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

328 lines
11 KiB
C#
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2023-12-30 17:37:48 +08:00
using System.Collections.Generic;
using UnityEngine;
namespace Pinwheel.Griffin.SplineTool
{
[GDisplayName("Ramp Maker")]
public class GRampMaker : GSplineModifier
{
#if UNITY_EDITOR
[SerializeField]
private bool editor_ShowLivePreview = true;
public bool Editor_ShowLivePreview
{
get
{
return editor_ShowLivePreview;
}
set
{
editor_ShowLivePreview = value;
}
}
#endif
[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;
public override void Apply()
{
if (SplineCreator == null)
return;
if (falloffTexture != null)
Object.DestroyImmediate(falloffTexture);
Internal_UpdateFalloffTexture();
int groupId = SplineCreator.GroupId;
IEnumerator<GStylizedTerrain> terrains = GStylizedTerrain.ActiveTerrains.GetEnumerator();
while (terrains.MoveNext())
{
GStylizedTerrain t = terrains.Current;
if (groupId < 0 ||
(groupId >= 0 && groupId == t.GroupId))
{
Apply(t);
}
}
GStylizedTerrain.MatchEdges(groupId);
}
private void Apply(GStylizedTerrain t)
{
if (t.TerrainData == null)
return;
int heightMapResolution = t.TerrainData.Geometry.HeightMapResolution;
RenderTexture rt = new RenderTexture(heightMapResolution, heightMapResolution, 0, GGeometry.HeightMapRTFormat, RenderTextureReadWrite.Linear);
List<Vector4> vertices = SplineCreator.GenerateVerticesWithFalloff();
Internal_Apply(t, rt, vertices);
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.SetDirty(GTerrainData.DirtyFlags.Geometry);
for (int i = 0; i < dirtyRects.Count; ++i)
{
t.TerrainData.Foliage.SetTreeRegionDirty(dirtyRects[i]);
t.TerrainData.Foliage.SetGrassRegionDirty(dirtyRects[i]);
}
t.UpdateTreesPosition();
t.UpdateGrassPatches();
t.TerrainData.Foliage.ClearTreeDirtyRegions();
t.TerrainData.Foliage.ClearGrassDirtyRegions();
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Foliage);
}
public void Internal_Apply(GStylizedTerrain t, RenderTexture rt, List<Vector4> vertices)
{
GCommon.CopyToRT(t.TerrainData.Geometry.HeightMap, rt);
Material mat = GInternalMaterials.RampMakerMaterial;
mat.SetTexture("_HeightMap", t.TerrainData.Geometry.HeightMap);
mat.SetTexture("_Falloff", falloffTexture);
mat.SetInt("_LowerHeight", LowerHeight ? 1 : 0);
mat.SetInt("_RaiseHeight", RaiseHeight ? 1 : 0);
mat.SetFloat("_AdditionalMeshResolution", GCommon.SUB_DIV_STEP * AdditionalMeshResolution);
mat.SetTexture("_FalloffNoise", FalloffNoise);
mat.SetTextureScale("_FalloffNoise", new Vector2(
FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0,
FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0));
mat.SetTextureOffset("_FalloffNoise", Vector2.zero);
if (SplineCreator.EnableTerrainMask)
{
mat.SetTexture("_TerrainMask", t.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture("_TerrainMask", Texture2D.blackTexture);
}
