Added mapper
This commit is contained in:
14
src/modules/imgmapper/SCsub
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14
src/modules/imgmapper/SCsub
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#!/usr/bin/env python
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Import("env")
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Import("env_modules")
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env_imgmapper = env_modules.Clone()
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# Godot source files
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module_obj = []
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env_imgmapper.add_source_files(module_obj, "*.cpp")
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env.modules_sources += module_obj
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14
src/modules/imgmapper/config.py
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14
src/modules/imgmapper/config.py
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def can_build(env, platform):
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return True
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def configure(env):
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pass
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def get_doc_classes():
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return []
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def get_doc_path():
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return "doc_classes"
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11
src/modules/imgmapper/register_types.cpp
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11
src/modules/imgmapper/register_types.cpp
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#include "register_types.h"
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#include "voxel_generator_imgmapper.h"
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void register_imgmapper_types()
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{
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ClassDB::register_class<VoxelGeneratorImgMapper>();
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}
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void unregister_imgmapper_types()
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{
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}
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7
src/modules/imgmapper/register_types.h
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7
src/modules/imgmapper/register_types.h
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#ifndef IMGMAPPER_REGISTER_TYPES_H
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#define IMGMAPPER_REGISTER_TYPES_H
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void register_imgmapper_types();
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void unregister_imgmapper_types();
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#endif // IMGMAPPER_REGISTER_TYPES_H
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461
src/modules/imgmapper/voxel_generator_imgmapper.cpp
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461
src/modules/imgmapper/voxel_generator_imgmapper.cpp
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#include "voxel_generator_imgmapper.h"
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#include <modules/voxel/util/fixed_array.h>
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#include "modules/voxel/util/span.h"
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namespace {
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inline float get_height_repeat(const Image &im, int x, int y) {
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int xx = (float)x * 0.1f + im.get_width() / 2;
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int yy = (float)y * 0.1f + im.get_height() / 2;
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float r = im.get_pixel(wrap(xx, im.get_width()), wrap(yy, im.get_height())).r;
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float px = (r - 0.5) * 2.0f;
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float s = (px >= 0.0f) ? 1.0f : -1.0f;
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float m = px * px * s * 0.5f;
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return m + 0.5f;
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}
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inline float get_height_blurred(const Image &im, int x, int y) {
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int xx = x;
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int yy = y;
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float h = 0.0f;
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int i, j, count = 0;
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for (i = -24; i < 25; i += 2)
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for (j = -24; j < 25; j += 2) {
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h += get_height_repeat(im, xx + j, yy + i);
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count += 1;
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}
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return h / (float)count;
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}
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} // namespace
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VoxelGeneratorImgMapper::VoxelGeneratorImgMapper() {
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}
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VoxelGeneratorImgMapper::~VoxelGeneratorImgMapper() {
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if (_parameters.image.is_valid()) {
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_parameters.image->unlock();
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}
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}
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void VoxelGeneratorImgMapper::set_image_bg(Ref<Image> im) {
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if (im == _image_bg) {
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return;
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}
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if (!im.is_valid())
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return;
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_image_bg = im;
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compose();
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}
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Ref<Image> VoxelGeneratorImgMapper::get_image_bg() const {
