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146
addons/zylann.hterrain/tools/normalmap_baker.gd
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146
addons/zylann.hterrain/tools/normalmap_baker.gd
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# Bakes normals asynchronously in the editor as the heightmap gets modified.
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# It uses the heightmap texture to change the normalmap image, which is then uploaded like an edit.
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# This is probably not a nice method GPU-wise, but it's way faster than GDScript.
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@tool
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extends Node
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const HTerrainData = preload("../hterrain_data.gd")
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const VIEWPORT_SIZE = 64
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const STATE_PENDING = 0
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const STATE_PROCESSING = 1
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var _viewport : SubViewport = null
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var _ci : Sprite2D = null
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var _pending_tiles_grid := {}
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var _pending_tiles_queue := []
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var _processing_tile = null
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var _terrain_data : HTerrainData = null
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func _init():
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assert(VIEWPORT_SIZE <= HTerrainData.MIN_RESOLUTION)
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_viewport = SubViewport.new()
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_viewport.size = Vector2(VIEWPORT_SIZE + 2, VIEWPORT_SIZE + 2)
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_viewport.render_target_update_mode = SubViewport.UPDATE_DISABLED
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_viewport.render_target_clear_mode = SubViewport.CLEAR_MODE_ALWAYS
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# We only render 2D, but we don't want the parent world to interfere
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_viewport.world_3d = World3D.new()
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_viewport.own_world_3d = true
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add_child(_viewport)
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var mat = ShaderMaterial.new()
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mat.shader = load("res://addons/zylann.hterrain/tools/bump2normal_tex.gdshader")
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_ci = Sprite2D.new()
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_ci.centered = false
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_ci.material = mat
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_viewport.add_child(_ci)
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set_process(false)
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func set_terrain_data(data: HTerrainData):
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if data == _terrain_data:
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return
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_pending_tiles_grid.clear()
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_pending_tiles_queue.clear()
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_processing_tile = null
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_ci.texture = null
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set_process(false)
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if data == null:
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_terrain_data.map_changed.disconnect(_on_terrain_data_map_changed)
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_terrain_data.resolution_changed.disconnect(_on_terrain_data_resolution_changed)
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_terrain_data = data
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if _terrain_data != null:
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_terrain_data.map_changed.connect(_on_terrain_data_map_changed)
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_terrain_data.resolution_changed.connect(_on_terrain_data_resolution_changed)
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_ci.texture = data.get_texture(HTerrainData.CHANNEL_HEIGHT)
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func _on_terrain_data_map_changed(maptype: int, index: int):
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if maptype == HTerrainData.CHANNEL_HEIGHT:
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_ci.texture = _terrain_data.get_texture(HTerrainData.CHANNEL_HEIGHT)
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func _on_terrain_data_resolution_changed():
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# TODO Workaround issue https://github.com/godotengine/godot/issues/24463
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_ci.queue_redraw()
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# TODO Use Vector2i
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func request_tiles_in_region(min_pos: Vector2, size: Vector2):
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assert(is_inside_tree())
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assert(_terrain_data != null)
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var res = _terrain_data.get_resolution()
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min_pos -= Vector2(1, 1)
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var max_pos = min_pos + size + Vector2(1, 1)
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var tmin = (min_pos / VIEWPORT_SIZE).floor()
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var tmax = (max_pos / VIEWPORT_SIZE).ceil()
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var ntx = res / VIEWPORT_SIZE
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var nty = res / VIEWPORT_SIZE
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tmin.x = clamp(tmin.x, 0, ntx)
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tmin.y = clamp(tmin.y, 0, nty)
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tmax.x = clamp(tmax.x, 0, ntx)
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tmax.y = clamp(tmax.y, 0, nty)
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for y in range(tmin.y, tmax.y):
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for x in range(tmin.x, tmax.x):
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request_tile(Vector2(x, y))
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# TODO Use Vector2i
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func request_tile(tpos: Vector2):
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assert(tpos == tpos.round())
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if _pending_tiles_grid.has(tpos):
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var state = _pending_tiles_grid[tpos]
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if state == STATE_PENDING:
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return
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_pending_tiles_grid[tpos] = STATE_PENDING
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_pending_tiles_queue.push_front(tpos)
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set_process(true)
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func _process(delta):
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if not is_processing():
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return
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if _processing_tile != null and _terrain_data != null:
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var src = _viewport.get_texture().get_image()
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var dst = _terrain_data.get_image(HTerrainData.CHANNEL_NORMAL)
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src.convert(dst.get_format())
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#src.save_png(str("test_", _processing_tile.x, "_", _processing_tile.y, ".png"))
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var pos = _processing_tile * VIEWPORT_SIZE
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var w = src.get_width() - 1
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var h = src.get_height() - 1
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dst.blit_rect(src, Rect2i(1, 1, w, h), pos)
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_terrain_data.notify_region_change(Rect2(pos.x, pos.y, w, h), HTerrainData.CHANNEL_NORMAL)
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if _pending_tiles_grid[_processing_tile] == STATE_PROCESSING:
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_pending_tiles_grid.erase(_processing_tile)
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_processing_tile = null
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if _has_pending_tiles():
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var tpos = _pending_tiles_queue[-1]
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_pending_tiles_queue.pop_back()
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# The sprite will be much larger than the viewport due to the size of the heightmap.
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# We move it around so the part inside the viewport will correspond to the tile.
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_ci.position = -VIEWPORT_SIZE * tpos + Vector2(1, 1)
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_viewport.render_target_update_mode = SubViewport.UPDATE_ONCE
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_processing_tile = tpos
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_pending_tiles_grid[tpos] = STATE_PROCESSING
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else:
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set_process(false)
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func _has_pending_tiles():
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return len(_pending_tiles_queue) > 0
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