Add proc terrain toy
This commit is contained in:
7
proc-terrain/default_noise.tres
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7
proc-terrain/default_noise.tres
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[gd_resource type="FastNoiseLite" format=3 uid="uid://clpxlmv87brc7"]
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[resource]
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noise_type = 4
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seed = 42
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frequency = 0.008
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fractal_octaves = 4
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14
proc-terrain/default_terrain_material.tres
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14
proc-terrain/default_terrain_material.tres
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[gd_resource type="ShaderMaterial" format=3 uid="uid://4a05tpi1tu14"]
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[ext_resource type="Shader" uid="uid://d4b4lfd2r51iu" path="res://proc-terrain/triplanar_slope.gdshader" id="1_shader"]
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[ext_resource type="Texture2D" uid="uid://5pfh43bjvef4" path="res://proc-terrain/rock.png" id="2_50hjp"]
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[ext_resource type="Texture2D" uid="uid://rc8iqoij2c5w" path="res://proc-terrain/grass.png" id="3_8s6t3"]
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[resource]
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render_priority = 0
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shader = ExtResource("1_shader")
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shader_parameter/texture_top = ExtResource("3_8s6t3")
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shader_parameter/texture_side = ExtResource("2_50hjp")
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shader_parameter/blend_sharpness = 5.0
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shader_parameter/slope_threshold = 0.7
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shader_parameter/uv_scale = Vector3(0.1, 0.1, 0.1)
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BIN
proc-terrain/grass.png
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BIN
proc-terrain/grass.png
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Binary file not shown.
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After Width: | Height: | Size: 1.6 MiB |
41
proc-terrain/grass.png.import
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41
proc-terrain/grass.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://rc8iqoij2c5w"
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path.s3tc="res://.godot/imported/grass.png-288495857c635d40287c0bebe39e1299.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://proc-terrain/grass.png"
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dest_files=["res://.godot/imported/grass.png-288495857c635d40287c0bebe39e1299.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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BIN
proc-terrain/rock.png
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BIN
proc-terrain/rock.png
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Binary file not shown.
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After Width: | Height: | Size: 1.1 MiB |
41
proc-terrain/rock.png.import
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41
proc-terrain/rock.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://5pfh43bjvef4"
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path.s3tc="res://.godot/imported/rock.png-342cc50a309b9d723500126a447b3982.s3tc.ctex"
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metadata={
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://proc-terrain/rock.png"
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dest_files=["res://.godot/imported/rock.png-342cc50a309b9d723500126a447b3982.s3tc.ctex"]
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[params]
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/channel_remap/red=0
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process/channel_remap/green=1
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process/channel_remap/blue=2
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process/channel_remap/alpha=3
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=0
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204
proc-terrain/terrain_generator.gd
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204
proc-terrain/terrain_generator.gd
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@tool
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class_name TerrainGenerator
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extends MeshInstance3D
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@export var noise_setting: FastNoiseLite:
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set(value):
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if noise_setting and noise_setting.changed.is_connected(_on_settings_changed):
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noise_setting.changed.disconnect(_on_settings_changed)
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noise_setting = value
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if noise_setting:
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noise_setting.changed.connect(_on_settings_changed)
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_request_update()
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@export var material_setting: ShaderMaterial:
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set(value):
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material_setting = value
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if mesh:
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mesh.surface_set_material(0, material_setting)
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@export_group("Terrain Size")
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@export var terrain_size: Vector2 = Vector2(200, 200):
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set(value):
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terrain_size = value
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_request_update()
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@export_range(2, 512) var subdivision: int = 128:
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set(value):
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subdivision = value
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_request_update()
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@export var max_height: float = 50.0:
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set(value):
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max_height = value
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_request_update()
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@export_group("Island Mask")
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@export var island_mask: bool = true:
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set(value):
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island_mask = value
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_request_update()
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@export_range(0.0, 1.0) var mask_falloff_start: float = 0.5:
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set(value):
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mask_falloff_start = value
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_request_update()
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@export_range(0.1, 2.0) var mask_power: float = 1.5:
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set(value):
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mask_power = value
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_request_update()
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@export_group("Actions")
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@export var regenerate: bool = false:
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set(_value):
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generate_terrain()
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@export var bake_collision: bool = false:
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set(_value):
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_bake_collision()
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var _update_queued: bool = false
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func _ready() -> void:
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if noise_setting:
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if not noise_setting.changed.is_connected(_on_settings_changed):
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noise_setting.changed.connect(_on_settings_changed)
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generate_terrain()
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func _on_settings_changed() -> void:
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_request_update()
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func _request_update() -> void:
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if _update_queued:
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return
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_update_queued = true
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call_deferred("_do_update")
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func _do_update() -> void:
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_update_queued = false
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generate_terrain()
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func generate_terrain() -> void:
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if not noise_setting:
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return
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var st := SurfaceTool.new()
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st.begin(Mesh.PRIMITIVE_TRIANGLES)
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var step_x: float = terrain_size.x / float(subdivision - 1)
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var step_z: float = terrain_size.y / float(subdivision - 1)
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var half_x: float = terrain_size.x / 2.0
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var half_z: float = terrain_size.y / 2.0
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var heights: Array[float] = []
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heights.resize(subdivision * subdivision)
