public float MoistureNoiseFrequency
{
@@ -145,35 +107,35 @@ public partial class World : Node2D
set
{
_moistureNoiseFrequency = value;
LoadTiles();
UpdateShaderParameters();
}
}
private float _moistureNoiseFrequency = 0.01f;
private float _TemperatureNoiseAmplitude = 0.1f;
[Export]
public float TemperatureNoiseAmplitude
{
get => _TemperatureNoiseAmplitude;
get => _temperatureNoiseAmplitude;
set
{
_TemperatureNoiseAmplitude = value;
LoadTiles();
_temperatureNoiseAmplitude = value;
UpdateShaderParameters();
}
}
private float _temperatureNoiseAmplitude = 0.1f;
private float _MoistureNoiseAmplitude = 0.1f;
[Export]
public float MoistureNoiseAmplitude
{
get => _MoistureNoiseAmplitude;
get => _moistureNoiseAmplitude;
set
{
_MoistureNoiseAmplitude = value;
LoadTiles();
_moistureNoiseAmplitude = value;
UpdateShaderParameters();
}
}
private float _moistureNoiseAmplitude = 0.1f;
private DebugType _debugType = DebugType.None;
[Export]
public DebugType DebugType
{
@@ -181,136 +143,121 @@ public partial class World : Node2D
set
{
_debugType = value;
LoadTiles();
UpdateShaderParameters();
}
}
private DebugType _debugType = DebugType.None;
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));
public World()
{
}
private Sprite2D _terrainSprite;
private ShaderMaterial _shaderMaterial;
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;
// Create shader material
_shaderMaterial = new ShaderMaterial();
_shaderMaterial.Shader = terrainShader;
// Clear existing tiles
foreach (var tile in _tiles.Values)
// Get heightmap dimensions
Image heightImage = HeightMapTexture.GetImage();
if (heightImage == null)
{
tile.Visible = false;
GD.PrintErr("Failed to get image from HeightMapTexture.");
return;
}
// Delete and delete its children
foreach (Node child in tile.GetChildren())
Vector2I heightMapSize = new Vector2I(heightImage.GetWidth(), heightImage.GetHeight());
// 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);
// 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 void UpdateShaderParameters()
{
child.QueueFree();
}
tile.QueueFree();
}
_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(() =>
if (_shaderMaterial == null)
{
try
{
for (int x = 0; x < chunksX; x++)
{
if (cancellationToken.IsCancellationRequested) return;
for (int y = 0; y < chunksY; y++)
{
if (cancellationToken.IsCancellationRequested) return;
Vector2I chunkId = new Vector2I(x, y);
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);
GD.PrintErr("ShaderMaterial is null, cannot update parameters");
return;
}
private Image _heightMapCache;
public Image HeightMapImage
if (HeightMapTexture == null)
{
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($"Could not load heightmap from {HeightMapTexture.ResourcePath}");
}
}
GD.PrintErr("HeightMapTexture is null, cannot update parameters");
return;
}
return _heightMapCache;
}
GD.Print($"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");
}
}

View File

@@ -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