protected override void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
 {
     matPropertyBlock.SetMatrix(uniforms.screenQuadCorners, (localToScreen * quad.DeformedCorners).ToMatrix4x4());
     matPropertyBlock.SetMatrix(uniforms.screenQuadVerticals, (localToScreen * quad.DeformedVerticals).ToMatrix4x4());
     matPropertyBlock.SetVector(uniforms.screenQuadCornerNorms, quad.Lengths.ToVector4());
     matPropertyBlock.SetMatrix(uniforms.tangentFrameToWorld, quad.TangentFrameToWorld.ToMatrix4x4());
 }
Beispiel #2
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        /// <summary>
        /// Updates the internal quadtree to make it identical to the given terrain quadtree.
        /// This method releases the texture tiles corresponding to deleted quads.
        /// </summary>
        /// <param name="tree">Internal quadtree.</param>
        /// <param name="quad">Quad.</param>
        protected virtual void PutTiles(QuadTree tree, TerrainQuad quad)
        {
            if (tree == null)
            {
                return;
            }

            // Check if this tile is needed, if not put tile.
            tree.IsNeedTile = NeedTile(quad);

            if (!tree.IsNeedTile && tree.Tile != null)
            {
                Producer.PutTile(tree.Tile);

                tree.Tile = null;
            }

            // If this qiad is a leaf then all children of the tree are not needed
            if (quad.IsLeaf)
            {
                if (!tree.IsLeaf)
                {
                    tree.RecursiveDeleteChildren(this);
                }
            }
            else if (Producer.HasChildren(quad.Level, quad.Tx, quad.Ty))
            {
                for (byte i = 0; i < 4; ++i)
                {
                    PutTiles(tree.Children[i], quad.GetChild(i));
                }
            }
        }
Beispiel #3
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        protected override void SetScreenUniforms(TerrainNode node, TerrainQuad quad, Material target)
        {
            base.SetScreenUniforms(node, quad, target);

            target.SetVector(uniforms.screenQuadCornerNorms, quad.Lengths.ToVector4());
            target.SetMatrix(uniforms.tangentFrameToWorld, quad.TangentFrameToWorld.ToMatrix4x4());
        }
Beispiel #4
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        /// <summary>
        /// Updates the internal quadtree to make it identical to the given terrain quadtree.
        /// Collects the tasks necessary to create the missing texture tiles, corresponding to newly created quads.
        /// </summary>
        /// <param name="parent">Parent quadtree.</param>
        /// <param name="tree">Internal quadtree.</param>
        /// <param name="quad">Quad.</param>
        protected virtual void GetTiles(QuadTree parent, ref QuadTree tree, TerrainQuad quad)
        {
            // If tree not created, create a new tree and check if its tile is needed
            if (tree == null)
            {
                tree            = new QuadTree(parent);
                tree.IsNeedTile = NeedTile(quad);
            }

            // If this trees tile is needed get a tile and add its task to the schedular if the task is not already done
            if (tree.IsNeedTile && tree.Tile == null)
            {
                tree.Tile = Producer.GetTile(quad.Level, quad.Tx, quad.Ty);

                if (!tree.Tile.Task.IsDone)
                {
                    // If task not done schedule task
                    Schedular.Instance.Add(tree.Tile.Task);
                }
            }

            if (!quad.IsLeaf && Producer.HasChildren(quad.Level, quad.Tx, quad.Ty))
            {
                for (byte i = 0; i < 4; ++i)
                {
                    GetTiles(tree, ref tree.Children[i], quad.GetChild(i));
                }
            }
        }
Beispiel #5
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    private TerrainQuad GetSelectedQuad()
    {
        if (quads == null)
        {
            return(null);
        }

        Vector2 mousePos = Event.current.mousePosition;
        Ray     ray      = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);

        float       bestT = -1.0f;
        TerrainQuad best  = null;

        foreach (Dictionary <Vector3, TerrainQuad> quadDictionary in quads.Values)
        {
            foreach (TerrainQuad quad in quadDictionary.Values)
            {
                if (mode == EditMode.Painting && paintingNormal != quad.normal)
                {
                    continue;
                }
                float t = MathHelper3D.RayDistanceForQuad(vertices, tris, ray, quad);
                if (t > 0.0f && (t < bestT || bestT == -1.0f))
                {
                    bestT = t;
                    best  = quad;
                }
            }
        }

        return(best);
    }
Beispiel #6
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        /// <summary>
        /// A tile is needed for the given terrain quad?
        /// </summary>
        /// <param name="quad">Quad.</param>
        /// <returns>Returns 'True' if a tile is needed for the given terrain quad.</returns>
        protected virtual bool NeedTile(TerrainQuad quad)
        {
            var needTile = StoreLeaf;