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for z in range(subdivision):
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for x in range(subdivision):
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var world_x: float = x * step_x - half_x
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var world_z: float = z * step_z - half_z
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var height: float = noise_setting.get_noise_2d(world_x, world_z) * max_height
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if island_mask:
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height *= _calculate_island_mask(world_x, world_z, half_x, half_z)
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heights[z * subdivision + x] = height
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for z in range(subdivision - 1):
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for x in range(subdivision - 1):
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var idx00: int = z * subdivision + x
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var idx10: int = z * subdivision + (x + 1)
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var idx01: int = (z + 1) * subdivision + x
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var idx11: int = (z + 1) * subdivision + (x + 1)
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var x0: float = x * step_x - half_x
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var x1: float = (x + 1) * step_x - half_x
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var z0: float = z * step_z - half_z
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var z1: float = (z + 1) * step_z - half_z
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var v00 := Vector3(x0, heights[idx00], z0)
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var v10 := Vector3(x1, heights[idx10], z0)
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var v01 := Vector3(x0, heights[idx01], z1)
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var v11 := Vector3(x1, heights[idx11], z1)
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# Triangle 1: v00, v01, v10
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var normal1: Vector3 = (v01 - v00).cross(v10 - v00).normalized()
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st.set_normal(normal1)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v00)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v01)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v10)
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# Triangle 2: v10, v01, v11
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var normal2: Vector3 = (v01 - v10).cross(v11 - v10).normalized()
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st.set_normal(normal2)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z0 / terrain_size.y + 0.5))
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st.add_vertex(v10)
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st.set_uv(Vector2(x0 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v01)
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st.set_uv(Vector2(x1 / terrain_size.x + 0.5, z1 / terrain_size.y + 0.5))
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st.add_vertex(v11)
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mesh = st.commit()
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if material_setting:
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mesh.surface_set_material(0, material_setting)
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func _calculate_island_mask(x: float, z: float, half_x: float, half_z: float) -> float:
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var nx: float = x / half_x
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var nz: float = z / half_z
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var dist: float = sqrt(nx * nx + nz * nz)
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if dist < mask_falloff_start:
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return 1.0
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elif dist > 1.0:
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return 0.0
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else:
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var t: float = (dist - mask_falloff_start) / (1.0 - mask_falloff_start)
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return pow(1.0 - t, mask_power)
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func _bake_collision() -> void:
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if not mesh:
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push_warning("TerrainGenerator: No mesh to bake collision from")
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return
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var static_body: StaticBody3D
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var collision_shape: CollisionShape3D
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for child in get_children():
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if child is StaticBody3D:
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static_body = child
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break
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if not static_body:
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static_body = StaticBody3D.new()
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static_body.name = "TerrainCollision"
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add_child(static_body)
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if Engine.is_editor_hint():
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static_body.owner = get_tree().edited_scene_root
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for child in static_body.get_children():
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if child is CollisionShape3D:
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collision_shape = child
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break
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if not collision_shape:
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collision_shape = CollisionShape3D.new()
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collision_shape.name = "CollisionShape"
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static_body.add_child(collision_shape)
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if Engine.is_editor_hint():
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collision_shape.owner = get_tree().edited_scene_root
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collision_shape.shape = mesh.create_trimesh_shape()
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print("TerrainGenerator: Collision baked successfully")
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1
proc-terrain/terrain_generator.gd.uid
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1
proc-terrain/terrain_generator.gd.uid
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@@ -0,0 +1 @@
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uid://brr6het2uwnp5
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39
proc-terrain/terrain_toy.tscn
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39
proc-terrain/terrain_toy.tscn
Normal file
File diff suppressed because one or more lines are too long
48
proc-terrain/triplanar_slope.gdshader
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48
proc-terrain/triplanar_slope.gdshader
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shader_type spatial;
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render_mode cull_disabled;
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group_uniforms textures;
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uniform sampler2D texture_top : source_color, filter_linear_mipmap, repeat_enable;
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uniform sampler2D texture_side : source_color, filter_linear_mipmap, repeat_enable;
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group_uniforms blending;
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uniform float blend_sharpness : hint_range(0.1, 20.0) = 5.0;
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uniform float slope_threshold : hint_range(0.0, 1.0) = 0.7;
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group_uniforms uv_scaling;
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uniform vec3 uv_scale = vec3(0.1, 0.1, 0.1);
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varying vec3 world_pos;
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varying vec3 world_normal;
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void vertex() {
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world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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}
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void fragment() {
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vec3 abs_normal = abs(world_normal);
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vec2 uv_xz = world_pos.xz * uv_scale.x;
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vec2 uv_xy = world_pos.xy * uv_scale.y;
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vec2 uv_zy = world_pos.zy * uv_scale.z;
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vec3 weights = pow(abs_normal, vec3(blend_sharpness));
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weights /= (weights.x + weights.y + weights.z);
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vec4 tex_xz = texture(texture_top, uv_xz);
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vec4 tex_xy = texture(texture_side, uv_xy);
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vec4 tex_zy = texture(texture_side, uv_zy);
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||||||
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vec4 triplanar_color = tex_xz * weights.y + tex_xy * weights.z + tex_zy * weights.x;
|
||||||
|
|
||||||
|
float up_factor = dot(world_normal, vec3(0.0, 1.0, 0.0));
|
||||||
|
float slope_blend = smoothstep(slope_threshold - 0.1, slope_threshold + 0.1, up_factor);
|
||||||
|
|
||||||
|
vec4 top_color = texture(texture_top, uv_xz);
|
||||||
|
vec4 side_color = (tex_xy * weights.z + tex_zy * weights.x) / max(weights.z + weights.x, 0.001);
|
||||||
|
|
||||||
|
vec4 final_color = mix(side_color, top_color, slope_blend);
|
||||||
|
|
||||||
|
ALBEDO = final_color.rgb;
|
||||||
|
}
|
||||||
1
proc-terrain/triplanar_slope.gdshader.uid
Normal file
1
proc-terrain/triplanar_slope.gdshader.uid
Normal file
@@ -0,0 +1 @@
|
|||||||
|
uid://d4b4lfd2r51iu
|
||||||
Reference in New Issue
Block a user