terrain3d test
This commit is contained in:
parent
d437b4809f
commit
a1a006caae
400 changed files with 23120 additions and 3 deletions
41
addons/terrain_3d/extras/import_sgt.gd
Normal file
41
addons/terrain_3d/extras/import_sgt.gd
Normal file
|
|
@ -0,0 +1,41 @@
|
|||
## Import From SimpleGrassTextured
|
||||
#
|
||||
# This script demonstrates how to import transforms from SimpleGrassTextured. To use it:
|
||||
#
|
||||
# 1. Setup the mesh asset you wish to use in the asset dock.
|
||||
# 1. Select your Terrain3D node.
|
||||
# 1. In the inspector, click Script (very bottom) and Quick Load import_sgt.gd.
|
||||
# 1. At the very top, assign your SimpleGrassTextured node.
|
||||
# 1. Input the desired mesh asset ID.
|
||||
# 1. Click import. The output window and console will report when finished.
|
||||
# 1. Clear the script from your Terrain3D node, and save your scene.
|
||||
#
|
||||
# The instance transforms are now stored in your Storage resource.
|
||||
#
|
||||
# Use clear_instances to erase all instances that match the assign_mesh_id.
|
||||
#
|
||||
# The add_transforms function (called by add_multimesh) applies the height_offset specified in the
|
||||
# Terrain3DMeshAsset.
|
||||
# Once the transforms are imported, you can reassign any mesh you like into this mesh slot.
|
||||
|
||||
@tool
|
||||
extends Terrain3D
|
||||
|
||||
@export var simple_grass_textured: MultiMeshInstance3D
|
||||
@export var assign_mesh_id: int
|
||||
@export var import: bool = false : set = import_sgt
|
||||
@export var clear_instances: bool = false : set = clear_multimeshes
|
||||
|
||||
|
||||
func clear_multimeshes(value: bool) -> void:
|
||||
get_instancer().clear_by_mesh(assign_mesh_id)
|
||||
|
||||
|
||||
func import_sgt(value: bool) -> void:
|
||||
var sgt_mm: MultiMesh = simple_grass_textured.multimesh
|
||||
var global_xform: Transform3D = simple_grass_textured.global_transform
|
||||
print("Starting to import %d instances from SimpleGrassTextured using mesh id %d" % [ sgt_mm.instance_count, assign_mesh_id])
|
||||
var time: int = Time.get_ticks_msec()
|
||||
get_instancer().add_multimesh(assign_mesh_id, sgt_mm, simple_grass_textured.global_transform)
|
||||
print("Import complete in %.2f seconds" % [ float(Time.get_ticks_msec() - time)/1000. ])
|
||||
|
||||
146
addons/terrain_3d/extras/minimum.gdshader
Normal file
146
addons/terrain_3d/extras/minimum.gdshader
Normal file
|
|
@ -0,0 +1,146 @@
|
|||
// This shader is the minimum needed to allow the terrain to function, without any texturing.
|
||||
|
||||
shader_type spatial;
|
||||
render_mode blend_mix,depth_draw_opaque,cull_back,diffuse_burley,specular_schlick_ggx;
|
||||
|
||||
// Private uniforms
|
||||
uniform float _region_size = 1024.0;
|
||||
uniform float _region_texel_size = 0.0009765625; // = 1/1024
|
||||
uniform float _mesh_vertex_spacing = 1.0;
|
||||
uniform float _mesh_vertex_density = 1.0; // = 1/_mesh_vertex_spacing
|
||||
uniform int _region_map_size = 16;
|
||||
uniform int _region_map[256];
|
||||
uniform vec2 _region_offsets[256];
|
||||
uniform sampler2DArray _height_maps : repeat_disable;
|
||||
uniform usampler2DArray _control_maps : repeat_disable;
|
||||
uniform sampler2DArray _color_maps : source_color, filter_linear_mipmap_anisotropic, repeat_disable;
|
||||
uniform sampler2DArray _texture_array_albedo : source_color, filter_linear_mipmap_anisotropic, repeat_enable;
|
||||
uniform sampler2DArray _texture_array_normal : hint_normal, filter_linear_mipmap_anisotropic, repeat_enable;
|
||||
|
||||
uniform float _texture_uv_scale_array[32];
|
||||
uniform float _texture_uv_rotation_array[32];
|
||||
uniform vec4 _texture_color_array[32];
|
||||
uniform uint _background_mode = 1u; // NONE = 0, FLAT = 1, NOISE = 2
|
||||
uniform uint _mouse_layer = 0x80000000u; // Layer 32
|
||||
|
||||
varying flat vec2 v_uv_offset;
|
||||
varying flat vec2 v_uv2_offset;
|
||||
|
||||
////////////////////////
|
||||
// Vertex
|
||||
////////////////////////
|
||||
|
||||
// Takes in UV world space coordinates, returns ivec3 with:
|
||||
// XY: (0 to _region_size) coordinates within a region
|
||||
// Z: layer index used for texturearrays, -1 if not in a region
|
||||
ivec3 get_region_uv(vec2 uv) {
|
||||
uv *= _region_texel_size;
|
||||
ivec2 pos = ivec2(floor(uv)) + (_region_map_size / 2);
|
||||
int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
|
||||
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
||||
return ivec3(ivec2((uv - _region_offsets[layer_index]) * _region_size), layer_index);
|
||||
}
|
||||
|
||||
// Takes in UV2 region space coordinates, returns vec3 with:
|
||||
// XY: (0 to 1) coordinates within a region
|
||||
// Z: layer index used for texturearrays, -1 if not in a region
|
||||
vec3 get_region_uv2(vec2 uv) {
|
||||
// Vertex function added half a texel to UV2, to center the UV's. vertex(), fragment() and get_height()
|
||||
// call this with reclaimed versions of UV2, so to keep the last row/column within the correct
|
||||
// window, take back the half pixel before the floor().
