fyrox_impl/scene/terrain/mod.rs
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//! Everything related to terrains. See [`Terrain`] docs for more info.
use crate::material::MaterialResourceExtension;
use crate::renderer::bundle::PersistentIdentifier;
use crate::scene::node::RdcControlFlow;
use crate::{
asset::Resource,
core::{
algebra::{Matrix4, Point3, Vector2, Vector3, Vector4},
arrayvec::ArrayVec,
log::Log,
math::{aabb::AxisAlignedBoundingBox, ray::Ray, ray_rect_intersection, Rect},
pool::Handle,
reflect::prelude::*,
sstorage::ImmutableString,
uuid::{uuid, Uuid},
variable::InheritableVariable,
visitor::{prelude::*, PodVecView},
TypeUuidProvider,
},
material::{Material, MaterialResource, PropertyValue},
renderer::{
self,
bundle::{RenderContext, SurfaceInstanceData},
framework::geometry_buffer::ElementRange,
},
resource::texture::{
Texture, TextureKind, TexturePixelKind, TextureResource, TextureResourceExtension,
TextureWrapMode,
},
scene::{
base::{Base, BaseBuilder},
debug::SceneDrawingContext,
graph::Graph,
mesh::RenderPath,
node::{Node, NodeTrait},
terrain::{geometry::TerrainGeometry, quadtree::QuadTree},
},
};
use fyrox_core::uuid_provider;
use fyrox_graph::BaseSceneGraph;
use fyrox_resource::untyped::ResourceKind;
use half::f16;
use image::{imageops::FilterType, ImageBuffer, Luma};
use std::{
cell::Cell,
cmp::Ordering,
collections::HashMap,
ops::{Deref, DerefMut, Range},
};
mod geometry;
mod quadtree;
/// Current implementation version marker.
pub const VERSION: u8 = 1;
/// Layers is a material Terrain can have as many layers as you want, but each layer slightly decreases
/// performance, so keep amount of layers on reasonable level (1 - 5 should be enough for most
/// cases).
#[derive(Debug, Clone, Visit, Reflect, PartialEq)]
pub struct Layer {
/// Material of the layer.
pub material: MaterialResource,
/// Name of the mask sampler property in the material.
pub mask_property_name: String,
/// Name of the height map sampler property in the material.
#[visit(optional)]
pub height_map_property_name: String,
/// Name of the node uv offsets property in the material.
#[visit(optional)]
pub node_uv_offsets_property_name: String,
}
uuid_provider!(Layer = "7439d5fd-43a9-45f0-bd7c-76cf4d2ec22e");
impl Default for Layer {
fn default() -> Self {
Self {
material: MaterialResource::new_ok(Default::default(), Material::standard_terrain()),
mask_property_name: "maskTexture".to_string(),
height_map_property_name: "heightMapTexture".to_string(),
node_uv_offsets_property_name: "nodeUvOffsets".to_string(),
}
}
}
fn make_quad_tree(
texture: &Option<TextureResource>,
height_map_size: Vector2<u32>,
block_size: Vector2<u32>,
) -> QuadTree {
let texture = texture.as_ref().unwrap().data_ref();
let height_map = texture.data_of_type::<f32>().unwrap();
QuadTree::new(height_map, height_map_size, block_size)
}
fn make_height_map_texture_internal(
height_map: Vec<f32>,
size: Vector2<u32>,
) -> Option<TextureResource> {
let mut data = Texture::from_bytes(
TextureKind::Rectangle {
width: size.x,
height: size.y,
},
TexturePixelKind::R32F,
crate::core::transmute_vec_as_bytes(height_map),
)?;
data.set_t_wrap_mode(TextureWrapMode::ClampToEdge);
data.set_s_wrap_mode(TextureWrapMode::ClampToEdge);
Some(Resource::new_ok(Default::default(), data))
}
fn make_height_map_texture(height_map: Vec<f32>, size: Vector2<u32>) -> TextureResource {
make_height_map_texture_internal(height_map, size).unwrap()
}
/// Chunk is smaller block of a terrain. Terrain can have as many chunks as you need, which always arranged in a
/// grid. You can add chunks from any side of a terrain. Chunks could be considered as a "sub-terrain", which could
/// use its own set of materials for layers. This could be useful for different biomes, to prevent high amount of
/// layers which could harm the performance.
#[derive(Debug, Reflect, PartialEq)]
pub struct Chunk {
#[reflect(hidden)]
quad_tree: QuadTree,
#[reflect(hidden)]
version: u8,
#[reflect(
setter = "set_height_map",
description = "Height map of the chunk. You can assign a custom height map image here. Keep in mind, that \
only Red channel will be used! The assigned texture will be automatically converted to internal format suitable \
for terrain needs."
)]
heightmap: Option<TextureResource>,
#[reflect(hidden)]
position: Vector3<f32>,
#[reflect(hidden)]
physical_size: Vector2<f32>,
#[reflect(hidden)]
height_map_size: Vector2<u32>,
#[reflect(hidden)]
block_size: Vector2<u32>,
#[reflect(hidden)]
grid_position: Vector2<i32>,
/// Layer blending masks of the chunk.
#[reflect(hidden)]
pub layer_masks: Vec<TextureResource>,
}
uuid_provider!(Chunk = "ae996754-69c1-49ba-9c17-a7bd4be072a9");
impl Clone for Chunk {
// Deep cloning.
fn clone(&self) -> Self {
Self {
version: self.version,
heightmap: Some(self.heightmap.as_ref().unwrap().deep_clone()),
position: self.position,
physical_size: self.physical_size,
height_map_size: self.height_map_size,
block_size: self.block_size,
grid_position: self.grid_position,
layer_masks: self
.layer_masks
.iter()
.map(|m| m.deep_clone())
.collect::<Vec<_>>(),
quad_tree: make_quad_tree(&self.heightmap, self.height_map_size, self.block_size),
}
}
}
// Manual implementation of the trait because we need to serialize heightmap differently.