            // If the quad is not a leaf and producer has children and if have been asked not to store parent then dont need tile
            if (!StoreParent && !quad.IsLeaf && Producer.HasChildren(quad.Level, quad.Tx, quad.Ty))
            {
                needTile = false;
            }

            // Check if any of the filters have determined that this tile is not needed
            foreach (var filter in Filters)
            {
                if (filter.DiscardTile(quad))
                {
                    needTile = false;

                    break;
                }
            }

            // If this quad is not visilbe and have not been asked to store invisilbe quads dont need tile
            if (!StoreInvisible && !quad.IsVisible)
            {
                needTile = false;
            }

            return(needTile);
        }
Beispiel #7
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 public virtual Matrix4x4 CalculateDeformedLocalToTangent(TerrainNode node, TerrainQuad quad)
 {
     return((node.DeformedLocalToTangent * new Matrix4x4d(quad.Length, 0.0, quad.Ox - node.LocalCameraPosition.x, 0.0,
                                                          0.0, quad.Length, quad.Oy - node.LocalCameraPosition.y, 0.0,
                                                          0.0, 0.0, 1.0, 0.0,
                                                          0.0, 0.0, 0.0, 1.0)).ToMatrix4x4());
 }
Beispiel #8
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    private void UpdateTile(TerrainQuad quad, Tile tile)
    {
        TacticsTerrainMesh terrain = (TacticsTerrainMesh)target;

        quad.UpdateTile(tile, tileset, 0.0f);
        terrain.SetTile((int)quad.pos.x, (int)quad.pos.z, tile);
    }
Beispiel #9
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    private void UpdateTile(TerrainQuad quad, OrthoDir dir, Tile tile)
    {
        TacticsTerrainMesh terrain = (TacticsTerrainMesh)target;

        quad.UpdateTile(tile, tileset, quad.pos.y);
        terrain.SetTile((int)quad.pos.x, (int)quad.pos.z, quad.pos.y - 0.5f, dir, tile);
    }
Beispiel #10
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 public virtual Vector4 CalculateDeformedCameraPosition(TerrainNode node, TerrainQuad quad)
 {
     return(new Vector4((float)((node.LocalCameraPosition.x - quad.Ox) / quad.Length),
                        (float)((node.LocalCameraPosition.y - quad.Oy) / quad.Length),
                        (float)((node.LocalCameraPosition.z - node.ParentBody.HeightZ) / (quad.Length * (double)node.DistanceFactor)),
                        (float)node.LocalCameraPosition.z));
 }
Beispiel #11
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    private void AddQuad(Vector3 lowerLeft, Vector3 upperRight, Tile tile, Vector3 pos, Vector3 normal)
    {
        TerrainQuad quad = new TerrainQuad(tris, vertices, uvs, lowerLeft, upperRight, tile, tileset, pos, normal);

        if (!quads.ContainsKey(pos))
        {
            quads[pos] = new Dictionary <Vector3, TerrainQuad>();
        }
        quads[pos][normal] = quad;
    }
Beispiel #12
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        protected virtual void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
        {
            var p0 = new Vector3d(quad.Ox, quad.Oy, 0.0);
            var p1 = new Vector3d(quad.Ox + quad.Length, quad.Oy, 0.0);
            var p2 = new Vector3d(quad.Ox, quad.Oy + quad.Length, 0.0);
            var p3 = new Vector3d(quad.Ox + quad.Length, quad.Oy + quad.Length, 0.0);

            matPropertyBlock.SetMatrix(uniforms.screenQuadCorners, (localToScreen * new Matrix4x4d(p0.x, p1.x, p2.x, p3.x, p0.y, p1.y, p2.y, p3.y, p0.z, p1.z, p2.z, p3.z, 1.0, 1.0, 1.0, 1.0)).ToMatrix4x4());
            matPropertyBlock.SetMatrix(uniforms.screenQuadVerticals, (localToScreen * new Matrix4x4d(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0)).ToMatrix4x4());
        }
Beispiel #13
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    private void AddQuad(MeshGenerationResult result, Vector3 lowerLeft, Vector3 upperRight,
                         Tile tile, Vector3 pos, Vector3 normal)
    {
        TerrainQuad quad = new TerrainQuad(result.tris, result.vertices, result.uvs,
                                           lowerLeft, upperRight, tile, tileset, pos, normal);

