Files
FlaxEngine/Source/Editor/Tools/Terrain/TerrainTools.cpp

486 lines
16 KiB
C++

// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
#include "TerrainTools.h"
#include "Engine/Core/Log.h"
#include "Engine/Core/Cache.h"
#include "Engine/Core/Math/Color32.h"
#include "Engine/Core/Collections/CollectionPoolCache.h"
#include "Engine/Terrain/TerrainPatch.h"
#include "Engine/Terrain/Terrain.h"
#include "Engine/Profiler/ProfilerCPU.h"
#include "Engine/Graphics/PixelFormatExtensions.h"
#include "Engine/Tools/TextureTool/TextureTool.h"
#include "Engine/Graphics/Textures/TextureData.h"
#include "Engine/Serialization/JsonWriters.h"
#include "Engine/Scripting/Scripting.h"
#include "Engine/Platform/FileSystem.h"
#include "FlaxEngine.Gen.h"
bool TerrainTools::TryGetPatchCoordToAdd(Terrain* terrain, const Ray& ray, Int2& result)
{
CHECK_RETURN(terrain, true);
result = Int2::Zero;
const float patchSize = terrain->GetChunkSize() * TERRAIN_UNITS_PER_VERTEX * Terrain::ChunksCountEdge;
// Try to pick any of the patch edges
for (int32 patchIndex = 0; patchIndex < terrain->GetPatchesCount(); patchIndex++)
{
const auto patch = terrain->GetPatch(patchIndex);
const auto x = patch->GetX();
const auto z = patch->GetZ();
const auto bounds = patch->GetBounds();
// TODO: use chunk neighbors to reduce algorithm complexity
#define CHECK_EDGE(dx, dz) \
if (terrain->GetPatch(x + dx, z + dz) == nullptr) \
{ \
if (bounds.MakeOffsetted(Vector3(patchSize * dx, 0, patchSize * dz)).Intersects(ray)) \
{ \
result = Int2(x + dx, z + dz); \
return true; \
} \
}
CHECK_EDGE(1, 0);
CHECK_EDGE(-1, 0);
CHECK_EDGE(0, 1);
CHECK_EDGE(0, -1);
CHECK_EDGE(1, 1);
CHECK_EDGE(1, -1);
CHECK_EDGE(1, 1);
CHECK_EDGE(-1, -1);
CHECK_EDGE(-1, 1);
#undef CHECK_EDGE
}
// Use the default patch if none added
if (terrain->GetPatchesCount() == 0)
{
return true;
}
return false;
}
struct TextureDataResult
{
FlaxStorage::LockData Lock;
BytesContainer Mip0Data;
TextureData Tmp;
uint32 RowPitch, SlicePitch;
PixelFormat Format;
Int2 Mip0Size;
BytesContainer* Mip0DataPtr;
TextureDataResult()
: Lock(FlaxStorage::LockData::Invalid)
{
}
};
bool GetTextureDataForSampling(Texture* texture, TextureDataResult& data, bool hdr = false)
{
// Lock asset chunks (if not virtual)
data.Lock = texture->LockData();
// Get the highest mip
{
PROFILE_CPU_NAMED("GetMipData");
texture->GetMipDataWithLoading(0, data.Mip0Data);
if (data.Mip0Data.IsInvalid())
{
LOG(Warning, "Failed to get texture data.");
return true;
}
if (!texture->GetMipDataCustomPitch(0, data.RowPitch, data.SlicePitch))
texture->GetTexture()->ComputePitch(0, data.RowPitch, data.SlicePitch);
}
data.Mip0Size = Int2(texture->GetTexture()->Size());
data.Format = texture->GetTexture()->Format();
// Decompress or convert data if need to
data.Mip0DataPtr = &data.Mip0Data;
if (PixelFormatExtensions::IsCompressed(data.Format) || TextureTool::GetSampler(data.Format) == nullptr)
{
PROFILE_CPU_NAMED("Decompress");
// Prepare source data descriptor (no data copy, just link the mip data)
TextureData src;
src.Width = data.Mip0Size.X;
src.Height = data.Mip0Size.Y;
src.Depth = 1;
src.Format = data.Format;
src.Items.Resize(1);
src.Items[0].Mips.Resize(1);
auto& srcMip = src.Items[0].Mips[0];
srcMip.Data.Link(data.Mip0Data);
srcMip.DepthPitch = data.SlicePitch;
srcMip.RowPitch = data.RowPitch;
srcMip.Lines = src.Height;
// Decompress texture
if (TextureTool::Convert(data.Tmp, src, hdr ? PixelFormat::R16G16B16A16_Float : PixelFormat::R8G8B8A8_UNorm))
{
LOG(Warning, "Failed to decompress data.");
return true;
}