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return _image_bg;
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}
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void VoxelGeneratorImgMapper::set_image_overlay(Ref<Image> im)
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{
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if (im == _image_overlay || !im.is_valid()) {
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return;
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}
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_image_overlay = im;
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compose();
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}
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Ref<Image> VoxelGeneratorImgMapper::get_image_overlay() const {
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return _image_overlay;
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}
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void VoxelGeneratorImgMapper::set_image_buildings(Ref<Image> im)
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{
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if (im == _image_buildings || !im.is_valid()) {
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return;
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}
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_image_buildings = im;
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compose();
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}
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Ref<Image> VoxelGeneratorImgMapper::get_image_buildings() const {
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return _image_buildings;
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}
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void VoxelGeneratorImgMapper::set_image_draw(Ref<Image> im)
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{
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if (im == _image_draw || !im.is_valid()) {
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return;
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}
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_image_draw = im;
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compose();
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}
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Ref<Image> VoxelGeneratorImgMapper::get_image_draw() const {
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return _image_draw;
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}
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void VoxelGeneratorImgMapper::set_blur_enabled(bool enable) {
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RWLockWrite wlock(_parameters_lock);
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_parameters.blur_enabled = enable;
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}
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bool VoxelGeneratorImgMapper::is_blur_enabled() const {
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RWLockRead rlock(_parameters_lock);
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return _parameters.blur_enabled;
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}
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VoxelGenerator::Result VoxelGeneratorImgMapper::generate_block(VoxelBlockRequest &input) {
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VoxelBufferInternal &out_buffer = input.voxel_buffer;
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Parameters params;
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{
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RWLockRead rlock(_parameters_lock);
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params = _parameters;
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}
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Result result;
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ERR_FAIL_COND_V(params.image.is_null(), result);
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ERR_FAIL_COND_V(params.image->get_width() == 0, result);
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ERR_FAIL_COND_V(params.image->get_height() == 0, result);
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const Image &image = **params.image;
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if (params.blur_enabled) {
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result = VoxelGeneratorHeightmap::generate(
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out_buffer,
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[&image](int x, int z) { return get_height_blurred(image, x, z); },
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input.origin_in_voxels, input.lod);
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} else {
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result = VoxelGeneratorHeightmap::generate(
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out_buffer,
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[&image](int x, int z) { return get_height_repeat(image, x, z); },
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input.origin_in_voxels, input.lod);
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}
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out_buffer.compress_uniform_channels();
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return result;
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}
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void VoxelGeneratorImgMapper::set_height(const Vector3 &v, float height)
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{
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ERR_FAIL_COND(!_image_overlay.is_valid());
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float h = CLAMP(height, -100.0f, 100.0f);
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float c = (h + 100.0f) / 200.0;
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Vector2 pt = Vector2(v.x * 0.1f + _image_overlay->get_width() / 2,
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v.z * 0.1f + _image_overlay->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_overlay->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_overlay->get_height() - 1);
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_image_overlay->fill_rect(Rect2(pt - Vector2(3, 3), Vector2(6, 6)), Color(c, 0, 0, 1));
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}
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float VoxelGeneratorImgMapper::get_height(const Vector3 &v)
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{