|
||||
ivec2 pos = ivec2(floor(uv - vec2(_region_texel_size * 0.5))) + (_region_map_size / 2);
|
||||
int bounds = int(pos.x>=0 && pos.x<_region_map_size && pos.y>=0 && pos.y<_region_map_size);
|
||||
int layer_index = _region_map[ pos.y * _region_map_size + pos.x ] * bounds - 1;
|
||||
// The return value is still texel-centered.
|
||||
return vec3(uv - _region_offsets[layer_index], float(layer_index));
|
||||
}
|
||||
|
||||
// 1 lookup
|
||||
float get_height(vec2 uv) {
|
||||
highp float height = 0.0;
|
||||
vec3 region = get_region_uv2(uv);
|
||||
if (region.z >= 0.) {
|
||||
height = texture(_height_maps, region).r;
|
||||
}
|
||||
return height;
|
||||
}
|
||||
|
||||
void vertex() {
|
||||
// Get vertex of flat plane in world coordinates and set world UV
|
||||
vec3 vertex = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
|
||||
|
||||
// UV coordinates in world space. Values are 0 to _region_size within regions
|
||||
UV = round(vertex.xz * _mesh_vertex_density);
|
||||
|
||||
// Discard vertices for Holes. 1 lookup
|
||||
ivec3 region = get_region_uv(UV);
|
||||
uint control = texelFetch(_control_maps, region, 0).r;
|
||||
bool hole = bool(control >>2u & 0x1u);
|
||||
// Show holes to all cameras except mouse camera (on exactly 1 layer)
|
||||
if ( !(CAMERA_VISIBLE_LAYERS == _mouse_layer) &&
|
||||
(hole || (_background_mode == 0u && region.z < 0)) ) {
|
||||
VERTEX.x = 0./0.;
|
||||
} else {
|
||||
// UV coordinates in region space + texel offset. Values are 0 to 1 within regions
|
||||
UV2 = (UV + vec2(0.5)) * _region_texel_size;
|
||||
|
||||
// Get final vertex location and save it
|
||||
VERTEX.y = get_height(UV2);
|
||||
}
|
||||
|
||||
// Transform UVs to local to avoid poor precision during varying interpolation.
|
||||
v_uv_offset = MODEL_MATRIX[3].xz * _mesh_vertex_density;
|
||||
UV -= v_uv_offset;
|
||||
v_uv2_offset = v_uv_offset * _region_texel_size;
|
||||
UV2 -= v_uv2_offset;
|
||||
}
|
||||
|
||||
////////////////////////
|
||||
// Fragment
|
||||
////////////////////////
|
||||
|
||||
// 3 lookups
|
||||
vec3 get_normal(vec2 uv, out vec3 tangent, out vec3 binormal) {
|
||||
// Get the height of the current vertex
|
||||
float height = get_height(uv);
|
||||
|
||||
// Get the heights to the right and in front, but because of hardware
|
||||
// interpolation on the edges of the heightmaps, the values are off
|
||||
// causing the normal map to look weird. So, near the edges of the map
|
||||
// get the heights to the left or behind instead. Hacky solution that
|
||||
// reduces the artifact, but doesn't fix it entirely. See #185.
|
||||
float u, v;
|
||||
if(mod(uv.y*_region_size, _region_size) > _region_size-2.) {
|
||||
v = get_height(uv + vec2(0, -_region_texel_size)) - height;
|
||||
} else {
|
||||
v = height - get_height(uv + vec2(0, _region_texel_size));
|
||||
}
|
||||
if(mod(uv.x*_region_size, _region_size) > _region_size-2.) {
|
||||
u = get_height(uv + vec2(-_region_texel_size, 0)) - height;
|
||||
} else {
|
||||
u = height - get_height(uv + vec2(_region_texel_size, 0));
|
||||
}
|
||||
|
||||
vec3 normal = vec3(u, _mesh_vertex_spacing, v);
|
||||
normal = normalize(normal);
|
||||
tangent = cross(normal, vec3(0, 0, 1));
|
||||
binormal = cross(normal, tangent);
|
||||
return normal;
|
||||
}
|
||||
|
||||
void fragment() {
|
||||
// Recover UVs
|
||||
vec2 uv = UV + v_uv_offset;
|
||||
vec2 uv2 = UV2 + v_uv2_offset;
|
||||
|
||||
// Calculate Terrain Normals. 4 lookups
|
||||
vec3 w_tangent, w_binormal;
|
||||
vec3 w_normal = get_normal(uv2, w_tangent, w_binormal);
|
||||
NORMAL = mat3(VIEW_MATRIX) * w_normal;
|
||||
TANGENT = mat3(VIEW_MATRIX) * w_tangent;
|
||||
BINORMAL = mat3(VIEW_MATRIX) * w_binormal;
|
||||
|
||||
// Apply PBR
|
||||
ALBEDO=vec3(.2);
