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@@ -4,6 +4,7 @@ var Point = preload("res://point.tscn")
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var TopoLoader = preload("res://TopoLoader.gd")
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var tl
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var TextureLoader = preload("res://TextureLoader.gd")
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+var texl
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var groundShader = preload("res://shader/ground_shader.tres") as ShaderMaterial
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@@ -18,6 +19,10 @@ var scaleFact:int = 1
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var origin:Vector3
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var center:Vector3
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+var heightmap:Image
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+var overlay_heightmap = false
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+var mat:ShaderMaterial
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+
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var initialized = false
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func initialize(latMinIN, latMaxIN, lonMinIN, lonMaxIN, resolutionIN, radiusIN:float, scaleIN):
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@@ -42,6 +47,16 @@ func _ready():
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#genMesh called from chunk
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#self.genMesh()
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+func initTexture():
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+ texl = TextureLoader.new()
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+ var exists = texl.open(latMin, lonMin)
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+ return exists
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+
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+func _process(delta):
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+ if Input.is_action_just_pressed("overlay"):
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+ overlay_heightmap = not overlay_heightmap
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+ mat.set_shader_param("overlay_heightmap", overlay_heightmap)
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+
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func genMesh():
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#print("generating Mesh:")
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#print("latMin: " + str(latMin))
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@@ -59,10 +74,13 @@ func genMesh():
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arr[Mesh.ARRAY_INDEX] = genIndex()
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mesh = Mesh.new()
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mesh.add_surface_from_arrays(Mesh.PRIMITIVE_TRIANGLES, arr)
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- var mat = groundShader.duplicate()
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+ mat = groundShader.duplicate()
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#mat.albedo_color = Color(0.7,0.7,0.7,1)
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- var texl = TextureLoader.new()
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- mat.set_shader_param("texture_albedo_big", texl.loadTexture(latMin, lonMin))
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+ mat.set_shader_param("texture_albedo_big", texl.loadTexture())
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+ heightmap = tl.createHeightmap()
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+ var heighttex = ImageTexture.new()
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+ heighttex.create_from_image(heightmap, 0)
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+ mat.set_shader_param("texture_heightmap", heighttex)
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mesh.surface_set_material(0,mat)
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.create_trimesh_collision()
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@@ -150,7 +168,11 @@ func genSphereCoords():
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for x in range(0,resolution+1):
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var lat = latMin+latStep*y
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var lon = lonMin+lonStep*x
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- verts[v_idx] = Vector3(lat, lon, radius+tl.read(lat,lon)*scaleFact)
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+ var height = tl.read(lat,lon)
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+ if not height and height != 0:
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+ push_error("could not get height")
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+ return
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+ verts[v_idx] = Vector3(lat, lon, radius+height*scaleFact)
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v_idx+=1
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tl.close()
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return verts
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