54 lines
1.9 KiB
C#
54 lines
1.9 KiB
C#
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using Godot;
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using System;
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using Rokojori.Extensions;
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namespace Rokojori
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{
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/** What ControlMapTerrain fills a fresh control map with.
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There is no painting system yet, so the map needs a source in order for
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there to be anything to look at. These are deliberately patterns rather
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than content: each one isolates a single thing that can be wrong, so a
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live test says which part broke instead of only that something did.
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*/
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public enum ControlMapDebugPattern
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{
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/** Texture 0 everywhere, neutral in every field. What a painting system
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would start from, and the control that proves nothing in the decode path
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is adding anything of its own.
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*/
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Flat = 0,
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/** Texture index cycling per cell, no blending. Hard index boundaries -
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this is what shows whether the 4-tap read is sampling the texels it
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thinks it is, since a half-texel error puts the seams visibly off the
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cell grid.
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*/
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Checkerboard = 1,
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/** Texture 0 under texture 1, blend ramping along X. Isolates the
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base/overlay crossfade and the height weighting; blendSharpness should
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visibly change the shape of the transition and nothing else.
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*/
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BlendGradient = 2,
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/** Per-cell uv scale and rotation, one texture. Isolates the two fields
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that are nothing but uv manipulation - and therefore the derivative
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handling, because this is the pattern that goes blurry at every cell
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border if textureGrad is not doing its job.
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*/
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ScaleAndRotation = 3,
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/** Holes punched in a grid, texture 0 elsewhere. Isolates the flag path,
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which is read from a single texel and so should have perfectly square
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edges even with bilinear on.
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*/
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Holes = 4,
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/** All four of the above in quadrants, so one look covers everything. The
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one to start a live test with.
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*/
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Showcase = 5
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}
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}
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