impl Visit for Chunk {
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
let mut region = visitor.enter_region(name)?;
let mut version = if region.is_reading() {
0u8
} else {
self.version
};
let _ = version.visit("Version", &mut region);
match version {
0 => {
let mut height_map = Vec::<f32>::new();
let mut view = PodVecView::from_pod_vec(&mut height_map);
view.visit("Heightmap", &mut region)?;
self.position.visit("Position", &mut region)?;
let mut width = 0.0f32;
width.visit("Width", &mut region)?;
let mut length = 0.0f32;
length.visit("Length", &mut region)?;
self.physical_size = Vector2::new(width, length);
let mut width_point_count = 0u32;
width_point_count.visit("WidthPointCount", &mut region)?;
let mut length_point_count = 0u32;
length_point_count.visit("LengthPointCount", &mut region)?;
self.height_map_size = Vector2::new(width_point_count, length_point_count);
self.grid_position = Vector2::new(
(self.position.x / width) as i32,
(self.position.y / length) as i32,
);
self.heightmap = Some(make_height_map_texture(
height_map,
Vector2::new(width_point_count, length_point_count),
));
}
VERSION => {
self.heightmap.visit("Heightmap", &mut region)?;
self.position.visit("Position", &mut region)?;
self.physical_size.visit("PhysicalSize", &mut region)?;
self.height_map_size.visit("HeightMapSize", &mut region)?;
self.layer_masks.visit("LayerMasks", &mut region)?;
self.grid_position.visit("GridPosition", &mut region)?;
let _ = self.block_size.visit("BlockSize", &mut region);
}
_ => (),
}
self.quad_tree = make_quad_tree(&self.heightmap, self.height_map_size, self.block_size);
Ok(())
}
}
impl Default for Chunk {
fn default() -> Self {
Self {
quad_tree: Default::default(),
version: VERSION,
heightmap: Default::default(),
position: Default::default(),
physical_size: Default::default(),
height_map_size: Default::default(),
block_size: Vector2::new(32, 32),
grid_position: Default::default(),
layer_masks: Default::default(),
}
}
}
impl Chunk {
/// Returns position of the chunk in local 2D coordinates relative to origin of the
/// terrain.
pub fn local_position(&self) -> Vector2<f32> {
map_to_local(self.position)
}
/// Returns a reference to height map.
pub fn heightmap(&self) -> &TextureResource {
self.heightmap.as_ref().unwrap()
}
/// Sets new height map to the chunk.
pub fn set_height_map(
&mut self,
height_map: Option<TextureResource>,
) -> Option<TextureResource> {
if let Some(new_height_map) = height_map {
let mut state = new_height_map.state();
if let Some(new_height_map_texture) = state.data() {
if let TextureKind::Rectangle { width, height } = new_height_map_texture.kind() {
if width == self.height_map_size.x && height == self.height_map_size.y {
fn convert<T, C>(texture: &Texture, mut mapper: C) -> Option<Vec<f32>>
where
T: Sized,
C: Fn(&T) -> f32,
{
texture
.mip_level_data_of_type::<T>(0)
.map(|v| v.iter().map(&mut mapper).collect::<Vec<_>>())
}
// Try to convert Red component of pixels to R32F format.
let pixels = match new_height_map_texture.pixel_kind() {
TexturePixelKind::R8 | TexturePixelKind::Luminance8 => {
convert::<u8, _>(new_height_map_texture, |v| {
*v as f32 / u8::MAX as f32
})
}
TexturePixelKind::RGB8 => {
#[repr(C)]
struct Rgb8 {
r: u8,
g: u8,
b: u8,
}
convert::<Rgb8, _>(new_height_map_texture, |v| {
v.r as f32 / u8::MAX as f32
})
}
TexturePixelKind::RGBA8 => {
#[repr(C)]
struct Rgba8 {
r: u8,
g: u8,
b: u8,
a: u8,
}
convert::<Rgba8, _>(new_height_map_texture, |v| {
v.r as f32 / u8::MAX as f32
})
}
TexturePixelKind::RG8 | TexturePixelKind::LuminanceAlpha8 => {
#[repr(C)]
struct Rg8 {
r: u8,
g: u8,
}
convert::<Rg8, _>(new_height_map_texture, |v| {
v.r as f32 / u8::MAX as f32
})
}
TexturePixelKind::R16 | TexturePixelKind::Luminance16 => {
convert::<u16, _>(new_height_map_texture, |v| {
*v as f32 / u16::MAX as f32
})
}
TexturePixelKind::RG16 | TexturePixelKind::LuminanceAlpha16 => {
#[repr(C)]
struct Rg16 {
r: u16,
g: u16,
}
convert::<Rg16, _>(new_height_map_texture, |v| {
v.r as f32 / u16::MAX as f32
})
}
TexturePixelKind::BGR8 => {
#[repr(C)]
struct Bgr8 {
b: u8,
g: u8,
r: u8,
}
convert::<Bgr8, _>(new_height_map_texture, |v| {
v.r as f32 / u8::MAX as f32
})
}
TexturePixelKind::BGRA8 => {
#[repr(C)]
struct Bgra8 {
r: u8,
g: u8,
b: u8,
a: u8,
}
convert::<Bgra8, _>(new_height_map_texture, |v| {
v.r as f32 / u8::MAX as f32
})
}
TexturePixelKind::RGB16 => {
#[repr(C)]
struct Rgb16 {
r: u16,
g: u16,
b: u16,
}
convert::<Rgb16, _>(new_height_map_texture, |v| {
v.r as f32 / u16::MAX as f32
})
}
TexturePixelKind::RGBA16 => {
#[repr(C)]
struct Rgba16 {
r: u16,
g: u16,
b: u16,
a: u16,
}
convert::<Rgba16, _>(new_height_map_texture, |v| {
v.r as f32 / u16::MAX as f32
})
}
TexturePixelKind::RGB32F => {
#[repr(C)]
struct Rgb32F {
r: f32,
g: f32,
b: f32,
}
convert::<Rgb32F, _>(new_height_map_texture, |v| v.r)
}
TexturePixelKind::RGBA32F => {
#[repr(C)]
struct Rgba32F {
r: f32,
g: f32,
b: f32,
a: f32,
}
convert::<Rgba32F, _>(new_height_map_texture, |v| v.r)
}
TexturePixelKind::RGB16F => {
#[repr(C)]
struct Rgb16F {
r: f16,
g: f16,
b: f16,
}
convert::<Rgb16F, _>(new_height_map_texture, |v| v.r.to_f32())
}
TexturePixelKind::R32F => {
convert::<f32, _>(new_height_map_texture, |v| *v)
}
TexturePixelKind::R16F => {
convert::<f16, _>(new_height_map_texture, |v| v.to_f32())
}
_ => None,
};
if let Some(pixels) = pixels {
if let Some(texture) =
make_height_map_texture_internal(pixels, self.height_map_size)
{
return std::mem::replace(&mut self.heightmap, Some(texture));
}
}
}
}
}
}
// In case of any error, ignore the new value and return current height map.
self.heightmap.clone()
}
/// Returns the height map of the terrain as an array of `f32`s.
pub fn heightmap_owned(&self) -> Vec<f32> {
self.heightmap
.as_ref()
.unwrap()
.data_ref()
.data_of_type::<f32>()
.unwrap()
.to_vec()
}
/// Replaces the current height map with a new one. New height map must be equal with size of current.
pub fn replace_height_map(
&mut self,
heightmap: TextureResource,
) -> Result<(), TextureResource> {
let data = heightmap.data_ref();
if let TextureKind::Rectangle { width, height } = data.kind() {
if data.pixel_kind() == TexturePixelKind::R32F
&& self.height_map_size.x == width
&& self.height_map_size.y == height
{
drop(data);
self.heightmap = Some(heightmap);
return Ok(());
}
}
drop(data);
Err(heightmap)
}
/// Returns the size of the chunk in meters.
pub fn physical_size(&self) -> Vector2<f32> {
self.physical_size
}
/// Returns amount of pixels in the height map along each dimension.
pub fn height_map_size(&self) -> Vector2<u32> {
self.height_map_size
}
/// Performs debug drawing of the chunk. It draws internal quad-tree structure for debugging purposes.
pub fn debug_draw(&self, transform: &Matrix4<f32>, ctx: &mut SceneDrawingContext) {
let transform = *transform * Matrix4::new_translation(&self.position);
self.quad_tree
.debug_draw(&transform, self.height_map_size, self.physical_size, ctx)
}
fn set_block_size(&mut self, block_size: Vector2<u32>) {
self.block_size = block_size;
self.quad_tree = make_quad_tree(&self.heightmap, self.height_map_size, block_size);
}
}
fn map_to_local(v: Vector3<f32>) -> Vector2<f32> {
// Terrain is a XZ oriented surface so we can map X -> X, Z -> Y
Vector2::new(v.x, v.z)
}
/// Ray-terrain intersection result.
