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