Getting generated color texture works, now fix the height offset...
parent
a5ce4a235d
commit
d3a36f438b
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@ -73,6 +73,10 @@ public class GroundMotionComponent : Component
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{
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GD.Print("Jump!");
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entityVelocity.y = 10;
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Transform entityTransform = entity.GlobalTransform;
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entityTransform.origin.y = nextHeight;
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entity.GlobalTransform = entityTransform;
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}
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}
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@ -38,6 +38,7 @@ public class Game : Spatial
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private HexCell _currentTile;
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private Vector2 _currentTileOffset;
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private Vector3 _cameraOffset;
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private ImageTexture _blackWhitePatternTexture;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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@ -73,6 +74,11 @@ public class Game : Spatial
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_tileMaterial = GD.Load<ShaderMaterial>("materials/HexTileTextureLookup.tres");
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Debug.Assert(_tileMaterial != null);
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_blackWhitePatternTexture = new ImageTexture();
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Image image = new Image();
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image.Load("assets/4x4checker.png");
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_blackWhitePatternTexture.CreateFromImage(image, (uint) (Texture.FlagsEnum.Mipmaps | Texture.FlagsEnum.Repeat));
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// other members
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_lastTile = new HexCell();
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_currentTile = new HexCell();
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@ -209,18 +215,6 @@ public class Game : Spatial
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_player.TaskQueueComponent.Reset();
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_player.TaskQueueComponent.Queue.Enqueue(new TaskQueueComponent.NavigationTask(
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new NavigationComponent.NavigationPoint(tile.GlobalTranslation)));
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// Vector3 direction = tile.GlobalTranslation - _player.GlobalTranslation;
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// if (direction.LengthSquared() > 0.1)
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// {
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// direction = direction.Normalized();
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//
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// float angle_to_tile = _player.GlobalTransform.basis.z.SignedAngleTo(direction, Vector3.Up);
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// GD.Print("Angle to tile: " + Mathf.Rad2Deg(angle_to_tile) + " Player basis z: " + _player.GlobalTransform.basis.z + " Direction: " + direction);
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// Quat tile_direction = new Quat(Vector3.Up, angle_to_tile);
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// _player.TaskQueueComponent.Queue.Enqueue(new TaskQueueComponent.NavigationTask(
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// new NavigationComponent.NavigationPoint(_player.GlobalTransform.basis.Rotated(Vector3.Up, angle_to_tile).Quat())));
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// }
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}
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public void OnTileHovered(HexTile3D tile)
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@ -253,13 +247,11 @@ public class Game : Spatial
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{
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GD.Print("Using new map");
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ImageTexture new_world_texture = new ImageTexture();
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_tileWorld.Colormap.Unlock();
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new_world_texture.CreateFromImage(_tileWorld.Colormap, (uint) (Texture.FlagsEnum.Mipmaps | Texture.FlagsEnum.Repeat));
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_tileWorld.Colormap.Lock();
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_worldTextureRect.Texture = new_world_texture;
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_tileMaterial.Set("MapAlbedoTexture", new_world_texture);
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_tileMaterial.SetShaderParam("MapAlbedoTexture", new_world_texture);
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_tileMaterial.SetShaderParam("TextureSize", (int)_tileWorld.Colormap.GetSize().x);
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_streamContainer.SetTileMaterial(_tileMaterial);
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}
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@ -79,6 +79,7 @@ margin_right = 100.0
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margin_bottom = 134.0
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rect_min_size = Vector2( 100, 100 )
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stretch_mode = 1
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flip_v = true
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[node name="WorldGenerateButton" type="Button" parent="Control/HBoxContainer/VBoxContainer"]
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margin_top = 138.0
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@ -15,7 +15,7 @@ public class TileWorld : Spatial
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// public members
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public Vector2 Size = new Vector2(100, 100);
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public float HeightScale = 10;
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public float HeightScale = 2;
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public Image Heightmap;
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public Image Colormap;
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public int Seed = 0;
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@ -103,10 +103,13 @@ public class TileWorld : Spatial
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noise_generator.Lacunarity = 4;
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ImageTexture imageTexture = new ImageTexture();
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imageTexture.CreateFromImage(noise_generator.GetImage((int)Size.x, (int)Size.y, null));
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Heightmap.Unlock();
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Heightmap = noise_generator.GetSeamlessImage((int)Size.x);
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imageTexture.CreateFromImage(Heightmap);
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imageTexture.Flags = 0;
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_offscreenTextureRect.Texture = imageTexture;
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Colormap.CopyFrom(_offscreenViewport.GetTexture().GetData());
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Heightmap.Lock();
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}
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@ -154,7 +157,7 @@ public class TileWorld : Spatial
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Vector2 texture_coord = offset_coord + Size / 2;
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return Heightmap.GetPixel((int)texture_coord.x, (int)texture_coord.y).r * HeightScale - HeightScale * 0.5f ;
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return Heightmap.GetPixel((int)texture_coord.x, (int)(texture_coord.y)).r * HeightScale - HeightScale * 0.5f ;
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}
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@ -50,21 +50,14 @@ public class HexTile3DMaterialAssign : Spatial
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public void OnBlackWhitePatternButton()
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{
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GD.Print("Apply Black White Pattern!");
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ShaderMaterial currentMaterial = (ShaderMaterial) _hexTile.Mesh.GetSurfaceMaterial(0);
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Debug.Assert(currentMaterial != null);
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currentMaterial.SetShaderParam("MapAlbedoTexture", _blackWhitePatternTexture);
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// _customTileMaterial.SetShaderParam("MapAlbedoTexture", _imageTexture);
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// _hexTile.Mesh.SetSurfaceMaterial(0, _customTileMaterial);
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_customTileMaterial.SetShaderParam("MapAlbedoTexture", _blackWhitePatternTexture);
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}
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public void OnColorPatternButton()
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{
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GD.Print("Apply Collor Pattern!");
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ShaderMaterial currentMaterial = (ShaderMaterial) _hexTile.Mesh.GetSurfaceMaterial(0);
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Debug.Assert(currentMaterial != null);
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currentMaterial.SetShaderParam("MapAlbedoTexture", _colorPatternTexture);
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//currentMaterial.SetShaderParam("MapAlbedoTexture", _colorPatternTexture);
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_customTileMaterial.SetShaderParam("MapAlbedoTexture", _colorPatternTexture);
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// _customTileMaterial.SetShaderParam("MapAlbedoTexture", _imageTexture);
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@ -73,10 +66,7 @@ public class HexTile3DMaterialAssign : Spatial
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public void OnTextureSizeChanged(float value)
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{
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GD.Print("Texture size: " + value);
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ShaderMaterial currentMaterial = (ShaderMaterial) _hexTile.Mesh.GetSurfaceMaterial(0);
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Debug.Assert(currentMaterial != null);
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currentMaterial.SetShaderParam("TextureSize", (int) value);
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GD.Print("Texture size: " + currentMaterial.GetShaderParam("TextureSize"));
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_customTileMaterial.SetShaderParam("TextureSize", (int) value);
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GD.Print("Texture size: " + _customTileMaterial.GetShaderParam("TextureSize"));
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}
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}
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