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2 Commits
f7de1c67af
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c608369dcf
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c608369dcf | ||
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9e3cfb8d14 |
2257
Shaders/FastNoiseLite.gdshader
Normal file
2257
Shaders/FastNoiseLite.gdshader
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File diff suppressed because it is too large
Load Diff
221
Shaders/terrain.gdshader
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221
Shaders/terrain.gdshader
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@@ -0,0 +1,221 @@
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shader_type canvas_item;
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// Textures
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uniform sampler2D height_map : filter_nearest;
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// Thresholds
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uniform float water_threshold = 0.0;
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uniform float rock_threshold = 0.05;
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uniform float snow_height_threshold = 0.8;
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uniform float desert_temperature_threshold = 0.7;
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uniform float desert_moisture_threshold = 0.3;
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// Noise parameters
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uniform float temperature_noise_frequency = 0.01;
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uniform float temperature_noise_amplitude = 0.1;
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uniform float moisture_noise_frequency = 0.01;
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uniform float moisture_noise_amplitude = 0.1;
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// Debug mode
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uniform int debug_type = 0; // 0=None, 1=Slope, 2=Height, 3=Temperature, 4=Moisture
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// Colors
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const vec3 COLOR_WATER = vec3(0.263, 0.502, 0.690); // #4380b0
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const vec3 COLOR_GRASS = vec3(0.745, 0.835, 0.541); // #bed58a
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const vec3 COLOR_DESERT = vec3(0.929, 0.788, 0.686); // #edc9af
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const vec3 COLOR_BEACH = vec3(0.502, 0.502, 0.502); // #808080
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const vec3 COLOR_SNOW = vec3(0.957, 0.957, 0.957); // #f4f4f4
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const vec3 COLOR_ROCK = vec3(0.894, 0.827, 0.651); // #e4d3a6
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// Better hash function for noise
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vec2 hash22(vec2 p, float seed) {
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vec3 p3 = fract(vec3(p.xyx) * vec3(443.897, 441.423, 437.195));
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p3 += dot(p3, p3.yzx + 19.19 + seed);
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return fract((p3.xx + p3.yz) * p3.zy);
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}
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float hash12(vec2 p, float seed) {
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vec3 p3 = fract(vec3(p.xyx) * 0.1031);
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p3 += dot(p3, p3.yzx + 33.33 + seed);
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return fract((p3.x + p3.y) * p3.z);
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}
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// Perlin noise
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float perlin_noise(vec2 p, float seed) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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// Quintic interpolation
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vec2 u = f * f * f * (f * (f * 6.0 - 15.0) + 10.0);
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// Get gradients
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float a = hash12(i + vec2(0.0, 0.0), seed);
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float b = hash12(i + vec2(1.0, 0.0), seed);
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float c = hash12(i + vec2(0.0, 1.0), seed);
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float d = hash12(i + vec2(1.0, 1.0), seed);
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// Mix
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y) * 2.0 - 1.0;
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}
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// FBM with 12 octaves
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float fbm(vec2 p, float freq, float seed) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = freq;
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for(int i = 0; i < 12; i++) {
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value += amplitude * perlin_noise(p * frequency, seed);
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return value;
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}
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// Get height at UV coordinates
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float get_height(vec2 uv) {
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return texture(height_map, uv).r;
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}
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// Get heat value with latitude falloff
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float get_heat(vec2 uv) {
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vec2 heightmap_size = vec2(textureSize(height_map, 0));
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vec2 heightmap_coords = uv * heightmap_size;
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// Original C# uses 1/frequency for FastNoiseLite, so we invert
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float actualFreq = 1.0 / temperature_noise_frequency;
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float heat = fbm(heightmap_coords, actualFreq, 1738.0);
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heat *= temperature_noise_amplitude;
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// Latitude falloff (sine wave from poles to equator)
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float latitude_factor = sin(3.14159265 * uv.y);
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heat = latitude_factor + heat;
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return heat;
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}
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// Get moisture value with latitude falloff
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float get_moisture(vec2 uv) {
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vec2 heightmap_size = vec2(textureSize(height_map, 0));
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vec2 heightmap_coords = uv * heightmap_size;
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// Original C# uses 1/frequency for FastNoiseLite, so we invert
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float actualFreq = 1.0 / moisture_noise_frequency;
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float moisture = fbm(heightmap_coords, actualFreq, 1337.0);
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moisture *= moisture_noise_amplitude;
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// Latitude falloff (sine wave from poles to equator)
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float latitude_factor = sin(3.14159265 * uv.y);
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moisture = latitude_factor + moisture;
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return moisture;
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}
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// Check if position is sea
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bool is_sea(vec2 uv) {
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return get_height(uv) <= water_threshold;
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}
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// Check if position is desert
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bool is_desert(vec2 uv, float heat, float moisture) {
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return moisture < desert_moisture_threshold && heat > desert_temperature_threshold;
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}
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// Calculate max height difference with neighbors (for slope)
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float get_max_slope(vec2 uv) {
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vec2 heightmap_size = vec2(textureSize(height_map, 0));
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vec2 texel_size = 1.0 / heightmap_size;
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float center_height = get_height(uv);
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float max_diff = 0.0;
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// Check 8 neighbors
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for(int x = -1; x <= 1; x++) {