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if (_parameters.blur_enabled)
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return get_height_blurred(**_parameters.image, v.x, v.z);
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else
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return get_height_repeat(**_parameters.image, v.x, v.z);
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}
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float VoxelGeneratorImgMapper::get_height_full(const Vector3 &v)
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{
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return get_height(v) * 200.0f - 100.0f;
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}
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void VoxelGeneratorImgMapper::draw_brush(const Vector3 &v, float r, float s, int id)
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{
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int i, j;
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if (r < 1.0f)
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r = 1.0f;
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ERR_FAIL_COND(!_image_draw.is_valid());
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float c = 0.5f;
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int xs = 3 * r;
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float base_h = get_height_full(v);
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float scale = s / 100.0f;
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switch (id) {
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case 0:
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/* flat stuff */
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 1));
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}
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}
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break;
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case 1:
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/* erase stuff */
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 0));
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}
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}
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break;
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case 2:
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/* abs draw curve */
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ERR_FAIL_COND(!curve1.is_valid());
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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float h = curve1->interpolate_baked(xr / r) * scale;
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h = CLAMP(h, -100.0, 100.0f);
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c = (h + 100.0f) / 200.0;
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 1));
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}
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}
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break;
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case 3:
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/* rel draw curve1 */
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ERR_FAIL_COND(!curve1.is_valid());
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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float h = curve1->interpolate_baked(xr / r) * scale;
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if (h < -2.0f || h > 2.0f) {
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h += get_height_full(v + Vector3(i, 0.0f, j));
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h = CLAMP(h, -100.0, 100.0f);
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c = (h + 100.0f) / 200.0;
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 1));
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}
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}
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}
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break;
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case 4:
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/* rel draw curve2 */
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ERR_FAIL_COND(!curve2.is_valid());
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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float h = curve2->interpolate_baked(xr / r) * scale;
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if (h < -2.0f || h > 2.0f) {
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h += get_height_full(v + Vector3(i, 0.0f, j));
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h = CLAMP(h, -100.0, 100.0f);
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c = (h + 100.0f) / 200.0;
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 1));
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}
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}
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}
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break;
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#if 0
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{
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Ref<Curve> curve;
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if (id == 3)
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curve = curve1;
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else if (id == 4)
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curve = curve2;
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ERR_FAIL_COND(!curve.is_valid());
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Ref<Image> img;
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img.instance();
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img->create(xs * 2, xs * 2, false, Image::FORMAT_RGBA8);
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img->fill(Color(0, 0, 0, 0));
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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float h = curve->interpolate_baked(xr / r);
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if (h < -2.0f || h > 2.0f) {
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h += get_height_full(v + Vector3(i, 0.0f, j));
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h = CLAMP(h, -100.0, 100.0f);
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c = (h + 100.0f) / 200.0;
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img->fill_rect(Rect2(Vector2(i + xs, j + xs), Vector2(1, 1)), Color(c, 0, 0, 1));
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}
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}
