khanat-client/addons/zylann.hterrain/tools/terrain_preview.gd

143 lines
4.1 KiB
GDScript

tool
extends ViewportContainer
const PREVIEW_MESH_LOD = 2
const HTerrainMesher = preload("../hterrain_mesher.gd")
const Util = preload("../util/util.gd")
signal dragged(relative, button_mask)
onready var _viewport = $Viewport
onready var _mesh_instance = $Viewport/MeshInstance
onready var _camera = $Viewport/Camera
onready var _light = $Viewport/DirectionalLight
# Use the simplest shader
var _shader = load("res://addons/zylann.hterrain/shaders/simple4_lite.shader")
var _yaw := 0.0
var _pitch := -PI / 6.0
var _distance := 0.0
var _default_distance := 0.0
var _sea_outline : MeshInstance = null
var _sea_plane : MeshInstance = null
var _mesh_resolution := 0
func _ready():
if _sea_outline == null:
var mesh = Util.create_wirecube_mesh()
var mat2 = SpatialMaterial.new()
mat2.flags_unshaded = true
mat2.albedo_color = Color(0, 0.5, 1)
mesh.surface_set_material(0, mat2)
_sea_outline = MeshInstance.new()
_sea_outline.mesh = mesh
_viewport.add_child(_sea_outline)
if _sea_plane == null:
var mesh = PlaneMesh.new()
mesh.size = Vector2(1, 1)
var mat2 = SpatialMaterial.new()
mat2.flags_unshaded = true
mat2.albedo_color = Color(0, 0.5, 1, 0.5)
mat2.flags_transparent = true
mesh.material = mat2
_sea_plane = MeshInstance.new()
_sea_plane.mesh = mesh
_sea_plane.hide()
_viewport.add_child(_sea_plane)
func setup(heights_texture: Texture, normals_texture: Texture):
var terrain_size = heights_texture.get_width()
var mesh_resolution = terrain_size / PREVIEW_MESH_LOD
if _mesh_resolution != mesh_resolution or not (_mesh_instance.mesh is ArrayMesh):
_mesh_resolution = mesh_resolution
var mesh = HTerrainMesher.make_flat_chunk(
_mesh_resolution, _mesh_resolution, PREVIEW_MESH_LOD, 0)
_mesh_instance.mesh = mesh
_default_distance = _mesh_instance.get_aabb().size.x
_distance = _default_distance
#_mesh_instance.translation -= 0.5 * Vector3(terrain_size, 0, terrain_size)
_update_camera()
var mat = _mesh_instance.mesh.surface_get_material(0)
if mat == null:
mat = ShaderMaterial.new()
mat.shader = _shader
_mesh_instance.mesh.surface_set_material(0, mat)
mat.set_shader_param("u_terrain_heightmap", heights_texture)
mat.set_shader_param("u_terrain_normalmap", normals_texture)
mat.set_shader_param("u_terrain_inverse_transform", Transform())
mat.set_shader_param("u_terrain_normal_basis", Basis())
var aabb = _mesh_instance.get_aabb()
_sea_outline.scale = aabb.size
aabb = _mesh_instance.get_aabb()
_sea_plane.scale = Vector3(aabb.size.x, 1, aabb.size.z)
_sea_plane.translation = Vector3(aabb.size.x, 0, aabb.size.z) / 2.0
func set_sea_visible(visible: bool):
_sea_plane.visible = visible
func set_shadows_enabled(enabled: bool):
_light.shadow_enabled = enabled
func _update_camera():
var aabb = _mesh_instance.get_aabb()
var target = aabb.position + 0.5 * aabb.size
var trans = Transform()
trans.basis = Basis(Quat(Vector3(0, 1, 0), _yaw) * Quat(Vector3(1, 0, 0), _pitch))
var back = trans.basis.z
trans.origin = target + back * _distance
_camera.transform = trans
func cleanup():
if _mesh_instance != null:
var mat = _mesh_instance.mesh.surface_get_material(0)
assert(mat != null)
mat.set_shader_param("u_terrain_heightmap", null)
mat.set_shader_param("u_terrain_normalmap", null)
func _gui_input(event: InputEvent):
if Util.is_in_edited_scene(self):
return
if event is InputEventMouseMotion:
if event.button_mask & BUTTON_MASK_MIDDLE:
var d = 0.01 * event.relative
_yaw -= d.x
_pitch -= d.y
_update_camera()
else:
var rel = 0.01 * event.relative
# Align dragging to view rotation
rel = -rel.rotated(-_yaw)
emit_signal("dragged", rel, event.button_mask)
elif event is InputEventMouseButton:
if event.pressed:
var factor = 1.2
var max_factor = 10.0
var min_distance = _default_distance / max_factor
var max_distance = _default_distance
# Zoom in/out
if event.button_index == BUTTON_WHEEL_DOWN:
_distance = clamp(_distance * factor, min_distance, max_distance)
_update_camera()
elif event.button_index == BUTTON_WHEEL_UP:
_distance = clamp(_distance / factor, min_distance, max_distance)
_update_camera()