#[derive(Debug)]
pub struct TerrainRayCastResult {
/// World-space position of impact point.
pub position: Vector3<f32>,
/// Height value at the intersection point (this value could be interpolated between four neighbour pixels
/// of a height map).
pub height: f32,
/// World-space normal of triangle at impact point.
pub normal: Vector3<f32>,
/// Index of a chunk that was hit.
pub chunk_index: usize,
/// Time of impact. Usually in [0; 1] range where 0 - origin of a ray, 1 - its end.
pub toi: f32,
}
/// Terrain is a height field where each point has fixed coordinates in XZ plane, but variable Y coordinate.
/// It can be used to create landscapes. It supports multiple layers, where each layer has its own material
/// and mask.
///
/// ## Chunking
///
/// Terrain itself does not define any geometry or rendering data, instead it uses one or more chunks for that
/// purpose. Each chunk could be considered as a "sub-terrain". You can "stack" any amount of chunks from any
/// side of the terrain. To do that, you define a range of chunks along each axes. This is very useful if you
/// need to extend your terrain in a particular direction. Imagine that you've created a terrain with just one
/// chunk (`0..1` range on both axes), but suddenly you found that you need to extend the terrain to add some
/// new game locations. In this case you can change the range of chunks at the desired axis. For instance, if
/// you want to add a new location to the right from your single chunk, then you should change `width_chunks`
/// range to `0..2` and leave `length_chunks` as is (`0..1`). This way terrain will be extended and you can
/// start shaping the new location.
///
/// ## Layers
///
/// Layer is a material with a blending mask. Layers helps you to build a terrain with wide variety of details.
/// For example, you can have a terrain with 3 layers: grass, rock, snow. This combination can be used to
/// create a terrain with grassy plateaus, rocky mountains with snowy tops. Each chunk (see above) can have its
/// own set of materials for each layer, however the overall layer count is defined by the terrain itself.
/// An ability to have different set of materials for different chunks is very useful to support various biomes.
///
/// ## Level of detail (LOD)
///
/// Terrain has automatic LOD system, which means that the closest portions of it will be rendered with highest
/// possible quality (defined by the resolution of height map and masks), while the furthest portions will be
/// rendered with lowest quality. This effectively balances GPU load and allows you to render huge terrains with
/// low overhead.
///
/// The main parameter that affects LOD system is `block_size` (`Terrain::set_block_size`), which defines size
/// of the patch that will be used for rendering. It is used to divide the size of the height map into a fixed
/// set of blocks using quad-tree algorithm.
///
/// Current implementation uses modified version of CDLOD algorithm without patch morphing. Apparently it is not
/// needed, since bilinear filtration in vertex shader prevents seams to occur.
///
/// ## Painting
///
/// Terrain has a single method for "painting" - [`Terrain::draw`], it accepts a brush with specific parameters,
/// which can either alternate height map or a layer mask. See method's documentation for more info.
///
/// ## Ray casting
///
/// You have two options to perform a ray casting:
///
/// 1) By using ray casting feature of the physics engine. In this case you need to create a `Heighfield` collider
/// and use standard [`crate::scene::graph::physics::PhysicsWorld::cast_ray`] method.
/// 2) By using [`Terrain::raycast`] - this method could provide you more information about intersection point, than
/// physics-based.
///
/// ## Physics
///
/// As usual, to have collisions working you need to create a rigid body and add an appropriate collider to it.
/// In case of terrains you need to create a collider with `Heightfield` shape and specify your terrain as a
/// geometry source.
#[derive(Debug, Reflect, Clone)]
pub struct Terrain {
base: Base,
#[reflect(setter = "set_layers")]
layers: InheritableVariable<Vec<Layer>>,
#[reflect(setter = "set_decal_layer_index")]
decal_layer_index: InheritableVariable<u8>,
#[reflect(
min_value = 0.001,
description = "Size of the chunk, in meters.",
setter = "set_chunk_size"
)]
chunk_size: InheritableVariable<Vector2<f32>>,
#[reflect(
step = 1.0,
description = "Min and max 'coordinate' of chunks along X axis.",
setter = "set_width_chunks"
)]
width_chunks: InheritableVariable<Range<i32>>,
#[reflect(
step = 1.0,
description = "Min and max 'coordinate' of chunks along Y axis.",
setter = "set_length_chunks"
)]
length_chunks: InheritableVariable<Range<i32>>,
#[reflect(
min_value = 2.0,
step = 1.0,
description = "Size of the height map per chunk, in pixels. Warning: any change to this value will result in resampling!",
setter = "set_height_map_size"
)]
height_map_size: InheritableVariable<Vector2<u32>>,
#[reflect(min_value = 8.0, step = 1.0, setter = "set_block_size")]
block_size: InheritableVariable<Vector2<u32>>,
#[reflect(
min_value = 1.0,
step = 1.0,
description = "Size of the blending mask per chunk, in pixels. Warning: any change to this value will result in resampling!",
setter = "set_mask_size"
)]
mask_size: InheritableVariable<Vector2<u32>>,
#[reflect(immutable_collection)]
chunks: InheritableVariable<Vec<Chunk>>,
#[reflect(hidden)]
bounding_box_dirty: Cell<bool>,
#[reflect(hidden)]
bounding_box: Cell<AxisAlignedBoundingBox>,
#[reflect(hidden)]
geometry: TerrainGeometry,
#[reflect(hidden)]
version: u8,
}
impl Default for Terrain {
fn default() -> Self {
Self {
base: Default::default(),
layers: Default::default(),
decal_layer_index: Default::default(),
chunk_size: Vector2::new(16.0, 16.0).into(),
width_chunks: Default::default(),
length_chunks: Default::default(),
height_map_size: Default::default(),
block_size: Vector2::new(32, 32).into(),
mask_size: Default::default(),
chunks: Default::default(),
bounding_box_dirty: Cell::new(true),
bounding_box: Cell::new(Default::default()),
geometry: Default::default(),
version: VERSION,
}
}
}
#[derive(Visit)]
struct OldLayer {
pub material: MaterialResource,
pub mask_property_name: String,
pub chunk_masks: Vec<TextureResource>,
}
impl Default for OldLayer {
fn default() -> Self {
Self {
material: MaterialResource::new_ok(Default::default(), Material::standard_terrain()),
mask_property_name: "maskTexture".to_string(),
chunk_masks: Default::default(),
}
}
}
impl Visit for Terrain {
fn visit(&mut self, name: &str, visitor: &mut Visitor) -> VisitResult {
let mut region = visitor.enter_region(name)?;
let mut version = if region.is_reading() {
0u8
} else {
self.version
};
let _ = version.visit("Version", &mut region);
match version {
0 => {
// Old version.
