328 lines
11 KiB
C#
328 lines
11 KiB
C#
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using System.Collections.Generic;
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using UnityEngine;
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namespace Pinwheel.Griffin.SplineTool
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{
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[GDisplayName("Ramp Maker")]
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public class GRampMaker : GSplineModifier
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{
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#if UNITY_EDITOR
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[SerializeField]
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private bool editor_ShowLivePreview = true;
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public bool Editor_ShowLivePreview
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{
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get
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{
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return editor_ShowLivePreview;
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}
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set
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{
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editor_ShowLivePreview = value;
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}
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}
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#endif
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[SerializeField]
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private AnimationCurve falloff;
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public AnimationCurve Falloff
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{
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get
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{
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if (falloff == null)
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{
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falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
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}
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return falloff;
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}
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set
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{
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falloff = value;
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}
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}
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[SerializeField]
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private bool lowerHeight;
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public bool LowerHeight
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{
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get
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{
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return lowerHeight;
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}
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set
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{
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lowerHeight = value;
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}
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}
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[SerializeField]
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private bool raiseHeight;
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public bool RaiseHeight
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{
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get
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{
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return raiseHeight;
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}
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set
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{
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raiseHeight = value;
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}
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}
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[SerializeField]
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private int additionalMeshResolution;
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public int AdditionalMeshResolution
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{
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get
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{
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return additionalMeshResolution;
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}
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set
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{
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additionalMeshResolution = Mathf.Clamp(value, 0, 10);
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}
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}
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[SerializeField]
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private float heightOffset;
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public float HeightOffset
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{
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get
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{
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return heightOffset;
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}
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set
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{
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heightOffset = value;
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}
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}
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[SerializeField]
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private int stepCount;
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public int StepCount
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{
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get
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{
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return stepCount;
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}
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set
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{
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stepCount = Mathf.Max(1, value);
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}
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}
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[SerializeField]
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private Texture2D falloffNoise;
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public Texture2D FalloffNoise
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{
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get
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{
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return falloffNoise;
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}
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set
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{
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falloffNoise = value;
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}
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}
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[SerializeField]
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private Vector2 falloffNoiseSize;
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public Vector2 FalloffNoiseSize
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{
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get
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{
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return falloffNoiseSize;
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}
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set
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{
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falloffNoiseSize = value;
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}
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}
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private Texture2D falloffTexture;
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public override void Apply()
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{
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if (SplineCreator == null)
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return;
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if (falloffTexture != null)
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Object.DestroyImmediate(falloffTexture);
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Internal_UpdateFalloffTexture();
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int groupId = SplineCreator.GroupId;
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IEnumerator<GStylizedTerrain> terrains = GStylizedTerrain.ActiveTerrains.GetEnumerator();
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while (terrains.MoveNext())
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{
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GStylizedTerrain t = terrains.Current;
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if (groupId < 0 ||
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(groupId >= 0 && groupId == t.GroupId))
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{
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Apply(t);
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}
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}
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GStylizedTerrain.MatchEdges(groupId);
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}
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private void Apply(GStylizedTerrain t)
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{
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if (t.TerrainData == null)
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return;
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int heightMapResolution = t.TerrainData.Geometry.HeightMapResolution;
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RenderTexture rt = new RenderTexture(heightMapResolution, heightMapResolution, 0, GGeometry.HeightMapRTFormat, RenderTextureReadWrite.Linear);
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List<Vector4> vertices = SplineCreator.GenerateVerticesWithFalloff();
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Internal_Apply(t, rt, vertices);
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Color[] oldHeightMapColors = t.TerrainData.Geometry.HeightMap.GetPixels();
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RenderTexture.active = rt;
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t.TerrainData.Geometry.HeightMap.ReadPixels(new Rect(0, 0, heightMapResolution, heightMapResolution), 0, 0);
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t.TerrainData.Geometry.HeightMap.Apply();
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RenderTexture.active = null;
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Color[] newHeightMapColors = t.TerrainData.Geometry.HeightMap.GetPixels();
