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

423 lines
15 KiB
C#

using System.Collections.Generic;
using UnityEngine;
namespace Pinwheel.Griffin.SplineTool
{
[GDisplayName("Path Painter")]
public class GPathPainter : GSplineModifier
{
#if UNITY_EDITOR
[SerializeField]
private bool editor_ShowLivePreview = true;
public bool Editor_ShowLivePreview
{
get
{
return editor_ShowLivePreview;
}
set
{
editor_ShowLivePreview = value;
}
}
#endif
public enum PaintChannel
{
AlbedoAndMetallic, Splat
}
[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 PaintChannel channel;
public PaintChannel Channel
{
get
{
return channel;
}
set
{
channel = value;
}
}
[SerializeField]
private Color color;
public Color Color
{
get
{
return color;
}
set
{
color = value;
}
}
[SerializeField]
private float metallic;
public float Metallic
{
get
{
return metallic;
}
set
{
metallic = Mathf.Clamp01(value);
}
}
[SerializeField]
private float smoothness;
public float Smoothness
{
get
{
return smoothness;
}
set
{
smoothness = Mathf.Clamp01(value);
}
}
[SerializeField]
private int splatIndex;
public int SplatIndex
{
get
{
return splatIndex;
}
set
{
splatIndex = Mathf.Max(0, 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 void Reset()
{
SplineCreator = GetComponent<GSplineCreator>();
Falloff = AnimationCurve.EaseInOut(0, 0, 1, 1);
Channel = PaintChannel.AlbedoAndMetallic;
Color = Color.white;
Metallic = 0;
Smoothness = 0;
}
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);
}
}
}
private void Apply(GStylizedTerrain t)
{
if (t.TerrainData == null)
return;
List<Vector4> worldPoints = SplineCreator.GenerateVerticesWithFalloff();
if (Channel == PaintChannel.AlbedoAndMetallic)
{
ApplyAlbedoAndMetallic(t, worldPoints);
}
else if (Channel == PaintChannel.Splat)
{
ApplySplat(t, worldPoints);
}
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Shading);
}
private void ApplyAlbedoAndMetallic(GStylizedTerrain t, List<Vector4> worldPoints)
{
int albedoResolution = t.TerrainData.Shading.AlbedoMapResolution;
RenderTexture rtAlbedo = new RenderTexture(albedoResolution, albedoResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
Internal_ApplyAlbedo(t, worldPoints, rtAlbedo);
RenderTexture.active = rtAlbedo;
t.TerrainData.Shading.AlbedoMap.ReadPixels(new Rect(0, 0, albedoResolution, albedoResolution), 0, 0);
t.TerrainData.Shading.AlbedoMap.Apply();
RenderTexture.active = null;
rtAlbedo.Release();
Object.DestroyImmediate(rtAlbedo);
int metallicResolution = t.TerrainData.Shading.MetallicMapResolution;
RenderTexture rtMetallic = new RenderTexture(metallicResolution, metallicResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
Internal_ApplyMetallic(t, worldPoints, rtMetallic);
RenderTexture.active = rtMetallic;
t.TerrainData.Shading.MetallicMap.ReadPixels(new Rect(0, 0, metallicResolution, metallicResolution), 0, 0);
t.TerrainData.Shading.MetallicMap.Apply();
RenderTexture.active = null;
rtMetallic.Release();
Object.DestroyImmediate(rtMetallic);
}
public void Internal_ApplyAlbedo(GStylizedTerrain t, List<Vector4> worldPoints, RenderTexture rtAlbedo)
{
GCommon.CopyToRT(t.TerrainData.Shading.AlbedoMapOrDefault, rtAlbedo);
Material mat = GInternalMaterials.PathPainterMaterial;
mat.SetTexture("_MainTex", t.TerrainData.Shading.AlbedoMapOrDefault);
mat.SetFloat("_Metallic", Metallic);
mat.SetFloat("_Smoothness", Smoothness);
mat.SetTexture("_Falloff", falloffTexture);
mat.SetColor("_Color", Color);
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);
}
int pass = 0;
DrawOnTexture(rtAlbedo, mat, pass, worldPoints, t);
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Shading);
}
public void Internal_ApplyMetallic(GStylizedTerrain t, List<Vector4> worldPoints, RenderTexture rtMetallic)
{
GCommon.CopyToRT(t.TerrainData.Shading.MetallicMapOrDefault, rtMetallic);
Material mat = GInternalMaterials.PathPainterMaterial;
mat.SetTexture("_MainTex", t.TerrainData.Shading.MetallicMapOrDefault);
mat.SetFloat("_Metallic", Metallic);
mat.SetFloat("_Smoothness", Smoothness);
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);
int pass = 1;
DrawOnTexture(rtMetallic, mat, pass, worldPoints, t);
if (SplineCreator.EnableTerrainMask)
{
mat.SetTexture("_TerrainMask", t.TerrainData.Mask.MaskMapOrDefault);
}
else
{
mat.SetTexture("_TerrainMask", Texture2D.blackTexture);
}
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Shading);
}
public void Internal_UpdateFalloffTexture()
{
falloffTexture = GCommon.CreateTextureFromCurve(Falloff, 256, 1);
}
private void ApplySplat(GStylizedTerrain t, List<Vector4> worldPoints)
{
int splatControlResolution = t.TerrainData.Shading.SplatControlResolution;
int controlMapCount = t.TerrainData.Shading.SplatControlMapCount;
RenderTexture[] rtControls = new RenderTexture[controlMapCount];
for (int i = 0; i < controlMapCount; ++i)
{
rtControls[i] = new RenderTexture(splatControlResolution, splatControlResolution, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Linear);
}
Internal_ApplySplat(t, worldPoints, rtControls);
for (int i = 0; i < controlMapCount; ++i)
{
Texture2D splatControl = t.TerrainData.Shading.GetSplatControl(i);
RenderTexture.active = rtControls[i];
splatControl.ReadPixels(new Rect(0, 0, splatControlResolution, splatControlResolution), 0, 0);
splatControl.Apply();
RenderTexture.active = null;
rtControls[i].Release();
Object.DestroyImmediate(rtControls[i]);
}
}
public void Internal_ApplySplat(GStylizedTerrain t, List<Vector4> worldPoints, RenderTexture[] rtControls)
{
Material mat = GInternalMaterials.PathPainterMaterial;
mat.SetTexture("_Falloff", falloffTexture);
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);
}
int pass = 2;
for (int i = 0; i < rtControls.Length; ++i)
{
Texture2D splatControl = t.TerrainData.Shading.GetSplatControlOrDefault(i);
GCommon.CopyToRT(splatControl, rtControls[i]);
mat.SetTexture("_MainTex", splatControl);
if (SplatIndex / 4 == i)
{
mat.SetInt("_ChannelIndex", SplatIndex % 4);
}
else
{
mat.SetInt("_ChannelIndex", -1);
}
DrawOnTexture(rtControls[i], mat, pass, worldPoints, t);
}
t.TerrainData.SetDirty(GTerrainData.DirtyFlags.Shading);
}
private void DrawOnTexture(RenderTexture rt, Material mat, int pass, List<Vector4> worldPoints, GStylizedTerrain t)
{
List<Vector4> normalizedPoints = new List<Vector4>();
for (int i = 0; i < worldPoints.Count; ++i)
{
Vector3 v = t.WorldPointToNormalized(worldPoints[i]);
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();
int trisCount = worldPoints.Count / 3;
GL.Begin(GL.TRIANGLES);
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;
}
}
}