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for(int y = -1; y <= 1; y++) {
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if(x == 0 && y == 0) continue;
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vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size;
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float neighbor_height = get_height(neighbor_uv);
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float diff = abs(center_height - neighbor_height);
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max_diff = max(max_diff, diff);
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}
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}
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return max_diff;
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}
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// Check if any neighbor is sea (for beach detection)
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bool borders_sea(vec2 uv) {
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vec2 heightmap_size = vec2(textureSize(height_map, 0));
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vec2 texel_size = 1.0 / heightmap_size;
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for(int x = -1; x <= 1; x++) {
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for(int y = -1; y <= 1; y++) {
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if(x == 0 && y == 0) continue;
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vec2 neighbor_uv = uv + vec2(float(x), float(y)) * texel_size;
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if(is_sea(neighbor_uv)) {
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return true;
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}
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}
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}
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return false;
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}
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void fragment() {
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vec2 uv = UV;
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float height_value = get_height(uv);
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float heat_value = get_heat(uv);
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float moisture_value = get_moisture(uv);
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float slope = get_max_slope(uv);
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vec3 color = COLOR_GRASS; // Default
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if(debug_type == 0) {
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// Normal rendering
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// Water
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if(is_sea(uv)) {
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color = COLOR_WATER;
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}
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// Desert
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else if(is_desert(uv, heat_value, moisture_value)) {
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color = COLOR_DESERT;
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}
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// Beach (borders sea)
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else if(borders_sea(uv)) {
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color = COLOR_BEACH;
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}
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// Snow (high altitude, not desert)
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else if(height_value > snow_height_threshold && !is_desert(uv, heat_value, moisture_value)) {
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color = COLOR_SNOW;
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}
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// Rock (steep areas) - override everything except water
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if(slope > rock_threshold && !is_sea(uv)) {
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color = COLOR_ROCK;
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}
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}
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else if(debug_type == 1) {
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// Slope debug
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float gray = slope * 5.0;
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color = vec3(gray);
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}
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else if(debug_type == 2) {
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// Height debug
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color = vec3(height_value);
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}
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else if(debug_type == 3) {
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// Temperature debug
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color = vec3(heat_value);
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}
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else if(debug_type == 4) {
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// Moisture debug
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color = vec3(moisture_value);
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}
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COLOR = vec4(color, 1.0);
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}
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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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|
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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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|
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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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|
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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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|
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Vector2I heightMapCoords = ToHeightMapCoordinates(position);
|
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|
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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;
|
||||
}
|
||||
|
||||
}
|
||||
325
Source/World.cs
325
Source/World.cs
@@ -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 _snowHeightThreshold = 0.8f;
|
||||
private float _rockThreshold = 0.05f;
|
||||
|
||||
[Export]
|
||||
public float SnowHeightThreshold
|
||||
{
|
||||
@@ -85,11 +47,11 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_snowHeightThreshold = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _waterThreshold = 0.0f;
|
||||
private float _snowHeightThreshold = 0.8f;
|
||||
|
||||
[Export]
|
||||
public float WaterThreshold
|
||||
{
|
||||
@@ -97,11 +59,11 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_waterThreshold = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _desertTemperatureThreshold = 0.7f;
|
||||
private float _waterThreshold = 0.0f;
|
||||
|
||||
[Export]
|
||||
public float DesertTemperatureThreshold
|
||||
{
|
||||
@@ -109,11 +71,11 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_desertTemperatureThreshold = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _desertMoistureThreshold = 0.3f;
|
||||
private float _desertTemperatureThreshold = 0.7f;
|
||||
|
||||
[Export]
|
||||
public float DesertMoistureThreshold
|
||||
{
|
||||
@@ -121,11 +83,11 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_desertMoistureThreshold = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _temperatureNoiseFrequency = 0.01f;
|
||||
private float _desertMoistureThreshold = 0.3f;
|
||||
|
||||
[Export]
|
||||
public float TemperatureNoiseFrequency
|
||||
{
|
||||
@@ -133,11 +95,11 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_temperatureNoiseFrequency = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _moistureNoiseFrequency = 0.01f;
|
||||
private float _temperatureNoiseFrequency = 0.01f;
|
||||
|
||||
[Export]
|
||||
public float MoistureNoiseFrequency
|
||||
{
|
||||
@@ -145,35 +107,35 @@ public partial class World : Node2D
|
||||
set
|
||||
{
|
||||
_moistureNoiseFrequency = value;
|
||||
LoadTiles();
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _TemperatureNoiseAmplitude = 0.1f;
|
||||
private float _moistureNoiseFrequency = 0.01f;
|
||||
|
||||
[Export]
|
||||
public float TemperatureNoiseAmplitude
|
||||
{
|
||||
get => _TemperatureNoiseAmplitude;
|
||||
get => _temperatureNoiseAmplitude;
|
||||
set
|
||||
{
|
||||
_TemperatureNoiseAmplitude = value;
|
||||
LoadTiles();
|
||||
_temperatureNoiseAmplitude = value;
|
||||
UpdateShaderParameters();
|
||||
}
|
||||
}
|
||||
|
||||
private float _MoistureNoiseAmplitude = 0.1f;
|
||||
private float _temperatureNoiseAmplitude = 0.1f;
|
||||
|
||||
[Export]
|
||||
public float MoistureNoiseAmplitude
|
||||
public float MoistureNoiseAmplitude
|
||||
{
|
||||
get => _MoistureNoiseAmplitude;
|
||||
get => _moistureNoiseAmplitude;
|
||||
set
|
||||
{
|
||||
_MoistureNoiseAmplitude = value;
|
||||
LoadTiles();
|
||||
_moistureNoiseAmplitude = value;
|
||||
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