// Override source data and format
data.Format = data.Tmp.Format;
data.RowPitch = data.Tmp.Items[0].Mips[0].RowPitch;
data.SlicePitch = data.Tmp.Items[0].Mips[0].DepthPitch;
data.Mip0DataPtr = &data.Tmp.Items[0].Mips[0].Data;
}
// Check if can even sample the given format
const auto sampler = TextureTool::GetSampler(data.Format);
if (sampler == nullptr)
{
LOG(Warning, "Texture format {0} cannot be sampled.", (int32)data.Format);
return true;
}
return false;
}
bool TerrainTools::GenerateTerrain(Terrain* terrain, const Int2& numberOfPatches, Texture* heightmap, float heightmapScale, Texture* splatmap1, Texture* splatmap2)
{
CHECK_RETURN(terrain && terrain->GetChunkSize() != 0, true);
if (numberOfPatches.X < 1 || numberOfPatches.Y < 1)
{
LOG(Warning, "Cannot setup terain with no patches.");
return false;
}
PROFILE_CPU_NAMED("Terrain.GenerateTerrain");
// Wait for assets to be loaded
if (heightmap && heightmap->WaitForLoaded())
{
LOG(Warning, "Loading heightmap texture failed.");
return true;
}
if (splatmap1 && splatmap1->WaitForLoaded())
{
LOG(Warning, "Loading splatmap texture failed.");
return true;
}
if (splatmap2 && splatmap2->WaitForLoaded())
{
LOG(Warning, "Loading splatmap texture failed.");
return true;
}
// Spawn patches
terrain->AddPatches(numberOfPatches);
// Prepare data
const auto heightmapSize = terrain->GetChunkSize() * Terrain::ChunksCountEdge + 1;
Array<float> heightmapData;
heightmapData.Resize(heightmapSize * heightmapSize);
// Get heightmap data
if (heightmap && !Math::IsZero(heightmapScale))
{
// Get data
TextureDataResult dataHeightmap;
if (GetTextureDataForSampling(heightmap, dataHeightmap, true))
return true;
const auto sampler = TextureTool::GetSampler(dataHeightmap.Format);
// Initialize with sub-range of the input heightmap
const Vector2 uvPerPatch = Vector2::One / Vector2(numberOfPatches);
const float heightmapSizeInv = 1.0f / (heightmapSize - 1);
for (int32 patchIndex = 0; patchIndex < terrain->GetPatchesCount(); patchIndex++)
{
auto patch = terrain->GetPatch(patchIndex);
const Vector2 uvStart = Vector2((float)patch->GetX(), (float)patch->GetZ()) * uvPerPatch;
// Sample heightmap pixels with interpolation to get actual heightmap vertices locations
for (int32 z = 0; z < heightmapSize; z++)
{
for (int32 x = 0; x < heightmapSize; x++)
{
const Vector2 uv = uvStart + Vector2(x * heightmapSizeInv, z * heightmapSizeInv) * uvPerPatch;
const Color color = TextureTool::SampleLinear(sampler, uv, dataHeightmap.Mip0DataPtr->Get(), dataHeightmap.Mip0Size, dataHeightmap.RowPitch);
heightmapData[z * heightmapSize + x] = color.R * heightmapScale;
}
}
if (patch->SetupHeightMap(heightmapData.Count(), heightmapData.Get(), nullptr))
return true;
}
}
else
{
// Initialize flat heightmap data
heightmapData.SetAll(0.0f);
for (int32 patchIndex = 0; patchIndex < terrain->GetPatchesCount(); patchIndex++)
{
auto patch = terrain->GetPatch(patchIndex);
if (patch->SetupHeightMap(heightmapData.Count(), heightmapData.Get(), nullptr))
return true;
}
}
// Initialize terrain layers weights
Texture* splatmaps[2] = { splatmap1, splatmap2 };
Array<Color32> splatmapData;
TextureDataResult data1;
const Vector2 uvPerPatch = Vector2::One / Vector2(numberOfPatches);
const float heightmapSizeInv = 1.0f / (heightmapSize - 1);
for (int32 index = 0; index < ARRAY_COUNT(splatmaps); index++)
{
const auto splatmap = splatmaps[index];
if (!splatmap)
continue;
// Prepare data
if (splatmapData.IsEmpty())
splatmapData.Resize(heightmapSize * heightmapSize);
// Get splatmap data
if (GetTextureDataForSampling(splatmap, data1))