        if (!result.quads.ContainsKey(pos))
        {
            result.quads[pos] = new Dictionary <Vector3, TerrainQuad>();
        }
        result.quads[pos][normal] = quad;
    }
Beispiel #14
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    public static float GetHeightAtMouse(TerrainQuad relativeToQuad)
    {
        //Ray ray = HandleUtility.GUIPointToWorldRay(Event.current.mousePosition);
        //Vector3 midpoint = relativeToQuad.pos + new Vector3(0.5f, 0.0f, 0.5f);
        //Plane plane = new Plane(-1.0f * Camera.current.transform.forward, midpoint);
        //plane.Raycast(ray, out float enter);

        //Vector3 hit = ray.GetPoint(enter);
        //float height = Mathf.Round(hit.y * 2.0f) / 2.0f;
        //return height > 0 ? height : 0;
        return(0.0f);
    }
Beispiel #15
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    private void PaintTileIfNeeded()
    {
        TacticsTerrainMesh terrain = (TacticsTerrainMesh)target;

        foreach (TerrainQuad quad in selectedQuads)
        {
            if (quad.normal.y > 0.0f)
            {
                int  originX = (int)primarySelection.pos.x - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.x) / 2.0f);
                int  originY = (int)primarySelection.pos.z - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.y) / 2.0f);
                Tile tile    = TileForSelection((int)(quad.pos.x - originX), (int)(quad.pos.z - originY));
                UpdateTile(quad, tile);
            }
            else
            {
                Tile tile;
                if (quad.normal.x != 0.0f)
                {
                    int originX = (int)primarySelection.pos.z - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.x) / 2.0f);
                    int originY = (int)primarySelection.pos.y - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.y) / 2.0f);
                    tile = TileForSelection((int)(quad.pos.z - originX), (int)(quad.pos.y - originY));
                }
                else
                {
                    int originX = (int)primarySelection.pos.x - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.x) / 2.0f);
                    int originY = (int)primarySelection.pos.y - Mathf.FloorToInt(Mathf.RoundToInt(selectionSize.y) / 2.0f);
                    tile = TileForSelection((int)(quad.pos.x - originX), (int)(quad.pos.y - originY));
                }
                if (wraparoundPaintMode)
                {
                    foreach (OrthoDir dir in Enum.GetValues(typeof(OrthoDir)))
                    {
                        UpdateTile(quad, dir, tile);
                    }
                }
                else
                {
                    UpdateTile(quad, OrthoDirExtensions.DirectionOf3D(quad.normal), tile);
                }
            }
        }
        RepaintMesh();
        primarySelection = GetSelectedQuad();
        CaptureSelection(primarySelection);

        PrefabStage prefabStage = PrefabStageUtility.GetPrefabStage(terrain.gameObject);

        if (prefabStage != null)
        {
            EditorSceneManager.MarkSceneDirty(prefabStage.scene);
        }
    }
Beispiel #16
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        public virtual void SetUniforms(TerrainNode node, TerrainQuad quad, Material target)
        {
            if (target == null || node == null || quad == null)
            {
                return;
            }

            target.SetVector(uniforms.offset, CalculateDeformedOffset(quad));
            target.SetVector(uniforms.camera, CalculateDeformedCameraPosition(node, quad));

            target.SetMatrix(uniforms.tileToTangent, CalculateDeformedLocalToTangent(node, quad));

