BITFALL/Assets/Polaris - Low Poly Ecosystem/Polaris - Low Poly Terrain .../Runtime/Scripts/PaintTool/GeometryTexturePainters/GSubDivPainter.cs

143 lines
5.6 KiB
C#
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2023-12-30 17:37:48 +08:00
using System.Collections.Generic;
using UnityEngine;
namespace Pinwheel.Griffin.PaintTool
{
public class GSubDivPainter : IGTexturePainter, IGTexturePainterWithLivePreview
{
public string Instruction
{
get
{
string s = string.Format(
"Add more sub division to a particular area of the terrain.\n" +
" - Hold Left Mouse to add.\n" +
" - Hold {0} & Left Mouse to subtract.",
"Ctrl");
return s;
}
}
public string HistoryPrefix
{
get
{
return "Sub Div Painting";
}
}
public List<GTerrainResourceFlag> GetResourceFlagForHistory(GTexturePainterArgs args)
{
return GCommon.HeightMapAndFoliageResourceFlags;
}
public void Paint(GStylizedTerrain terrain, GTexturePainterArgs args)
{
if (terrain.TerrainData == null)
return;
if (args.MouseEventType == GPainterMouseEventType.Down)
{
terrain.ForceLOD(0);
GRuntimeSettings.Instance.isEditingGeometry = true;
}
if (args.MouseEventType == GPainterMouseEventType.Up)
{
terrain.ForceLOD(-1);
GRuntimeSettings.Instance.isEditingGeometry = false;
terrain.UpdateTreesPosition();
terrain.UpdateGrassPatches();
terrain.TerrainData.Foliage.ClearTreeDirtyRegions();
terrain.TerrainData.Foliage.ClearGrassDirtyRegions();
return;
}
Vector2[] uvCorners = new Vector2[args.WorldPointCorners.Length];
for (int i = 0; i < uvCorners.Length; ++i)
{
uvCorners[i] = terrain.WorldPointToUV(args.WorldPointCorners[i]);
}
Rect dirtyRect = GUtilities.GetRectContainsPoints(uvCorners);
if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1)))
return;
Texture2D bg = terrain.TerrainData.Geometry.HeightMap;
int heightMapResolution = terrain.TerrainData.Geometry.HeightMapResolution;
RenderTexture rt = GTerrainTexturePainter.Internal_GetRenderTexture(heightMapResolution);
GCommon.CopyToRT(bg, rt);
Material mat = GInternalMaterials.SubDivPainterMaterial;
mat.SetTexture("_MainTex", bg);
mat.SetTexture("_Mask", args.BrushMask);
mat.SetFloat("_Opacity", Mathf.Pow(args.Opacity, GTerrainTexturePainter.GEOMETRY_OPACITY_EXPONENT));
if (args.EnableTerrainMask)
{
mat.SetTexture("_TerrainMask", terrain.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture("_TerrainMask", Texture2D.blackTexture);
}
int pass =
args.ActionType == GPainterActionType.Normal ? 0 :
args.ActionType == GPainterActionType.Negative ? 1 : 0;
GCommon.DrawQuad(rt, uvCorners, mat, pass);
RenderTexture.active = rt;
terrain.TerrainData.Geometry.HeightMap.ReadPixels(
new Rect(0, 0, heightMapResolution, heightMapResolution), 0, 0);
terrain.TerrainData.Geometry.HeightMap.Apply();
RenderTexture.active = null;
terrain.TerrainData.Geometry.SetRegionDirty(dirtyRect);
terrain.TerrainData.Foliage.SetTreeRegionDirty(dirtyRect);
terrain.TerrainData.Foliage.SetGrassRegionDirty(dirtyRect);
terrain.TerrainData.SetDirty(GTerrainData.DirtyFlags.Geometry);
}
public void Editor_DrawLivePreview(GStylizedTerrain terrain, GTexturePainterArgs args, Camera cam)
{
#if UNITY_EDITOR
Vector2[] uvCorners = new Vector2[args.WorldPointCorners.Length];
for (int i = 0; i < uvCorners.Length; ++i)
{
uvCorners[i] = terrain.WorldPointToUV(args.WorldPointCorners[i]);
}
Rect dirtyRect = GUtilities.GetRectContainsPoints(uvCorners);
if (!dirtyRect.Overlaps(new Rect(0, 0, 1, 1)))
return;
Texture2D bg = terrain.TerrainData.Geometry.HeightMap;
int heightMapResolution = terrain.TerrainData.Geometry.HeightMapResolution;
RenderTexture rt = GTerrainTexturePainter.Internal_GetRenderTexture(terrain, heightMapResolution);
GCommon.CopyToRT(bg, rt);
Material mat = GInternalMaterials.SubDivPainterMaterial;
mat.SetTexture("_MainTex", bg);
mat.SetTexture("_Mask", args.BrushMask);
mat.SetFloat("_Opacity", Mathf.Pow(args.Opacity, GTerrainTexturePainter.GEOMETRY_OPACITY_EXPONENT));
if (args.EnableTerrainMask)
{
mat.SetTexture("_TerrainMask", terrain.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture("_TerrainMask", Texture2D.blackTexture);
}
int pass =
args.ActionType == GPainterActionType.Normal ? 0 :
args.ActionType == GPainterActionType.Negative ? 1 : 0;
GCommon.DrawQuad(rt, uvCorners, mat, pass);
Matrix4x4 worldToMaskMatrix = Matrix4x4.TRS(
args.WorldPointCorners[0],
Quaternion.Euler(0, args.Rotation, 0),
args.Radius * 2 * Vector3.one).inverse;
GLivePreviewDrawer.DrawSubdivLivePreview(terrain, cam, rt, dirtyRect, args.BrushMask, worldToMaskMatrix);
#endif
}
}
}