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rt.Release();
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Object.DestroyImmediate(rt);
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List<Rect> dirtyRects = new List<Rect>(GCommon.CompareTerrainTexture(t.TerrainData.Geometry.ChunkGridSize, oldHeightMapColors, newHeightMapColors));
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for (int i = 0; i < dirtyRects.Count; ++i)
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{
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t.TerrainData.Geometry.SetRegionDirty(dirtyRects[i]);
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}
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t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Geometry);
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for (int i = 0; i < dirtyRects.Count; ++i)
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{
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t.TerrainData.Foliage.SetTreeRegionDirty(dirtyRects[i]);
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t.TerrainData.Foliage.SetGrassRegionDirty(dirtyRects[i]);
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}
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t.UpdateTreesPosition();
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t.UpdateGrassPatches();
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t.TerrainData.Foliage.ClearTreeDirtyRegions();
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t.TerrainData.Foliage.ClearGrassDirtyRegions();
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t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Foliage);
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}
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public void Internal_Apply(GStylizedTerrain t, RenderTexture rt, List<Vector4> vertices)
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{
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GCommon.CopyToRT(t.TerrainData.Geometry.HeightMap, rt);
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Material mat = GInternalMaterials.RampMakerMaterial;
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mat.SetTexture("_HeightMap", t.TerrainData.Geometry.HeightMap);
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mat.SetTexture("_Falloff", falloffTexture);
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mat.SetInt("_LowerHeight", LowerHeight ? 1 : 0);
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mat.SetInt("_RaiseHeight", RaiseHeight ? 1 : 0);
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mat.SetFloat("_AdditionalMeshResolution", GCommon.SUB_DIV_STEP * AdditionalMeshResolution);
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mat.SetTexture("_FalloffNoise", FalloffNoise);
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mat.SetTextureScale("_FalloffNoise", new Vector2(
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FalloffNoiseSize.x != 0 ? 1f / FalloffNoiseSize.x : 0,
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FalloffNoiseSize.y != 0 ? 1f / FalloffNoiseSize.y : 0));
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mat.SetTextureOffset("_FalloffNoise", Vector2.zero);
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if (SplineCreator.EnableTerrainMask)
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{
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mat.SetTexture("_TerrainMask", t.TerrainData.Mask.MaskMapOrDefault);
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}
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else
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{
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mat.SetTexture("_TerrainMask", Texture2D.blackTexture);
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}
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mat.SetInt("_StepCount", StepCount);
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int pass = 0;
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DrawOnTexture(rt, mat, pass, vertices, t);
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}
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public void Internal_UpdateFalloffTexture()
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{
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falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
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}
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private void DrawOnTexture(RenderTexture rt, Material mat, int pass, List<Vector4> worldPoints, GStylizedTerrain t)
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{
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Vector4 worldOffset = new Vector4(0, HeightOffset, 0, 0);
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List<Vector4> normalizedPoints = new List<Vector4>();
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for (int i = 0; i < worldPoints.Count; ++i)
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{
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Vector3 v = t.WorldPointToNormalized(worldPoints[i] + worldOffset);
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normalizedPoints.Add(new Vector4(Mathf.Clamp01(v.x), Mathf.Clamp01(v.y), Mathf.Clamp01(v.z), worldPoints[i].w));
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}
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RenderTexture.active = rt;
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GL.PushMatrix();
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GL.LoadOrtho();
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GL.Begin(GL.TRIANGLES);
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int trisCount = worldPoints.Count / 3;
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GCommon.SetMaterialKeywordActive(mat, "FALLOFF", true);
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mat.SetPass(pass);
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for (int i = 0; i < trisCount; ++i)
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{
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Vector4 v0 = worldPoints[i * 3 + 0];
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Vector4 v1 = worldPoints[i * 3 + 1];
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Vector4 v2 = worldPoints[i * 3 + 2];
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if (v0.w == 0 || v1.w == 0 || v2.w == 0)
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{
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Vector4 vn0 = normalizedPoints[i * 3 + 0];
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Vector4 vn1 = normalizedPoints[i * 3 + 1];
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Vector4 vn2 = normalizedPoints[i * 3 + 2];
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GL.MultiTexCoord3(0, vn0.x, vn0.z, vn0.y);
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GL.MultiTexCoord3(1, v0.x, v0.z, v0.y);
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GL.Color(new Color(vn0.w, vn0.w, vn0.w, vn0.w));
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GL.Vertex3(vn0.x, vn0.z, vn0.y);
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GL.MultiTexCoord3(0, vn1.x, vn1.z, vn1.y);
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GL.MultiTexCoord3(1, v1.x, v1.z, v1.y);
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GL.Color(new Color(vn1.w, vn1.w, vn1.w, vn1.w));
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GL.Vertex3(vn1.x, vn1.z, vn1.y);
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GL.MultiTexCoord3(0, vn2.x, vn2.z, vn2.y);
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GL.MultiTexCoord3(1, v2.x, v2.z, v2.y);
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GL.Color(new Color(vn2.w, vn2.w, vn2.w, vn2.w));
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GL.Vertex3(vn2.x, vn2.z, vn2.y);
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}
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}
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GL.End();
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GL.Begin(GL.TRIANGLES);
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GCommon.SetMaterialKeywordActive(mat, "FALLOFF", false);
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mat.SetPass(pass);
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for (int i = 0; i < trisCount; ++i)
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{
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Vector4 v0 = worldPoints[i * 3 + 0];
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Vector4 v1 = worldPoints[i * 3 + 1];
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Vector4 v2 = worldPoints[i * 3 + 2];
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if (v0.w != 0 && v1.w != 0 && v2.w != 0)
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{
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Vector4 vn0 = normalizedPoints[i * 3 + 0];
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Vector4 vn1 = normalizedPoints[i * 3 + 1];
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Vector4 vn2 = normalizedPoints[i * 3 + 2];
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GL.MultiTexCoord3(0, vn0.x, vn0.z, vn0.y);
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GL.MultiTexCoord3(1, v0.x, v0.z, v0.y);
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GL.Color(new Color(vn0.w, vn0.w, vn0.w, vn0.w));
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GL.Vertex3(vn0.x, vn0.z, vn0.y);
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GL.MultiTexCoord3(0, vn1.x, vn1.z, vn1.y);
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GL.MultiTexCoord3(1, v1.x, v1.z, v1.y);
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GL.Color(new Color(vn1.w, vn1.w, vn1.w, vn1.w));
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GL.Vertex3(vn1.x, vn1.z, vn1.y);
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GL.MultiTexCoord3(0, vn2.x, vn2.z, vn2.y);
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GL.MultiTexCoord3(1, v2.x, v2.z, v2.y);
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GL.Color(new Color(vn2.w, vn2.w, vn2.w, vn2.w));
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GL.Vertex3(vn2.x, vn2.z, vn2.y);
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}
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}
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GL.End();
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GL.PopMatrix();
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RenderTexture.active = null;
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}
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public void Reset()
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{
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SplineCreator = GetComponent<GSplineCreator>();
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Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
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LowerHeight = true;
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RaiseHeight = true;
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HeightOffset = 0;
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StepCount = 1000;
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}
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}
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}
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