Heroes_of_Hiis/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/SplineTool/GRampMaker.cs

271 lines
8.5 KiB
C#

#if GRIFFIN
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Pinwheel.Griffin.SplineTool
{
[GDisplayName("Ramp Maker")]
public class GRampMaker : 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 bool lowerHeight;
public bool LowerHeight
{
get
{
return lowerHeight;
}
set
{
lowerHeight = value;
}
}
[SerializeField]
private bool raiseHeight;
public bool RaiseHeight
{
get
{
return raiseHeight;
}
set
{
raiseHeight = value;
}
}
[SerializeField]
private int additionalMeshResolution;
public int AdditionalMeshResolution
{
get
{
return additionalMeshResolution;
}
set
{
additionalMeshResolution = Mathf.Clamp(value, 0, 10);
}
}
[SerializeField]
private float heightOffset;
public float HeightOffset
{
get
{
return heightOffset;
}
set
{
heightOffset = value;
}
}
[SerializeField]
private int stepCount;
public int StepCount
{
get
{
return stepCount;
}
set
{
stepCount = Mathf.Max(1, 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;
}
}
private Texture2D falloffTexture;
private Material rampMaterial;
private Material RampMaterial
{
get
{
if (rampMaterial == null)
{
rampMaterial = new Material(GRuntimeSettings.Instance.internalShaders.rampMakerShader);
}
return rampMaterial;
}
}
public override void Apply()
{
if (SplineCreator == null)
return;
if (falloffTexture != null)
Object.DestroyImmediate(falloffTexture);
Internal_UpdateFalloffTexture();
List<GStylizedTerrain> terrains = GUtilities.ExtractTerrainsFromOverlapTest(SplineCreator.SweepTest());
for (int i = 0; i < terrains.Count; ++i)
{
DrawOnTexture(terrains[i]);
}
for (int i = 0; i < terrains.Count; ++i)
{
UpdateTerrain(terrains[i]);
}
for (int i = 0; i < terrains.Count; ++i)
{
terrains[i].MatchEdges();
}
}
private void DrawOnTexture(GStylizedTerrain t)
{
if (t.TerrainData == null)
return;
int heightMapResolution = t.TerrainData.Geometry.HeightMapResolution;
RenderTexture rt = new RenderTexture(heightMapResolution, heightMapResolution, 0, GGeometry.HeightMapRTFormat, RenderTextureReadWrite.Linear);
Internal_DrawOnTexture(t, rt);
Color[] oldHeightMapColors = t.TerrainData.Geometry.HeightMap.GetPixels();
RenderTexture.active = rt;
t.TerrainData.Geometry.HeightMap.ReadPixels(new Rect(0, 0, heightMapResolution, heightMapResolution), 0, 0);
t.TerrainData.Geometry.HeightMap.Apply();
RenderTexture.active = null;
Color[] newHeightMapColors = t.TerrainData.Geometry.HeightMap.GetPixels();
rt.Release();
Object.DestroyImmediate(rt);
List<Rect> dirtyRects = new List<Rect>(GCommon.CompareTerrainTexture(t.TerrainData.Geometry.ChunkGridSize, oldHeightMapColors, newHeightMapColors));
for (int i = 0; i < dirtyRects.Count; ++i)
{
t.TerrainData.Geometry.SetRegionDirty(dirtyRects[i]);
t.TerrainData.Foliage.SetTreeRegionDirty(dirtyRects[i]);
t.TerrainData.Foliage.SetGrassRegionDirty(dirtyRects[i]);
}
}
private void UpdateTerrain(GStylizedTerrain t)
{
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Geometry);
t.UpdateTreesPosition();
t.UpdateGrassPatches();
t.TerrainData.Foliage.ClearTreeDirtyRegions();
t.TerrainData.Foliage.ClearGrassDirtyRegions();
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Foliage);
}
private static readonly int HEIGHT_MAP = Shader.PropertyToID("_HeightMap");
private static readonly int FALLOFF = Shader.PropertyToID("_Falloff");
private static readonly int HEIGHT_OFFSET = Shader.PropertyToID("_HeightOffset");
private static readonly int LOWER_HEIGHT = Shader.PropertyToID("_LowerHeight");
private static readonly int RAISE_HEIGHT = Shader.PropertyToID("_RaiseHeight");
private static readonly int ADDITIONAL_MESH_RESOLUTION = Shader.PropertyToID("_AdditionalMeshResolution");
private static readonly int FALLOFF_NOISE = Shader.PropertyToID("_FalloffNoise");
private static readonly int TERRAIN_MASK = Shader.PropertyToID("_TerrainMask");
private static readonly int STEP_COUNT = Shader.PropertyToID("_StepCount");
private Material PrepareMaterial(GStylizedTerrain t, RenderTexture rt)
{
GCommon.CopyToRT(t.TerrainData.Geometry.HeightMap, rt);
Material mat = RampMaterial;
mat.SetTexture(HEIGHT_MAP, t.TerrainData.Geometry.HeightMap);
mat.SetTexture(FALLOFF, falloffTexture);
mat.SetFloat(HEIGHT_OFFSET, HeightOffset);
mat.SetInt(LOWER_HEIGHT, LowerHeight ? 1 : 0);
mat.SetInt(RAISE_HEIGHT, RaiseHeight ? 1 : 0);
mat.SetFloat(ADDITIONAL_MESH_RESOLUTION, GCommon.SUB_DIV_STEP * AdditionalMeshResolution);
mat.SetTexture(FALLOFF_NOISE, FalloffNoise != null ? FalloffNoise : Texture2D.blackTexture);
mat.SetTextureScale(FALLOFF_NOISE, new Vector2(
FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0,
FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0));
mat.SetTextureOffset(FALLOFF_NOISE, Vector2.zero);
if (SplineCreator.EnableTerrainMask)
{
mat.SetTexture(TERRAIN_MASK, t.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture(TERRAIN_MASK, Texture2D.blackTexture);
}
mat.SetInt(STEP_COUNT, StepCount);
return mat;
}
public void Internal_DrawOnTexture(GStylizedTerrain t, RenderTexture rt)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat);
}
public void Internal_DrawOnTexture(GStylizedTerrain t, RenderTexture rt, ScriptableRenderContext context)
{
Material mat = PrepareMaterial(t, rt);
SplineCreator.DrawOnTexture(rt, t.Bounds, mat, context);
}
public void Internal_UpdateFalloffTexture()
{
falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
}
public void Reset()
{
SplineCreator = GetComponent<GSplineCreator>();
Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
LowerHeight = true;
RaiseHeight = true;
HeightOffset = 0;
StepCount = 1000;
}
}
}
#endif