self.base.visit("Base", &mut region)?;
self.decal_layer_index
.visit("DecalLayerIndex", &mut region)?;
let mut layers =
InheritableVariable::<Vec<OldLayer>>::new_modified(Default::default());
layers.visit("Layers", &mut region)?;
let mut width = 0.0f32;
width.visit("Width", &mut region)?;
let mut length = 0.0f32;
length.visit("Length", &mut region)?;
let mut mask_resolution = 0.0f32;
mask_resolution.visit("MaskResolution", &mut region)?;
let mut height_map_resolution = 0.0f32;
height_map_resolution.visit("HeightMapResolution", &mut region)?;
let mut chunks = Vec::<Chunk>::new();
chunks.visit("Chunks", &mut region)?;
let mut width_chunks = 0u32;
width_chunks.visit("WidthChunks", &mut region)?;
self.width_chunks = (0..(width_chunks as i32)).into();
let mut length_chunks = 0u32;
length_chunks.visit("LengthChunks", &mut region)?;
self.length_chunks = (0..(length_chunks as i32)).into();
self.chunk_size =
Vector2::new(width / width_chunks as f32, length / length_chunks as f32).into();
self.mask_size = Vector2::new(
(self.chunk_size.x * mask_resolution) as u32,
(self.chunk_size.y * mask_resolution) as u32,
)
.into();
self.height_map_size = Vector2::new(
(self.chunk_size.x * height_map_resolution) as u32,
(self.chunk_size.y * height_map_resolution) as u32,
)
.into();
// Convert to new format.
for mut layer in layers.take() {
for chunk in chunks.iter_mut().rev() {
chunk.layer_masks.push(layer.chunk_masks.pop().unwrap());
}
// TODO: Due to the bug in resource system, material properties are not kept in sync
// so here we must re-create the material and put every property from the old material
// to the new.
let mut new_material = Material::standard_terrain();
let mut material_state = layer.material.state();
if let Some(material) = material_state.data() {
for (name, value) in material.properties() {
Log::verify(new_material.set_property(name, value.clone()));
}
}
self.layers.push(Layer {
material: MaterialResource::new_ok(Default::default(), new_material),
mask_property_name: layer.mask_property_name,
..Default::default()
});
}
self.chunks = chunks.into();
}
VERSION => {
// Current version
self.base.visit("Base", &mut region)?;
self.layers.visit("Layers", &mut region)?;
self.decal_layer_index
.visit("DecalLayerIndex", &mut region)?;
self.chunk_size.visit("ChunkSize", &mut region)?;
self.width_chunks.visit("WidthChunks", &mut region)?;
self.length_chunks.visit("LengthChunks", &mut region)?;
self.height_map_size.visit("HeightMapSize", &mut region)?;
let _ = self.block_size.visit("BlockSize", &mut region);
self.mask_size.visit("MaskSize", &mut region)?;
self.chunks.visit("Chunks", &mut region)?;
}
_ => (),
}
if region.is_reading() {
self.geometry = TerrainGeometry::new(*self.block_size);
}
Ok(())
}
}
impl Deref for Terrain {
type Target = Base;
fn deref(&self) -> &Self::Target {
&self.base
}
}
impl DerefMut for Terrain {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.base
}
}
fn project(global_transform: Matrix4<f32>, p: Vector3<f32>) -> Option<Vector2<f32>> {
// Transform point in coordinate system of the terrain.
if let Some(inv_global_transform) = global_transform.try_inverse() {
let local_p = inv_global_transform
.transform_point(&Point3::from(p))
.coords;
Some(map_to_local(local_p))
} else {
None
}
}
impl TypeUuidProvider for Terrain {
fn type_uuid() -> Uuid {
uuid!("4b0a7927-bcd8-41a3-949a-dd10fba8e16a")
}
}
impl Terrain {
/// Returns chunk size in meters.
pub fn chunk_size(&self) -> Vector2<f32> {
*self.chunk_size
}
/// Sets new chunk size of the terrain (in meters). All chunks in the terrain will be repositioned according
/// to their positions on the grid.
pub fn set_chunk_size(&mut self, chunk_size: Vector2<f32>) -> Vector2<f32> {
let old = *self.chunk_size;
self.chunk_size.set_value_and_mark_modified(chunk_size);
// Re-position each chunk according to its position on the grid.
for (z, iy) in (*self.length_chunks)
.clone()
.zip(0..self.length_chunks.len())
{
for (x, ix) in (*self.width_chunks).clone().zip(0..self.width_chunks.len()) {
let position = Vector3::new(
x as f32 * self.chunk_size.x,
0.0,
z as f32 * self.chunk_size.y,
);
let chunk = &mut self.chunks[iy * self.width_chunks.len() + ix];
chunk.position = position;
chunk.physical_size = chunk_size;
}
}
self.bounding_box_dirty.set(true);
old
}
/// Returns height map dimensions along each axis.
pub fn height_map_size(&self) -> Vector2<u32> {
*self.height_map_size
}
/// Sets new size of the height map for every chunk. Heightmaps in every chunk will be resampled which may
/// cause precision loss if the size was decreased. **Warning:** This method is very heavy and should not be
/// used at every frame!
pub fn set_height_map_size(&mut self, height_map_size: Vector2<u32>) -> Vector2<u32> {
let old = *self.height_map_size;
self.resize_height_maps(height_map_size);
old
}
/// Sets the new block size. Block size defines "granularity" of the terrain; the minimal terrain patch that
/// will be used for rendering. It directly affects level-of-detail system of the terrain. **Warning:** This
/// method is very heavy and should not be used at every frame!
pub fn set_block_size(&mut self, block_size: Vector2<u32>) -> Vector2<u32> {
let old = *self.block_size;
self.block_size.set_value_and_mark_modified(block_size);
self.geometry = TerrainGeometry::new(*self.block_size);
for chunk in self.chunks.iter_mut() {
chunk.set_block_size(*self.block_size);
}
old
}
/// Returns current block size of the terrain.
pub fn block_size(&self) -> Vector2<u32> {
*self.block_size
}
/// Returns the total amount of pixels along each axis of the layer blending mask.
pub fn mask_size(&self) -> Vector2<u32> {
*self.mask_size
}
/// Sets new size of the layer blending mask in pixels. Every layer mask will be resampled which may cause
/// precision loss if the size was decreased.
