godot_voxel/generators/simple/voxel_generator_heightmap.h

119 lines
2.8 KiB
C++

#ifndef VOXEL_GENERATOR_HEIGHTMAP_H
#define VOXEL_GENERATOR_HEIGHTMAP_H
#include "../../storage/voxel_buffer.h"
#include "../voxel_generator.h"
#include <core/image.h>
class VoxelGeneratorHeightmap : public VoxelGenerator {
GDCLASS(VoxelGeneratorHeightmap, VoxelGenerator)
public:
VoxelGeneratorHeightmap();
~VoxelGeneratorHeightmap();
void set_channel(VoxelBuffer::ChannelId channel);
VoxelBuffer::ChannelId get_channel() const;
int get_used_channels_mask() const override;
void set_height_start(float start);
float get_height_start() const;
void set_height_range(float range);
float get_height_range() const;
void set_iso_scale(float iso_scale);
float get_iso_scale() const;
protected:
template <typename Height_F>
void generate(VoxelBuffer &out_buffer, Height_F height_func, Vector3i origin, int lod) {
Parameters params;
{
RWLockRead rlock(_parameters_lock);
params = _parameters;
}
const int channel = params.channel;
const Vector3i bs = out_buffer.get_size();
const bool use_sdf = channel == VoxelBuffer::CHANNEL_SDF;
if (origin.y > get_height_start() + get_height_range()) {
// The bottom of the block is above the highest ground can go (default is air)
return;
}
if (origin.y + (bs.y << lod) < get_height_start()) {
// The top of the block is below the lowest ground can go
out_buffer.clear_channel(params.channel, use_sdf ? 0 : params.matter_type);
return;
}
const int stride = 1 << lod;
if (use_sdf) {
int gz = origin.z;
for (int z = 0; z < bs.z; ++z, gz += stride) {
int gx = origin.x;
for (int x = 0; x < bs.x; ++x, gx += stride) {
float h = params.range.xform(height_func(gx, gz));
int gy = origin.y;
for (int y = 0; y < bs.y; ++y, gy += stride) {
float sdf = params.iso_scale * (gy - h);
out_buffer.set_voxel_f(sdf, x, y, z, channel);
}
} // for x
} // for z
} else {
// Blocky
int gz = origin.z;
for (int z = 0; z < bs.z; ++z, gz += stride) {
int gx = origin.x;
for (int x = 0; x < bs.x; ++x, gx += stride) {
// Output is blocky, so we can go for just one sample
float h = params.range.xform(height_func(gx, gz));
h -= origin.y;
int ih = int(h);
if (ih > 0) {
if (ih > bs.y) {
ih = bs.y;
}
out_buffer.fill_area(
params.matter_type, Vector3i(x, 0, z), Vector3i(x + 1, ih, z + 1), channel);
}
} // for x
} // for z
} // use_sdf
}
private:
static void _bind_methods();
struct Range {
float start = -50;
float height = 200;
inline float xform(float x) const {
return x * height + start;
}
};
struct Parameters {
VoxelBuffer::ChannelId channel = VoxelBuffer::CHANNEL_SDF;
int matter_type = 1;
Range range;
float iso_scale = 0.1;
};
RWLock _parameters_lock;
Parameters _parameters;
};
#endif // VOXEL_GENERATOR_HEIGHTMAP_H