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}
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Vector3 pos(v.x, v.y, v.z);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->blend_rect(img,
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Rect2(Vector2(), Vector2(img->get_width(), img->get_height())),
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Vector2(pt.x - xs, pt.y - xs));
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} break;
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#endif
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case 5:
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{
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float h = get_height_full(v) + 2.0f;
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h = CLAMP(h, -100.0, 100.0f);
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for (i = -8 ; i < 8 + 1; i++)
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for (j = -8 ; j < 8 + 1; j++) {
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Vector3 pos(v.x + i, v.y, v.z + j);
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h = MAX(h, get_height_full(pos) + 2.0f);
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}
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c = (h + 100.0f) / 200.0;
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for (i = -xs ; i < xs + 1; i++)
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for (j = -xs ; j < xs + 1; j++) {
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float xr = Vector2(i, j).length();
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if (xr < r) {
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Vector3 pos(v.x + i, v.y, v.z + j);
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Vector2 pt = Vector2(pos.x * 0.1f + _image_draw->get_width() / 2,
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pos.z * 0.1f + _image_draw->get_height() / 2);
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pt.x = CLAMP(pt.x, 1, _image_draw->get_width() - 1);
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pt.y = CLAMP(pt.y, 1, _image_draw->get_height() - 1);
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_image_draw->fill_rect(Rect2(pt - Vector2(1, 1), Vector2(2, 2)), Color(c, 0, 0, 1));
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}
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}
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} break;
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default:
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break;
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}
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}
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void VoxelGeneratorImgMapper::compose()
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{
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Ref<Image> copy;
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ERR_FAIL_COND(!_image_bg.is_valid());
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ERR_FAIL_COND(!_image_overlay.is_valid());
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ERR_FAIL_COND(!_image_draw.is_valid());
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copy = _image_bg->duplicate();
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if (copy->get_width() == _image_draw->get_width() &&
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copy->get_height() == _image_draw->get_height()) {
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copy->blend_rect(_image_draw,
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Rect2(0, 0, _image_draw->get_width(),
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_image_draw->get_height()),
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Vector2());
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}
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if (copy->get_width() == _image_overlay->get_width() &&
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copy->get_height() == _image_overlay->get_height()) {
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copy->blend_rect(_image_overlay,
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Rect2(0, 0, _image_overlay->get_width(),
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_image_overlay->get_height()),
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Vector2());
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}
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RWLockWrite wlock(_parameters_lock);
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// lock() prevents us from reading the same image from multiple threads, so we lock it up-front.
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// This might no longer be needed in Godot 4.
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if (_parameters.image.is_valid()) {
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_parameters.image->unlock();
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}
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_parameters.image = copy;
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if (_parameters.image.is_valid()) {
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_parameters.image->lock();
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}
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}
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void VoxelGeneratorImgMapper::save_png()
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{
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if (_image_bg.is_valid())
|
||||
_image_bg->save_png("res://textures/terrain.png");
|
||||
if (_image_draw.is_valid())
|
||||
_image_draw->save_png("res://textures/terrain_draw.png");
|
||||
if (_image_overlay.is_valid())
|
||||
_image_overlay->save_png("res://textures/terrain_edit.png");
|
||||
}
|
||||
|
||||
void VoxelGeneratorImgMapper::set_curve1(const Ref<Curve> &curve)
|
||||
{
|
||||
ERR_FAIL_COND(!curve.is_valid());
|
||||
curve1 = curve;
|
||||
curve1->bake();
|
||||
}
|
||||
|
||||
Ref<Curve> VoxelGeneratorImgMapper::get_curve1() const
|
||||
{
|
||||
return curve1;
|
||||
}
|
||||
|
||||
void VoxelGeneratorImgMapper::set_curve2(const Ref<Curve> &curve)
|
||||
{
|
||||
ERR_FAIL_COND(!curve.is_valid());
|
||||
curve2 = curve;
|
||||
curve2->bake();
|
||||
}
|
||||
|
||||
Ref<Curve> VoxelGeneratorImgMapper::get_curve2() const
|
||||
{
|
||||
return curve2;
|
||||
}
|
||||
|
||||
void VoxelGeneratorImgMapper::set_curve3(const Ref<Curve> &curve)
|
||||
{
|
||||
ERR_FAIL_COND(!curve.is_valid());
|
||||
curve3 = curve;
|
||||
curve3->bake();
|
||||
}
|
||||
|
||||
Ref<Curve> VoxelGeneratorImgMapper::get_curve3() const