pub fn set_mask_size(&mut self, mask_size: Vector2<u32>) -> Vector2<u32> {
let old = *self.mask_size;
self.resize_masks(mask_size);
old
}
/// Returns a numeric range along width axis which defines start and end chunk indices on a chunks grid.
pub fn width_chunks(&self) -> Range<i32> {
(*self.width_chunks).clone()
}
/// Sets amount of chunks along width axis.
pub fn set_width_chunks(&mut self, chunks: Range<i32>) -> Range<i32> {
let old = (*self.width_chunks).clone();
self.resize(chunks, self.length_chunks());
old
}
/// Returns a numeric range along length axis which defines start and end chunk indices on a chunks grid.
pub fn length_chunks(&self) -> Range<i32> {
(*self.length_chunks).clone()
}
/// Sets amount of chunks along length axis.
pub fn set_length_chunks(&mut self, chunks: Range<i32>) -> Range<i32> {
let old = (*self.length_chunks).clone();
self.resize(self.width_chunks(), chunks);
old
}
/// Sets new chunks ranges for each axis of the terrain. This function automatically adds new chunks if you're
/// increasing size of the terrain and removes existing if you shrink the terrain.
pub fn resize(&mut self, width_chunks: Range<i32>, length_chunks: Range<i32>) {
let mut chunks = self
.chunks
.drain(..)
.map(|c| (c.grid_position, c))
.collect::<HashMap<_, _>>();
self.width_chunks.set_value_and_mark_modified(width_chunks);
self.length_chunks
.set_value_and_mark_modified(length_chunks);
for z in (*self.length_chunks).clone() {
for x in (*self.width_chunks).clone() {
let chunk = if let Some(existing_chunk) = chunks.remove(&Vector2::new(x, z)) {
// Put existing chunk back at its position.
existing_chunk
} else {
// Create new chunk.
let heightmap =
vec![0.0; (self.height_map_size.x * self.height_map_size.y) as usize];
let new_chunk = Chunk {
quad_tree: QuadTree::new(&heightmap, *self.block_size, *self.block_size),
heightmap: Some(make_height_map_texture(heightmap, self.height_map_size())),
position: Vector3::new(
x as f32 * self.chunk_size.x,
0.0,
z as f32 * self.chunk_size.y,
),
physical_size: *self.chunk_size,
height_map_size: *self.height_map_size,
block_size: *self.block_size,
grid_position: Vector2::new(x, z),
layer_masks: self
.layers
.iter()
.enumerate()
.map(|(i, _)| {
create_layer_mask(
self.mask_size.x,
self.mask_size.y,
if i == 0 { 255 } else { 0 },
)
})
.collect::<Vec<_>>(),
version: VERSION,
};
new_chunk
};
self.chunks.push(chunk);
}
}
self.bounding_box_dirty.set(true);
}
/// Returns a reference to chunks of the terrain.
pub fn chunks_ref(&self) -> &[Chunk] {
&self.chunks
}
/// Returns a mutable reference to chunks of the terrain.
pub fn chunks_mut(&mut self) -> &mut [Chunk] {
self.bounding_box_dirty.set(true);
&mut self.chunks
}
/// Sets new decal layer index. It defines which decals will be applies to the mesh,
/// for example iff a decal has index == 0 and a mesh has index == 0, then decals will
/// be applied. This allows you to apply decals only on needed surfaces.
pub fn set_decal_layer_index(&mut self, index: u8) -> u8 {
self.decal_layer_index.set_value_and_mark_modified(index)
}
/// Returns current decal index.
pub fn decal_layer_index(&self) -> u8 {
*self.decal_layer_index
}
/// Projects given 3D point on the surface of terrain and returns 2D vector
/// expressed in local 2D coordinate system of terrain.
pub fn project(&self, p: Vector3<f32>) -> Option<Vector2<f32>> {
project(self.global_transform(), p)
}
/// Applies the given function to each pixel of the height map.
pub fn for_each_height_map_pixel<F>(&mut self, mut func: F)
where
F: FnMut(&mut f32, Vector2<f32>),
{
for chunk in self.chunks.iter_mut() {
let mut texture_data = chunk.heightmap.as_ref().unwrap().data_ref();
let mut texture_modifier = texture_data.modify();
let height_map = texture_modifier.data_mut_of_type::<f32>().unwrap();
for iy in 0..chunk.height_map_size.y {
let kz = iy as f32 / (chunk.height_map_size.y - 1) as f32;
for ix in 0..chunk.height_map_size.x {
let kx = ix as f32 / (chunk.height_map_size.x - 1) as f32;
let pixel_position = chunk.local_position()
+ Vector2::new(kx * chunk.physical_size.x, kz * chunk.physical_size.y);
let index = (iy * chunk.height_map_size.x + ix) as usize;
func(&mut height_map[index], pixel_position)
}
}
drop(texture_modifier);
drop(texture_data);
chunk.quad_tree =
make_quad_tree(&chunk.heightmap, chunk.height_map_size, chunk.block_size);
}
self.bounding_box_dirty.set(true);
}
/// Multi-functional drawing method. It uses given brush to modify terrain, see [`Brush`] docs for
/// more info.
pub fn draw(&mut self, brush: &Brush) {
let center = project(self.global_transform(), brush.center).unwrap();
match brush.mode {
BrushMode::ModifyHeightMap { amount } => {
self.for_each_height_map_pixel(|pixel, pixel_position| {
let k = match brush.shape {
BrushShape::Circle { radius } => {
1.0 - ((center - pixel_position).norm() / radius).powf(2.0)
}
BrushShape::Rectangle { .. } => 1.0,
};
if brush.shape.contains(center, pixel_position) {
*pixel += k * amount;
}
});
}
BrushMode::DrawOnMask { layer, alpha } => {
if layer >= self.layers.len() {
return;
}
let alpha = alpha.clamp(-1.0, 1.0);
for chunk in self.chunks.iter_mut() {
let chunk_position = chunk.local_position();
let mut texture_data = chunk.layer_masks[layer].data_ref();
let mut texture_data_mut = texture_data.modify();
let (texture_width, texture_height) =
if let TextureKind::Rectangle { width, height } = texture_data_mut.kind() {
(width as usize, height as usize)
} else {
unreachable!("Mask must be a 2D greyscale image!")
};
for z in 0..texture_height {
let kz = z as f32 / (texture_height - 1) as f32;
for x in 0..texture_width {
let kx = x as f32 / (texture_width - 1) as f32;
let pixel_position = chunk_position
+ Vector2::new(
kx * chunk.physical_size.x,
kz * chunk.physical_size.y,
);
let k = match brush.shape {
BrushShape::Circle { radius } => {
1.0 - ((center - pixel_position).norm() / radius).powf(4.0)
}
BrushShape::Rectangle { .. } => 1.0,
};
if brush.shape.contains(center, pixel_position) {
// We can draw on mask directly, without any problems because it has R8 pixel format.
let data = texture_data_mut.data_mut();
let pixel = &mut data[z * texture_width + x];
*pixel = (*pixel as f32 + k * alpha * 255.0).min(255.0) as u8;
}
}
}
}
}
BrushMode::FlattenHeightMap { height } => {
self.for_each_height_map_pixel(|pixel, pixel_position| {
if brush.shape.contains(center, pixel_position) {
*pixel = height;
}
});
}
}
}
/// Casts a ray and looks for intersections with the terrain. This method collects all results in
/// given array with optional sorting by the time-of-impact.