return true;
const auto sampler = TextureTool::GetSampler(data1.Format);
// Modify heightmap splatmaps with sub-range of the input splatmaps
for (int32 patchIndex = 0; patchIndex < terrain->GetPatchesCount(); patchIndex++)
{
auto patch = terrain->GetPatch(patchIndex);
const Vector2 uvStart = Vector2((float)patch->GetX(), (float)patch->GetZ()) * uvPerPatch;
// Sample splatmap pixels with interpolation to get actual splatmap values
for (int32 z = 0; z < heightmapSize; z++)
{
for (int32 x = 0; x < heightmapSize; x++)
{
const Vector2 uv = uvStart + Vector2(x * heightmapSizeInv, z * heightmapSizeInv) * uvPerPatch;
const Color color = TextureTool::SampleLinear(sampler, uv, data1.Mip0DataPtr->Get(), data1.Mip0Size, data1.RowPitch);
Color32 layers;
layers.R = (byte)(Math::Min(1.0f, color.R) * 255.0f);
layers.G = (byte)(Math::Min(1.0f, color.G) * 255.0f);
layers.B = (byte)(Math::Min(1.0f, color.B) * 255.0f);
layers.A = (byte)(Math::Min(1.0f, color.A) * 255.0f);
splatmapData[z * heightmapSize + x] = layers;
}
}
if (patch->ModifySplatMap(index, splatmapData.Get(), Int2::Zero, Int2(heightmapSize)))
return true;
}
}
return false;
}
StringAnsi TerrainTools::SerializePatch(Terrain* terrain, const Int2& patchCoord)
{
CHECK_RETURN(terrain, StringAnsi::Empty);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, StringAnsi::Empty);
rapidjson_flax::StringBuffer buffer;
CompactJsonWriter writerObj(buffer);
JsonWriter& writer = writerObj;
writer.StartObject();
patch->Serialize(writer, nullptr);
writer.EndObject();
return StringAnsi(buffer.GetString());
}
void TerrainTools::DeserializePatch(Terrain* terrain, const Int2& patchCoord, const StringAnsiView& value)
{
CHECK(terrain);
auto patch = terrain->GetPatch(patchCoord);
CHECK(patch);
rapidjson_flax::Document document;
document.Parse(value.Get(), value.Length());
CHECK(!document.HasParseError());
auto modifier = Cache::ISerializeModifier.Get();
modifier->EngineBuild = FLAXENGINE_VERSION_BUILD;
Scripting::ObjectsLookupIdMapping.Set(&modifier.Value->IdsMapping);
patch->Deserialize(document, modifier.Value);
patch->UpdatePostManualDeserialization();
}
bool TerrainTools::InitializePatch(Terrain* terrain, const Int2& patchCoord)
{
CHECK_RETURN(terrain, true);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, true);
return patch->InitializeHeightMap();
}
bool TerrainTools::ModifyHeightMap(Terrain* terrain, const Int2& patchCoord, const float* samples, const Int2& offset, const Int2& size)
{
CHECK_RETURN(terrain, true);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, true);
return patch->ModifyHeightMap(samples, offset, size);
}
bool TerrainTools::ModifyHolesMask(Terrain* terrain, const Int2& patchCoord, const byte* samples, const Int2& offset, const Int2& size)
{
CHECK_RETURN(terrain, true);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, true);
return patch->ModifyHolesMask(samples, offset, size);
}
bool TerrainTools::ModifySplatMap(Terrain* terrain, const Int2& patchCoord, int32 index, const Color32* samples, const Int2& offset, const Int2& size)
{
CHECK_RETURN(terrain, true);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, true);
CHECK_RETURN(index >= 0 && index < TERRAIN_MAX_SPLATMAPS_COUNT, true);
return patch->ModifySplatMap(index, samples, offset, size);
}
float* TerrainTools::GetHeightmapData(Terrain* terrain, const Int2& patchCoord)
{
CHECK_RETURN(terrain, nullptr);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, nullptr);
return patch->GetHeightmapData();
}
