#if GRIFFIN using System.Collections.Generic; using UnityEngine; using UnityEngine.Rendering; namespace Pinwheel.Griffin.SplineTool { [GDisplayName("Object Remover")] public class GObjectRemover : GSplineModifier { [SerializeField] private AnimationCurve falloff; public AnimationCurve Falloff { get { if (falloff == null) { falloff = AnimationCurve.EaseInOut(0, 0, 1, 1); } return falloff; } set { falloff = value; } } [SerializeField] private List prototypes; public List Prototypes { get { if (prototypes == null) { prototypes = new List(); } return prototypes; } set { prototypes = value; } } [SerializeField] private List prototypeIndices; public List PrototypeIndices { get { if (prototypeIndices == null) { prototypeIndices = new List(); } return prototypeIndices; } set { prototypeIndices = value; } } [SerializeField] private Texture2D falloffNoise; public Texture2D FalloffNoise { get { return falloffNoise; } set { falloffNoise = value; } } [SerializeField] private Vector2 falloffNoiseSize; public Vector2 FalloffNoiseSize { get { return falloffNoiseSize; } set { falloffNoiseSize = value; } } [SerializeField] private int maskResolution; public int MaskResolution { get { return maskResolution; } set { maskResolution = Mathf.Clamp(Mathf.ClosestPowerOfTwo(value), GCommon.TEXTURE_SIZE_MIN, GCommon.TEXTURE_SIZE_MAX); } } private Texture2D falloffTexture; private Material maskMaterial; private Material MaskMaterial { get { if (maskMaterial == null) { maskMaterial = new Material(GRuntimeSettings.Instance.internalShaders.splineMaskShader); } return maskMaterial; } } private static readonly int FALL_OFF = Shader.PropertyToID("_Falloff"); private static readonly int FALL_OFF_NOISE = Shader.PropertyToID("_FalloffNoise"); private static readonly int TERRAIN_MASK = Shader.PropertyToID("_TerrainMask"); public override void Apply() { if (SplineCreator == null) return; if (falloffTexture != null) Object.DestroyImmediate(falloffTexture); Internal_UpdateFalloffTexture(); List terrains = GUtilities.ExtractTerrainsFromOverlapTest(SplineCreator.SweepTest()); foreach (GStylizedTerrain t in terrains) { Apply(t); } } private void Apply(GStylizedTerrain t) { if (t.TerrainData == null) return; if (PrototypeIndices.Count == 0) return; if (Prototypes.Count == 0) return; RenderTexture rt = new RenderTexture(MaskResolution, MaskResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear); Internal_Apply(t, rt); Texture2D mask = GCommon.CreateTexture(MaskResolution, Color.clear); GCommon.CopyFromRT(mask, rt); mask.wrapMode = TextureWrapMode.Clamp; Color[] maskColors = mask.GetPixels(); RemoveObjectFromTerrain(t, maskColors); rt.Release(); GUtilities.DestroyObject(rt); GUtilities.DestroyObject(mask); } private void RemoveObjectFromTerrain(GStylizedTerrain t, Color[] maskData) { for (int i = 0; i < PrototypeIndices.Count; ++i) { int prototypeIndex = PrototypeIndices[i]; if (prototypeIndex < 0 || prototypeIndex >= Prototypes.Count) continue; GameObject g = Prototypes[prototypeIndex]; if (g == null) continue; GSpawner.DestroyIf(t, g, (instance) => { Vector2 uv = t.WorldPointToUV(instance.transform.position); float alpha = GUtilities.GetColorBilinear(maskData, MaskResolution, MaskResolution, uv).r; return Random.value <= alpha; }); } } private Material PrepareMaterial(GStylizedTerrain t, RenderTexture rt) { GCommon.ClearRT(rt); Material mat = GInternalMaterials.FoliageRemoverMaterial; mat.SetTexture(FALL_OFF, falloffTexture); mat.SetTexture(FALL_OFF_NOISE, FalloffNoise); mat.SetTextureScale(FALL_OFF_NOISE, new Vector2( FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0, FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0)); mat.SetTextureOffset(FALL_OFF_NOISE, Vector2.zero); if (SplineCreator.EnableTerrainMask) { mat.SetTexture(TERRAIN_MASK, t.TerrainData.Mask.MaskMapOrDefault); } else { mat.SetTexture(TERRAIN_MASK, Texture2D.blackTexture); } return mat; } public void Internal_Apply(GStylizedTerrain t, RenderTexture rt) { Material mat = PrepareMaterial(t, rt); SplineCreator.DrawOnTexture(rt, t.Bounds, mat); } public void Internal_Apply(GStylizedTerrain t, RenderTexture rt, ScriptableRenderContext context) { Material mat = PrepareMaterial(t, rt); SplineCreator.DrawOnTexture(rt, t.Bounds, mat, context); } public void Reset() { SplineCreator = GetComponent(); Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1); Prototypes = null; PrototypeIndices = null; MaskResolution = 1024; } public void Internal_UpdateFalloffTexture() { falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1); } } } #endif