|
||||
}
|
||||
|
||||
90
addons/terrain_3d/extras/project_on_terrain3d.gd
Normal file
90
addons/terrain_3d/extras/project_on_terrain3d.gd
Normal file
|
|
@ -0,0 +1,90 @@
|
|||
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
|
||||
# It provides a `Project on Terrain3D` modifier, which allows Scatter
|
||||
# to detect the terrain height from Terrain3D without using collision.
|
||||
# Copy this file into /addons/proton_scatter/src/modifiers
|
||||
# Then uncomment everything below
|
||||
# In the editor, add this modifier to Scatter, then set your Terrain3D node
|
||||
|
||||
# This script is an addon for HungryProton's Scatter https://github.com/HungryProton/scatter
|
||||
# It allows Scatter to detect the terrain height from Terrain3D
|
||||
# Copy this file into /addons/proton_scatter/src/modifiers
|
||||
# Then uncomment everything below (select, press CTRL+K)
|
||||
# In the editor, add this modifier, then set your Terrain3D node
|
||||
|
||||
#@tool
|
||||
#extends "base_modifier.gd"
|
||||
#
|
||||
#
|
||||
#signal projection_completed
|
||||
#
|
||||
#
|
||||
#@export var terrain_node : NodePath
|
||||
#@export var align_with_collision_normal := false
|
||||
#
|
||||
#var _terrain: Terrain3D
|
||||
#
|
||||
#
|
||||
#func _init() -> void:
|
||||
#display_name = "Project On Terrain3D"
|
||||
#category = "Edit"
|
||||
#can_restrict_height = false
|
||||
#global_reference_frame_available = true
|
||||
#local_reference_frame_available = true
|
||||
#individual_instances_reference_frame_available = true
|
||||
#use_global_space_by_default()
|
||||
#
|
||||
#documentation.add_paragraph(
|
||||
#"This is a duplicate of `Project on Colliders` that queries the terrain system
|
||||
#for height and sets the transform height appropriately.
|
||||
#
|
||||
#This modifier must have terrain_node set to a Terrain3D node.")
|
||||
#
|
||||
#var p := documentation.add_parameter("Terrain Node")
|
||||
#p.set_type("NodePath")
|
||||
#p.set_description("Set your Terrain3D node.")
|
||||
#
|
||||
#p = documentation.add_parameter("Align with collision normal")
|
||||
#p.set_type("bool")
|
||||
#p.set_description(
|
||||
#"Rotate the transform to align it with the collision normal in case
|
||||
#the ray cast hit a collider.")
|
||||
#
|
||||
#
|
||||
#func _process_transforms(transforms, domain, _seed) -> void:
|
||||
#if transforms.is_empty():
|
||||
#return
|
||||
#
|
||||
#if terrain_node:
|
||||
#_terrain = domain.get_root().get_node_or_null(terrain_node)
|
||||
#
|
||||
#if not _terrain:
|
||||
#warning += """No Terrain3D node found"""
|
||||
#return
|
||||
#
|
||||
#if not _terrain.storage:
|
||||
#warning += """Terrain3D storage is not initialized"""
|
||||
#return
|
||||
#
|
||||
## Get global transform
|
||||
#var gt: Transform3D = domain.get_global_transform()
|
||||
#var gt_inverse := gt.affine_inverse()
|
||||
#for i in transforms.list.size():
|
||||
#var location: Vector3 = (gt * transforms.list[i]).origin
|
||||
#var height: float = _terrain.storage.get_height(location)
|
||||
#var normal: Vector3 = _terrain.storage.get_normal(location)
|
||||
#
|
||||
#if align_with_collision_normal and not is_nan(normal.x):
|
||||
#transforms.list[i].basis.y = normal
|
||||
#transforms.list[i].basis.x = -transforms.list[i].basis.z.cross(normal)
|
||||
#transforms.list[i].basis = transforms.list[i].basis.orthonormalized()
|
||||
#
|
||||
#transforms.list[i].origin.y = gt.origin.y if is_nan(height) else height - gt.origin.y
|
||||
#
|
||||
#if transforms.is_empty():
|
||||
#warning += """Every point has been removed. Possible reasons include: \n
|
||||
#+ No collider is close enough to the shapes.
|
||||
#+ Ray length is too short.
|
||||
#+ Ray direction is incorrect.
|
||||
#+ Collision mask is not set properly.
|
||||
#+ Max slope is too low.
|
||||
#"""
|
||||
Loading…
Add table
Add a link
Reference in a new issue