///
/// # Performance
///
/// This method isn't well optimized, it could be optimized 2-5x times. This is a TODO for now.
pub fn raycast<const DIM: usize>(
&self,
ray: Ray,
results: &mut ArrayVec<TerrainRayCastResult, DIM>,
sort_results: bool,
) -> bool {
if let Some(inv_transform) = self.global_transform().try_inverse() {
// Transform ray into local coordinate system of the terrain.
let local_ray = ray.transform(inv_transform);
// Project ray on the terrain's 2D space.
let origin_proj = map_to_local(
inv_transform
.transform_point(&Point3::from(ray.origin))
.coords,
);
let dir_proj = map_to_local(inv_transform.transform_vector(&ray.dir));
// Check each cell of each chunk for intersection in 2D.
'chunk_loop: for (chunk_index, chunk) in self.chunks.iter().enumerate() {
let texture = chunk.heightmap.as_ref().unwrap().data_ref();
let height_map = texture.data_of_type::<f32>().unwrap();
let cell_width = chunk.physical_size.x / (chunk.height_map_size.x - 1) as f32;
let cell_length = chunk.physical_size.y / (chunk.height_map_size.y - 1) as f32;
for iy in 0..chunk.height_map_size.y {
let kz = iy as f32 / (chunk.height_map_size.y - 1) as f32;
let next_iy = iy + 1;
for ix in 0..chunk.height_map_size.x {
let kx = ix as f32 / (chunk.height_map_size.x - 1) as f32;
let next_ix = ix + 1;
let pixel_position = chunk.local_position()
+ Vector2::new(kx * chunk.physical_size.x, kz * chunk.physical_size.y);
let cell_bounds =
Rect::new(pixel_position.x, pixel_position.y, cell_width, cell_length);
if ray_rect_intersection(cell_bounds, origin_proj, dir_proj).is_some() {
// If we have 2D intersection, go back in 3D and do precise intersection
// check.
if next_ix < chunk.height_map_size.x
&& next_iy < chunk.height_map_size.y
{
let i0 = (iy * chunk.height_map_size.x + ix) as usize;
let i1 = ((iy + 1) * chunk.height_map_size.x + ix) as usize;
let i2 = ((iy + 1) * chunk.height_map_size.x + ix + 1) as usize;
let i3 = (iy * chunk.height_map_size.x + ix + 1) as usize;
let v0 = Vector3::new(
pixel_position.x,
height_map[i0],
pixel_position.y, // Remember Z -> Y mapping!
);
let v1 = Vector3::new(v0.x, height_map[i1], v0.z + cell_length);
let v2 = Vector3::new(v1.x + cell_width, height_map[i2], v1.z);
let v3 = Vector3::new(v0.x + cell_width, height_map[i3], v0.z);
for vertices in &[[v0, v1, v2], [v2, v3, v0]] {
if let Some((toi, intersection)) =
local_ray.triangle_intersection(vertices)
{
let normal = (vertices[2] - vertices[0])
.cross(&(vertices[1] - vertices[0]))
.try_normalize(f32::EPSILON)
.unwrap_or_else(Vector3::y);
let result = TerrainRayCastResult {
position: self
.global_transform()
.transform_point(&Point3::from(intersection))
.coords,
height: intersection.y,
normal,
chunk_index,
toi,
};
if results.try_push(result).is_err() {
break 'chunk_loop;
}
}
}
}
}
}
}
}
}
if sort_results {
results.sort_unstable_by(|a, b| {
if a.toi > b.toi {
Ordering::Greater
} else if a.toi < b.toi {
Ordering::Less
} else {
Ordering::Equal
}
});
}
!results.is_empty()
}
/// Sets new terrain layers.
pub fn set_layers(&mut self, layers: Vec<Layer>) -> Vec<Layer> {
self.layers.set_value_and_mark_modified(layers)
}
/// Returns a reference to a slice with layers of the terrain.
pub fn layers(&self) -> &[Layer] {
&self.layers
}
/// Returns a mutable reference to a slice with layers of the terrain.
pub fn layers_mut(&mut self) -> &mut [Layer] {
self.layers.get_value_mut_and_mark_modified()
}
/// Adds new layer to the chunk. It is possible to have different layer count per chunk
/// in the same terrain, however it seems to not have practical usage, so try to keep
/// equal layer count per each chunk in your terrains.
pub fn add_layer(&mut self, layer: Layer, masks: Vec<TextureResource>) {
self.insert_layer(layer, masks, self.layers.len())
}
/// Removes a layer at the given index together with its respective blending masks from each chunk.
pub fn remove_layer(&mut self, layer_index: usize) -> (Layer, Vec<TextureResource>) {
let layer = self
.layers
.get_value_mut_and_mark_modified()
.remove(layer_index);
let mut layer_masks = Vec::new();
for chunk in self.chunks_mut() {
layer_masks.push(chunk.layer_masks.remove(layer_index));
}
(layer, layer_masks)
}
/// Removes last terrain layer together with its respective blending masks from each chunk.
pub fn pop_layer(&mut self) -> Option<(Layer, Vec<TextureResource>)> {
if self.layers.is_empty() {
None
} else {
Some(self.remove_layer(self.layers.len() - 1))
}
}
/// Inserts the layer at the given index together with its blending masks for each chunk.