mat.SetInt("_StepCount", StepCount);
int pass = 0;
DrawOnTexture(rt, mat, pass, vertices, t);
}
public void Internal_UpdateFalloffTexture()
{
falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
}
private void DrawOnTexture(RenderTexture rt, Material mat, int pass, List<Vector4> worldPoints, GStylizedTerrain t)
{
Vector4 worldOffset = new Vector4(0, HeightOffset, 0, 0);
List<Vector4> normalizedPoints = new List<Vector4>();
for (int i = 0; i < worldPoints.Count; ++i)
{
Vector3 v = t.WorldPointToNormalized(worldPoints[i] + worldOffset);
normalizedPoints.Add(new Vector4(Mathf.Clamp01(v.x), Mathf.Clamp01(v.y), Mathf.Clamp01(v.z), worldPoints[i].w));
}
RenderTexture.active = rt;
GL.PushMatrix();
GL.LoadOrtho();
GL.Begin(GL.TRIANGLES);
int trisCount = worldPoints.Count / 3;
GCommon.SetMaterialKeywordActive(mat, "FALLOFF", true);
mat.SetPass(pass);
for (int i = 0; i < trisCount; ++i)
{
Vector4 v0 = worldPoints[i * 3 + 0];
Vector4 v1 = worldPoints[i * 3 + 1];
Vector4 v2 = worldPoints[i * 3 + 2];
if (v0.w == 0 || v1.w == 0 || v2.w == 0)
{
Vector4 vn0 = normalizedPoints[i * 3 + 0];
Vector4 vn1 = normalizedPoints[i * 3 + 1];
Vector4 vn2 = normalizedPoints[i * 3 + 2];
GL.MultiTexCoord3(0, vn0.x, vn0.z, vn0.y);
GL.MultiTexCoord3(1, v0.x, v0.z, v0.y);
GL.Color(new Color(vn0.w, vn0.w, vn0.w, vn0.w));
GL.Vertex3(vn0.x, vn0.z, vn0.y);
GL.MultiTexCoord3(0, vn1.x, vn1.z, vn1.y);
GL.MultiTexCoord3(1, v1.x, v1.z, v1.y);
GL.Color(new Color(vn1.w, vn1.w, vn1.w, vn1.w));
GL.Vertex3(vn1.x, vn1.z, vn1.y);
GL.MultiTexCoord3(0, vn2.x, vn2.z, vn2.y);
GL.MultiTexCoord3(1, v2.x, v2.z, v2.y);
GL.Color(new Color(vn2.w, vn2.w, vn2.w, vn2.w));
GL.Vertex3(vn2.x, vn2.z, vn2.y);
}
}
GL.End();
GL.Begin(GL.TRIANGLES);
GCommon.SetMaterialKeywordActive(mat, "FALLOFF", false);
mat.SetPass(pass);
for (int i = 0; i < trisCount; ++i)
{
Vector4 v0 = worldPoints[i * 3 + 0];
Vector4 v1 = worldPoints[i * 3 + 1];
Vector4 v2 = worldPoints[i * 3 + 2];
if (v0.w != 0 && v1.w != 0 && v2.w != 0)
{
Vector4 vn0 = normalizedPoints[i * 3 + 0];
Vector4 vn1 = normalizedPoints[i * 3 + 1];
Vector4 vn2 = normalizedPoints[i * 3 + 2];
GL.MultiTexCoord3(0, vn0.x, vn0.z, vn0.y);
GL.MultiTexCoord3(1, v0.x, v0.z, v0.y);
GL.Color(new Color(vn0.w, vn0.w, vn0.w, vn0.w));
GL.Vertex3(vn0.x, vn0.z, vn0.y);
GL.MultiTexCoord3(0, vn1.x, vn1.z, vn1.y);
GL.MultiTexCoord3(1, v1.x, v1.z, v1.y);
GL.Color(new Color(vn1.w, vn1.w, vn1.w, vn1.w));
GL.Vertex3(vn1.x, vn1.z, vn1.y);
GL.MultiTexCoord3(0, vn2.x, vn2.z, vn2.y);
GL.MultiTexCoord3(1, v2.x, v2.z, v2.y);
GL.Color(new Color(vn2.w, vn2.w, vn2.w, vn2.w));
GL.Vertex3(vn2.x, vn2.z, vn2.y);
}
}
GL.End();
GL.PopMatrix();
RenderTexture.active = null;
}
public void Reset()
{
SplineCreator = GetComponent<GSplineCreator>();
Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
LowerHeight = true;
RaiseHeight = true;
HeightOffset = 0;
StepCount = 1000;
}
}
}