|
||||
{
|
||||
return curve3;
|
||||
}
|
||||
|
||||
void VoxelGeneratorImgMapper::set_curve4(const Ref<Curve> &curve)
|
||||
{
|
||||
ERR_FAIL_COND(!curve.is_valid());
|
||||
curve4 = curve;
|
||||
curve4->bake();
|
||||
}
|
||||
|
||||
Ref<Curve> VoxelGeneratorImgMapper::get_curve4() const
|
||||
{
|
||||
return curve4;
|
||||
}
|
||||
|
||||
void VoxelGeneratorImgMapper::_bind_methods() {
|
||||
ClassDB::bind_method(D_METHOD("set_image_bg", "image"), &VoxelGeneratorImgMapper::set_image_bg);
|
||||
ClassDB::bind_method(D_METHOD("get_image_bg"), &VoxelGeneratorImgMapper::get_image_bg);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_image_overlay", "image"), &VoxelGeneratorImgMapper::set_image_overlay);
|
||||
ClassDB::bind_method(D_METHOD("get_image_overlay"), &VoxelGeneratorImgMapper::get_image_overlay);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_image_draw", "image"), &VoxelGeneratorImgMapper::set_image_draw);
|
||||
ClassDB::bind_method(D_METHOD("get_image_draw"), &VoxelGeneratorImgMapper::get_image_draw);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_curve1", "curve"), &VoxelGeneratorImgMapper::set_curve1);
|
||||
ClassDB::bind_method(D_METHOD("get_curve1"), &VoxelGeneratorImgMapper::get_curve1);
|
||||
ClassDB::bind_method(D_METHOD("set_curve2", "curve"), &VoxelGeneratorImgMapper::set_curve2);
|
||||
ClassDB::bind_method(D_METHOD("get_curve2"), &VoxelGeneratorImgMapper::get_curve2);
|
||||
ClassDB::bind_method(D_METHOD("set_curve3", "curve"), &VoxelGeneratorImgMapper::set_curve3);
|
||||
ClassDB::bind_method(D_METHOD("get_curve3"), &VoxelGeneratorImgMapper::get_curve3);
|
||||
ClassDB::bind_method(D_METHOD("set_curve4", "curve"), &VoxelGeneratorImgMapper::set_curve4);
|
||||
ClassDB::bind_method(D_METHOD("get_curve4"), &VoxelGeneratorImgMapper::get_curve4);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_height", "v", "height"), &VoxelGeneratorImgMapper::set_height);
|
||||
ClassDB::bind_method(D_METHOD("draw_brush", "v", "r", "s", "id"), &VoxelGeneratorImgMapper::draw_brush);
|
||||
ClassDB::bind_method(D_METHOD("get_height", "v"), &VoxelGeneratorImgMapper::get_height);
|
||||
ClassDB::bind_method(D_METHOD("get_height_full", "v"), &VoxelGeneratorImgMapper::get_height_full);
|
||||
ClassDB::bind_method(D_METHOD("compose"), &VoxelGeneratorImgMapper::compose);
|
||||
ClassDB::bind_method(D_METHOD("save_png"), &VoxelGeneratorImgMapper::save_png);
|
||||
|
||||
ClassDB::bind_method(D_METHOD("set_blur_enabled", "enable"), &VoxelGeneratorImgMapper::set_blur_enabled);
|
||||
ClassDB::bind_method(D_METHOD("is_blur_enabled"), &VoxelGeneratorImgMapper::is_blur_enabled);
|
||||
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "image_bg", PROPERTY_HINT_RESOURCE_TYPE, "Image"), "set_image_bg", "get_image_bg");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "image_overlay", PROPERTY_HINT_RESOURCE_TYPE, "Image"), "set_image_overlay", "get_image_overlay");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "image_draw", PROPERTY_HINT_RESOURCE_TYPE, "Image"), "set_image_draw", "get_image_draw");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve1", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve1", "get_curve1");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve2", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve2", "get_curve2");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve3", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve3", "get_curve3");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::OBJECT, "curve4", PROPERTY_HINT_RESOURCE_TYPE, "Curve"), "set_curve4", "get_curve4");
|
||||
ADD_PROPERTY(PropertyInfo(Variant::BOOL, "blur_enabled"), "set_blur_enabled", "is_blur_enabled");
|
||||
}
|
||||
78
src/modules/imgmapper/voxel_generator_imgmapper.h
Normal file
78
src/modules/imgmapper/voxel_generator_imgmapper.h
Normal file
@@ -0,0 +1,78 @@
|
||||
#ifndef HEADER_VOXEL_GENERATOR_IMGMAPPER
|
||||
#define HEADER_VOXEL_GENERATOR_IMGMAPPER
|
||||
|
||||
#include <modules/voxel/generators/simple/voxel_generator_heightmap.h>
|
||||
#include <core/image.h>
|
||||
#include <scene/resources/curve.h>
|
||||
|
||||
// Provides infinite tiling heightmap based on an image
|
||||
class VoxelGeneratorImgMapper : public VoxelGeneratorHeightmap {
|
||||
GDCLASS(VoxelGeneratorImgMapper, VoxelGeneratorHeightmap)
|
||||
|
||||
public:
|
||||
VoxelGeneratorImgMapper();
|
||||
~VoxelGeneratorImgMapper();
|
||||
|
||||
void set_image_bg(Ref<Image> im);
|
||||
Ref<Image> get_image_bg() const;
|
||||
|
||||
void set_image_draw(Ref<Image> im);
|
||||
Ref<Image> get_image_draw() const;
|
||||
|
||||
void set_image_overlay(Ref<Image> im);
|
||||
Ref<Image> get_image_overlay() const;
|
||||
|
||||
void set_image_buildings(Ref<Image> im);
|
||||
Ref<Image> get_image_buildings() const;
|
||||
|
||||
void set_blur_enabled(bool enable);
|
||||
bool is_blur_enabled() const;
|
||||
|
||||
Result generate_block(VoxelBlockRequest &input) override;
|
||||
|
||||
void set_height(const Vector3 &v, float height);
|
||||
void draw_brush(const Vector3 &v, float r, float s, int id);
|
||||
float get_height(const Vector3 &v);
|
||||
float get_height_full(const Vector3 &v);
|
||||
void compose();
|
||||
void save_png();
|
||||
|
||||
void set_curve1(const Ref<Curve> &curve);
|
||||
Ref<Curve> get_curve1() const;
|
||||
|
||||
void set_curve2(const Ref<Curve> &curve);
|
||||
Ref<Curve> get_curve2() const;
|
||||
|
||||
void set_curve3(const Ref<Curve> &curve);
|
||||
Ref<Curve> get_curve3() const;
|
||||
|
||||
void set_curve4(const Ref<Curve> &curve);
|
||||
Ref<Curve> get_curve4() const;
|
||||
|
||||
private:
|
||||
static void _bind_methods();
|
||||
|
||||
private:
|
||||
// Proper reference used for external access.
|
||||
Vector<float> height_data;
|
||||
Ref<Image> _image_bg;
|
||||
Ref<Image> _image_overlay, _image_buildings;
|
||||
Ref<Image> _image_draw;
|
||||
|
||||
Ref<Curve> curve1, curve2, curve3, curve4;
|
||||
|
||||
struct Parameters {
|
||||
int width, height;
|
||||
// This is a read-only copy of the image.
|
||||
// It wastes memory for sure, but Godot does not offer any way to secure this better.
|
||||
// If this is a problem one day, we could add an option to dereference the external image in game.
|
||||
Ref<Image> image;
|
||||
// Mostly here as demo/tweak. It's better recommended to use an EXR/float image.
|
||||
bool blur_enabled = false;
|
||||
};
|
||||
|
||||
Parameters _parameters;
|
||||
RWLock _parameters_lock;
|
||||
};
|
||||
|
||||
#endif // HEADER_VOXEL_GENERATOR_IMGMAPPER
|
||||
1
src/modules/voxel
Submodule
1
src/modules/voxel
Submodule
Submodule src/modules/voxel added at dbca142dff
Reference in New Issue
Block a user