pub fn insert_layer(&mut self, layer: Layer, mut masks: Vec<TextureResource>, index: usize) {
self.layers
.get_value_mut_and_mark_modified()
.insert(index, layer);
for chunk in self.chunks.iter_mut().rev() {
if let Some(mask) = masks.pop() {
chunk.layer_masks.insert(index, mask);
} else {
chunk.layer_masks.insert(
index,
create_layer_mask(
self.mask_size.x,
self.mask_size.y,
if index == 0 { 255 } else { 0 },
),
)
}
}
}
fn resize_masks(&mut self, mut new_size: Vector2<u32>) {
new_size = new_size.sup(&Vector2::repeat(1));
for chunk in self.chunks.iter_mut() {
for mask in chunk.layer_masks.iter_mut() {
let data = mask.data_ref();
let mask_image = ImageBuffer::<Luma<u8>, Vec<u8>>::from_vec(
self.mask_size.x,
self.mask_size.y,
data.data().to_vec(),
)
.unwrap();
let resampled_mask_image = image::imageops::resize(
&mask_image,
new_size.x,
new_size.y,
FilterType::Lanczos3,
);
let new_mask = resampled_mask_image.into_raw();
let new_mask_texture = TextureResource::from_bytes(
TextureKind::Rectangle {
width: new_size.x,
height: new_size.y,
},
data.pixel_kind(),
new_mask,
ResourceKind::Embedded,
)
.unwrap();
drop(data);
*mask = new_mask_texture;
}
}
self.mask_size.set_value_and_mark_modified(new_size);
}
fn resize_height_maps(&mut self, mut new_size: Vector2<u32>) {
new_size = new_size.sup(&Vector2::repeat(2));
for chunk in self.chunks.iter_mut() {
let texture = chunk.heightmap.as_ref().unwrap().data_ref();
let mut heightmap = texture.data_of_type::<f32>().unwrap().to_vec();
let mut max = -f32::MAX;
for &height in &heightmap {
if height > max {
max = height;
}
}
if max != 0.0 {
for height in &mut heightmap {
*height /= max;
}
}
let heightmap_image = ImageBuffer::<Luma<f32>, Vec<f32>>::from_vec(
chunk.height_map_size.x,
chunk.height_map_size.y,
heightmap,
)
.unwrap();
let resampled_heightmap_image = image::imageops::resize(
&heightmap_image,
new_size.x,
new_size.y,
FilterType::Lanczos3,
);
let mut resampled_heightmap = resampled_heightmap_image.into_raw();
for height in &mut resampled_heightmap {
*height *= max;
}
drop(texture);
chunk.height_map_size = new_size;
chunk.heightmap = Some(make_height_map_texture(resampled_heightmap, new_size));
}
self.height_map_size.set_value_and_mark_modified(new_size);
self.bounding_box_dirty.set(true);
}
/// Returns data for rendering (vertex and index buffers).
pub fn geometry(&self) -> &TerrainGeometry {
&self.geometry
}
}
impl NodeTrait for Terrain {
crate::impl_query_component!();
/// Returns pre-cached bounding axis-aligned bounding box of the terrain. Keep in mind that
/// if you're modified terrain, bounding box will be recalculated and it is not fast.
fn local_bounding_box(&self) -> AxisAlignedBoundingBox {
if self.bounding_box_dirty.get() {
let mut max_height = -f32::MAX;
let mut min_height = f32::MAX;
for chunk in self.chunks.iter() {
let texture = chunk.heightmap.as_ref().unwrap().data_ref();
let height_map = texture.data_of_type::<f32>().unwrap();
for &height in height_map {
if height > max_height {
max_height = height;
}
if height < min_height {
min_height = height;
}
}
}
let bounding_box = AxisAlignedBoundingBox::from_min_max(
Vector3::new(
self.chunk_size.x * self.width_chunks.start as f32,
min_height,
self.chunk_size.y * self.length_chunks.start as f32,
),
Vector3::new(
self.chunk_size.x * self.width_chunks.end as f32,
max_height,
self.chunk_size.y * self.length_chunks.end as f32,
),
);
self.bounding_box.set(bounding_box);
self.bounding_box_dirty.set(false);
bounding_box
} else {
self.bounding_box.get()
}
}
/// Returns current **world-space** bounding box.
fn world_bounding_box(&self) -> AxisAlignedBoundingBox {
self.local_bounding_box()
.transform(&self.global_transform())
}
fn id(&self) -> Uuid {
Self::type_uuid()
}
fn collect_render_data(&self, ctx: &mut RenderContext) -> RdcControlFlow {
if !self.global_visibility()
|| !self.is_globally_enabled()
|| (self.frustum_culling()
&& !ctx
.frustum
.map_or(true, |f| f.is_intersects_aabb(&self.world_bounding_box())))
{
return RdcControlFlow::Continue;
}
if renderer::is_shadow_pass(ctx.render_pass_name) && !self.cast_shadows() {
return RdcControlFlow::Continue;
}
for (layer_index, layer) in self.layers().iter().enumerate() {
for chunk in self.chunks_ref().iter() {
let levels = (0..chunk.quad_tree.max_level)
.map(|n| {
ctx.z_far
* ((chunk.quad_tree.max_level - n) as f32
/ chunk.quad_tree.max_level as f32)
.powf(3.0)
})
.collect::<Vec<_>>();
let chunk_transform =
self.global_transform() * Matrix4::new_translation(&chunk.position);
let mut selection = Vec::new();
chunk.quad_tree.select(
&chunk_transform,
self.height_map_size(),
self.chunk_size(),
ctx.frustum,
*ctx.observer_position,
&levels,
&mut selection,
);
let mut material = layer.material.deep_copy().data_ref().clone();
Log::verify_message(
material.set_property(
&ImmutableString::new(&layer.mask_property_name),
PropertyValue::Sampler {
value: Some(chunk.layer_masks[layer_index].clone()),
fallback: Default::default(),
},
),
"Unable to set mask texture for terrain material.",
);
Log::verify_message(
material.set_property(
&ImmutableString::new(&layer.height_map_property_name),
PropertyValue::Sampler {
value: chunk.heightmap.clone(),
fallback: Default::default(),
},
),
"Unable to set height map texture for terrain material.",
);
for node in selection {
let kx = node.position.x as f32 / self.height_map_size.x as f32;
let kz = node.position.y as f32 / self.height_map_size.y as f32;
let kw = node.size.x as f32 / self.height_map_size.x as f32;
let kh = node.size.y as f32 / self.height_map_size.y as f32;
Log::verify_message(
material.set_property(
&ImmutableString::new(&layer.node_uv_offsets_property_name),
PropertyValue::Vector4(Vector4::new(kx, kz, kw, kh)),
),
"Unable to set node uv offsets for terrain material.",
);
let material = MaterialResource::new_ok(Default::default(), material.clone());
let node_transform = chunk_transform
* Matrix4::new_translation(&Vector3::new(
kx * self.chunk_size.x,
0.0,
kz * self.chunk_size.y,
))
* Matrix4::new_nonuniform_scaling(&Vector3::new(
kw * self.chunk_size.x,
1.0,
kh * self.chunk_size.y,
));
if node.is_draw_full() {
ctx.storage.push(
&self.geometry.data,
&material,
RenderPath::Deferred,
self.decal_layer_index(),
layer_index as u64,
SurfaceInstanceData {
world_transform: node_transform,
bone_matrices: Default::default(),
depth_offset: self.depth_offset_factor(),
blend_shapes_weights: Default::default(),
element_range: ElementRange::Full,
persistent_identifier: PersistentIdentifier::new_combined(
&self.geometry.data,
self.self_handle,
node.persistent_index,
),
node_handle: self.self_handle,
},
);
} else {
for (i, draw_quadrant) in node.active_quadrants.iter().enumerate() {
if *draw_quadrant {
ctx.storage.push(
&self.geometry.data,
&material,
RenderPath::Deferred,
self.decal_layer_index(),
layer_index as u64,
SurfaceInstanceData {
world_transform: node_transform,
bone_matrices: Default::default(),
depth_offset: self.depth_offset_factor(),
blend_shapes_weights: Default::default(),
element_range: self.geometry.quadrants[i],
persistent_identifier: PersistentIdentifier::new_combined(
&self.geometry.data,
self.self_handle,
node.persistent_index,
),
node_handle: self.self_handle,
},
);
}
}
}
}
}
}
RdcControlFlow::Continue
}
fn debug_draw(&self, ctx: &mut SceneDrawingContext) {
for chunk in self.chunks.iter() {
chunk.debug_draw(&self.global_transform(), ctx)
}
}
}
/// Shape of a brush.