byte* TerrainTools::GetHolesMaskData(Terrain* terrain, const Int2& patchCoord)
{
CHECK_RETURN(terrain, nullptr);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, nullptr);
return patch->GetHolesMaskData();
}
Color32* TerrainTools::GetSplatMapData(Terrain* terrain, const Int2& patchCoord, int32 index)
{
CHECK_RETURN(terrain, nullptr);
auto patch = terrain->GetPatch(patchCoord);
CHECK_RETURN(patch, nullptr);
return patch->GetSplatMapData(index);
}
bool TerrainTools::ExportTerrain(Terrain* terrain, String outputFolder)
{
CHECK_RETURN(terrain && terrain->GetPatchesCount() != 0, true);
const auto firstPatch = terrain->GetPatch(0);
// Calculate texture size
const int32 patchEdgeVertexCount = terrain->GetChunkSize() * Terrain::ChunksCountEdge + 1;
const int32 patchVertexCount = patchEdgeVertexCount * patchEdgeVertexCount;
// Find size of heightmap in patches
Int2 start(firstPatch->GetX(), firstPatch->GetZ());
Int2 end(start);
for (int32 i = 0; i < terrain->GetPatchesCount(); i++)
{
const int32 x = terrain->GetPatch(i)->GetX();
const int32 y = terrain->GetPatch(i)->GetZ();
if (x < start.X)
start.X = x;
if (y < start.Y)
start.Y = y;
if (x > end.X)
end.X = x;
if (y > end.Y)
end.Y = y;
}
const Int2 size = (end + 1) - start;
// Allocate - with space for non-existent patches
Array<float> heightmap;
heightmap.Resize(patchVertexCount * size.X * size.Y);
// Set to any element, where: min < elem < max
heightmap.SetAll(firstPatch->GetHeightmapData()[0]);
const int32 heightmapWidth = patchEdgeVertexCount * size.X;
// Fill heightmap with data
for (int32 patchIndex = 0; patchIndex < terrain->GetPatchesCount(); patchIndex++)
{
// Pick a patch
const auto patch = terrain->GetPatch(patchIndex);
const float* data = patch->GetHeightmapData();
// Beginning of patch
int32 dstIndex = (patch->GetX() - start.X) * patchEdgeVertexCount +
(patch->GetZ() - start.Y) * size.Y * patchVertexCount;
// Iterate over lines in patch
for (int32 z = 0; z < patchEdgeVertexCount; z++)
{
// Iterate over vertices in line
for (int32 x = 0; x < patchEdgeVertexCount; x++)
{
heightmap[dstIndex + x] = data[z * patchEdgeVertexCount + x];
}
dstIndex += heightmapWidth;
}
}
// Interpolate to 16-bit int
float maxHeight, minHeight;
maxHeight = minHeight = heightmap[0];
for (int32 i = 1; i < heightmap.Count(); i++)
{
float h = heightmap[i];
if (maxHeight < h)
maxHeight = h;
else if (minHeight > h)
minHeight = h;
}
const float maxValue = 65535.0f;
const float alpha = maxValue / (maxHeight - minHeight);
// Storage for pixel data
Array<uint16> byteHeightmap(heightmap.Capacity());
for (auto& elem : heightmap)
{
byteHeightmap.Add(static_cast<uint16>(alpha * (elem - minHeight)));
}
// Create texture
TextureData textureData;
textureData.Height = textureData.Width = heightmapWidth;
textureData.Depth = 1;
textureData.Format = PixelFormat::R16_UNorm;
textureData.Items.Resize(1);
textureData.Items[0].Mips.Resize(1);
// Fill mip data
TextureMipData* srcMip = textureData.GetData(0, 0);
srcMip->Data.Link(byteHeightmap.Get());
srcMip->Lines = textureData.Height;
srcMip->RowPitch = textureData.Width * 2; // 2 bytes per pixel for format R16
srcMip->DepthPitch = srcMip->Lines * srcMip->RowPitch;
// Find next non-existing file heightmap file
FileSystem::NormalizePath(outputFolder);
const String baseFileName(TEXT("heightmap"));
String outputPath;
for (int32 i = 0; i < MAX_int32; i++)
{
outputPath = outputFolder / baseFileName + StringUtils::ToString(i) + TEXT(".png");
if (!FileSystem::FileExists(outputPath))
break;
}
return TextureTool::ExportTexture(outputPath, textureData);
}