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 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 } } }