#[derive(Copy, Clone, Reflect, Debug)]
pub enum BrushShape {
/// Circle with given radius.
Circle {
/// Radius of the circle.
radius: f32,
},
/// Rectangle with given width and height.
Rectangle {
/// Width of the rectangle.
width: f32,
/// Length of the rectangle.
length: f32,
},
}
uuid_provider!(BrushShape = "a4dbfba0-077c-4658-9972-38384a8432f9");
impl BrushShape {
fn contains(&self, brush_center: Vector2<f32>, pixel_position: Vector2<f32>) -> bool {
match *self {
BrushShape::Circle { radius } => (brush_center - pixel_position).norm() < radius,
BrushShape::Rectangle { width, length } => Rect::new(
brush_center.x - width * 0.5,
brush_center.y - length * 0.5,
width,
length,
)
.contains(pixel_position),
}
}
}
/// Paint mode of a brush. It defines operation that will be performed on the terrain.
#[derive(Clone, PartialEq, PartialOrd, Reflect, Debug)]
pub enum BrushMode {
/// Modifies height map.
ModifyHeightMap {
/// An offset for height map.
amount: f32,
},
/// Flattens height map.
FlattenHeightMap {
/// Fixed height value for flattening.
height: f32,
},
/// Draws on a given layer.
DrawOnMask {
/// A layer to draw on.
layer: usize,
/// A value to put on mask. Range is [-1.0; 1.0] where negative values "erase"
/// values from mask, and positive - paints.
alpha: f32,
},
}
uuid_provider!(BrushMode = "48ad4cac-05f3-485a-b2a3-66812713841f");
/// Brush is used to modify terrain. It supports multiple shapes and modes.
#[derive(Clone, Reflect, Debug)]
pub struct Brush {
/// Center of the brush.
#[reflect(hidden)]
pub center: Vector3<f32>,
/// Shape of the brush.
pub shape: BrushShape,
/// Paint mode of the brush.
pub mode: BrushMode,
}
/// Terrain builder allows you to quickly build a terrain with required features.
pub struct TerrainBuilder {
base_builder: BaseBuilder,
chunk_size: Vector2<f32>,
mask_size: Vector2<u32>,
width_chunks: Range<i32>,
length_chunks: Range<i32>,
height_map_size: Vector2<u32>,
block_size: Vector2<u32>,
layers: Vec<Layer>,
decal_layer_index: u8,
}
fn create_layer_mask(width: u32, height: u32, value: u8) -> TextureResource {
let mask = TextureResource::from_bytes(
TextureKind::Rectangle { width, height },
TexturePixelKind::R8,
vec![value; (width * height) as usize],
ResourceKind::Embedded,
)
.unwrap();
let mut data_ref = mask.data_ref();
data_ref.set_s_wrap_mode(TextureWrapMode::ClampToEdge);
data_ref.set_t_wrap_mode(TextureWrapMode::ClampToEdge);
drop(data_ref);
mask
}
impl TerrainBuilder {
/// Creates new builder instance.
pub fn new(base_builder: BaseBuilder) -> Self {
Self {
base_builder,
chunk_size: Vector2::new(16.0, 16.0),
width_chunks: 0..2,
length_chunks: 0..2,
mask_size: Vector2::new(256, 256),
height_map_size: Vector2::new(256, 256),
block_size: Vector2::new(32, 32),
layers: Default::default(),
decal_layer_index: 0,
}
}
/// Sets desired chunk size in meters.
pub fn with_chunk_size(mut self, size: Vector2<f32>) -> Self {
self.chunk_size = size;
self
}
/// Sets desired mask size in pixels.
pub fn with_mask_size(mut self, size: Vector2<u32>) -> Self {
self.mask_size = size;
self
}
/// Sets desired chunk amount along width axis.
pub fn with_width_chunks(mut self, width_chunks: Range<i32>) -> Self {
self.width_chunks = width_chunks;
self
}
/// Sets desired chunk amount along length axis.
pub fn with_length_chunks(mut self, length_chunks: Range<i32>) -> Self {
self.length_chunks = length_chunks;
self
}
/// Sets desired height map size in pixels.
pub fn with_height_map_size(mut self, size: Vector2<u32>) -> Self {
self.height_map_size = size;
self
}
/// Sets desired layers that will be used for each chunk in the terrain.
pub fn with_layers(mut self, layers: Vec<Layer>) -> Self {
self.layers = layers;
self
}
/// Sets desired decal layer index.
pub fn with_decal_layer_index(mut self, decal_layer_index: u8) -> Self {
self.decal_layer_index = decal_layer_index;
self
}
/// Sets desired block size. Block - is a smallest renderable piece of terrain which will be used for
/// level-of-detail functionality.
pub fn with_block_size(mut self, block_size: Vector2<u32>) -> Self {
self.block_size = block_size;
self
}
/// Build terrain node.
pub fn build_node(self) -> Node {
let mut chunks = Vec::new();
for z in self.length_chunks.clone() {
for x in self.width_chunks.clone() {
let heightmap =
vec![0.0; (self.height_map_size.x * self.height_map_size.y) as usize];
let chunk = Chunk {
quad_tree: QuadTree::new(&heightmap, self.height_map_size, self.block_size),
height_map_size: self.height_map_size,
heightmap: Some(make_height_map_texture(heightmap, self.height_map_size)),
position: Vector3::new(
x as f32 * self.chunk_size.x,
0.0,
z as f32 * self.chunk_size.y,
),
physical_size: self.chunk_size,
grid_position: Vector2::new(x, z),
layer_masks: self
.layers
.iter()
.enumerate()
.map(|(i, _)| {
create_layer_mask(
self.mask_size.x,
self.mask_size.y,
// Base layer is opaque, every other by default - transparent.
if i == 0 { 255 } else { 0 },
)
})
.collect::<Vec<_>>(),
version: VERSION,
block_size: self.block_size,
};
chunks.push(chunk);
}
}
let terrain = Terrain {
chunk_size: self.chunk_size.into(),
base: self.base_builder.build_base(),
layers: self.layers.into(),
chunks: chunks.into(),
bounding_box_dirty: Cell::new(true),
bounding_box: Default::default(),
mask_size: self.mask_size.into(),
height_map_size: self.height_map_size.into(),
width_chunks: self.width_chunks.into(),
length_chunks: self.length_chunks.into(),
decal_layer_index: self.decal_layer_index.into(),
version: VERSION,
geometry: TerrainGeometry::new(self.block_size),
block_size: self.block_size.into(),
};
Node::new(terrain)
}
/// Builds terrain node and adds it to given graph.
pub fn build(self, graph: &mut Graph) -> Handle<Node> {
graph.add_node(self.build_node())
}
}