Files
gamedev-the-steward/tools/generate_jajce_terrain.gd
T

96 lines
3.3 KiB
GDScript

extends SceneTree
const MAP_SIZE := 512
const HALF_SIZE := MAP_SIZE / 2
const HEIGHT_SCALE := 40.0
const DATA_DIRECTORY := "res://terrain/jajce/data"
const TEXTURE_DIRECTORY := "res://terrain/jajce/textures"
func _initialize() -> void:
call_deferred("_generate")
func _generate() -> void:
DirAccess.make_dir_recursive_absolute(ProjectSettings.globalize_path(TEXTURE_DIRECTORY))
_generate_texture("grass_albedo.png", Color("#516f36"), Color("#79924c"), 17)
_generate_texture("soil_albedo.png", Color("#65513b"), Color("#92734d"), 29)
_generate_texture("rock_albedo.png", Color("#55534f"), Color("#89847b"), 43)
_generate_neutral_normal()
var terrain := Terrain3D.new()
terrain.region_size = 256
root.add_child(terrain)
await process_frame
var height_map := Image.create_empty(MAP_SIZE, MAP_SIZE, false, Image.FORMAT_RF)
var noise := FastNoiseLite.new()
noise.seed = 1943
noise.frequency = 0.018
noise.fractal_octaves = 4
noise.fractal_gain = 0.45
for image_z in MAP_SIZE:
for image_x in MAP_SIZE:
var world_x := float(image_x - HALF_SIZE)
var world_z := float(image_z - HALF_SIZE)
var distance := Vector2(world_x, world_z).length()
var outside_play_area := smoothstep(20.0, 52.0, distance)
var ridge := 28.0 * _elliptical_peak(world_x, world_z, -72.0, 18.0, 72.0, 48.0)
var eastern_hill := 15.0 * _elliptical_peak(world_x, world_z, 105.0, 65.0, 110.0, 90.0)
var southern_hill := (
11.0 * _elliptical_peak(world_x, world_z, -35.0, -125.0, 130.0, 85.0)
)
var river_trench := -5.0 * exp(-pow((world_x - 25.0) / 18.0, 2.0))
var broad_slope := maxf(0.0, (-world_x - 30.0) * 0.035)
var detail := noise.get_noise_2d(world_x, world_z) * 2.4
var height := (
(ridge + eastern_hill + southern_hill + river_trench + broad_slope + detail)
* outside_play_area
)
height_map.set_pixel(image_x, image_z, Color(height / HEIGHT_SCALE, 0.0, 0.0, 1.0))
terrain.data.import_images(
[height_map, null, null], Vector3(-HALF_SIZE, 0.0, -HALF_SIZE), 0.0, HEIGHT_SCALE
)
terrain.data.save_directory(DATA_DIRECTORY)
print("[TerrainGenerator] Generated bounded Jajce terrain and textures")
quit(0)
func _elliptical_peak(
x: float, z: float, center_x: float, center_z: float, width: float, depth: float
) -> float:
return exp(-(pow((x - center_x) / width, 2.0) + pow((z - center_z) / depth, 2.0)))
func _generate_texture(
file_name: String, dark_color: Color, light_color: Color, seed_value: int
) -> void:
var noise := FastNoiseLite.new()
noise.seed = seed_value
noise.frequency = 0.035
noise.fractal_octaves = 3
var image := Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
for y in image.get_height():
for x in image.get_width():
var value := noise.get_noise_2d(x, y) * 0.5 + 0.5
var color := dark_color.lerp(light_color, value)
color.a = value
image.set_pixel(x, y, color)
image.generate_mipmaps()
var path := TEXTURE_DIRECTORY.path_join(file_name)
var error := image.save_png(path)
if error != OK:
push_error("Could not write terrain texture: " + path)
func _generate_neutral_normal() -> void:
var image := Image.create_empty(256, 256, false, Image.FORMAT_RGBA8)
image.fill(Color(0.5, 0.5, 1.0, 0.86))
image.generate_mipmaps()
var path := TEXTURE_DIRECTORY.path_join("neutral_normal.png")
var error := image.save_png(path)
if error != OK:
push_error("Could not write terrain normal texture: " + path)