            SetScreenUniforms(node, quad, target);
        }
Beispiel #17
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        private bool FindDrawableSamplers(TerrainQuad quad, List <TileSampler> samplers)
        {
            for (short i = 0; i < samplers.Count; ++i)
            {
                var producer = samplers[i].Producer;

                if (producer.HasTile(quad.Level, quad.Tx, quad.Ty) && producer.FindTile(quad.Level, quad.Tx, quad.Ty, false, true) == null)
                {
                    return(true);
                }
            }

            return(false);
        }
Beispiel #18
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    public static List <TerrainQuad> GetQuadsAroundQuad(Dictionary <Vector3, Dictionary <Vector3, TerrainQuad> > quads,
                                                        TerrainQuad quad, Vector2 selectionSize)
    {
        List <TerrainQuad> selectedQuads = new List <TerrainQuad>();

        if (quad == null)
        {
            return(selectedQuads);
        }
        int dx    = Mathf.RoundToInt(selectionSize.x);
        int dy    = Mathf.RoundToInt(selectionSize.y);
        int lowX  = -1 * Mathf.CeilToInt(dx / 2.0f) + 1;
        int lowY  = -1 * Mathf.CeilToInt(dy / 2.0f) + 1;
        int highX = Mathf.FloorToInt(dx / 2.0f);
        int highY = Mathf.FloorToInt(dy / 2.0f);

        for (int i = lowY; i <= highY; i += 1)
        {
            for (int j = lowX; j <= highX; j += 1)
            {
                Vector3 newPos = quad.pos;
                if (quad.normal.x != 0)
                {
                    newPos = new Vector3(
                        quad.pos.x,
                        quad.pos.y + i * 0.5f,
                        quad.pos.z + j);
                }
                else if (quad.normal.y != 0)
                {
                    newPos = new Vector3(
                        quad.pos.x + j,
                        quad.pos.y,
                        quad.pos.z + i);
                }
                else if (quad.normal.z != 0)
                {
                    newPos = new Vector3(
                        quad.pos.x + j,
                        quad.pos.y + i * 0.5f,
                        quad.pos.z);
                }
                if (quads.ContainsKey(newPos) && quads[newPos].ContainsKey(quad.normal))
                {
                    selectedQuads.Add(quads[newPos][quad.normal]);
                }
            }
        }
        return(selectedQuads);
    }
Beispiel #19
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        /// <summary>
        /// Override the default <see cref="TileSampler"/>'s <see cref="TileSampler.NeedTile"/> to retrive the tile,
        /// that is below the camera as well as it's default behaviour.
        /// </summary>
        /// <param name="quad">Quad.</param>
        /// <returns>Return 'True' if needs tile.</returns>
        protected override bool NeedTile(TerrainQuad quad)
        {
            var localCameraPosition = quad.Owner.LocalCameraPosition;
            var l  = quad.Level;
            var ox = quad.Ox;
            var oy = quad.Oy;

            if (localCameraPosition.x >= ox && localCameraPosition.x < ox + l && localCameraPosition.y >= oy && localCameraPosition.y < oy + l)
            {
                return(true);
            }

            return(base.NeedTile(quad));
        }
Beispiel #20
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 /// <summary>
 /// Init special <see cref="TileProducer"/> uniforms for target <see cref="TerrainQuad"/>.
 /// </summary>
 /// <param name="target">Target <see cref="MaterialPropertyBlock"/>.</param>
 /// <param name="quad">Target quad.</param>
 public void InitUniforms(MaterialPropertyBlock target, TerrainQuad quad)
 {
     if (target == null)
     {
         return;
     }
     if (quad == null)
     {
         return;
     }
     if (!Producer.IsGPUProducer)
     {
         return;
     }
 }
Beispiel #21
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        protected override void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
        {
            var ox = quad.Ox;
            var oy = quad.Oy;
            var l  = quad.Length;

            var p0 = new Vector3d(ox, oy, R);
            var p1 = new Vector3d(ox + l, oy, R);
            var p2 = new Vector3d(ox, oy + l, R);
            var p3 = new Vector3d(ox + l, oy + l, R);
            var pc = (p0 + p3) * 0.5;

            double l0 = 0.0, l1 = 0.0, l2 = 0.0, l3 = 0.0;

            var v0 = p0.Normalized(ref l0);
            var v1 = p1.Normalized(ref l1);
            var v2 = p2.Normalized(ref l2);
            var v3 = p3.Normalized(ref l3);

            Matrix4x4d deformedCorners = new Matrix4x4d(v0.x * R, v1.x * R, v2.x * R, v3.x * R,
                                                        v0.y * R, v1.y * R, v2.y * R, v3.y * R,
                                                        v0.z * R, v1.z * R, v2.z * R, v3.z * R,
                                                        1.0, 1.0, 1.0, 1.0);

            Matrix4x4d deformedVerticals = new Matrix4x4d(v0.x, v1.x, v2.x, v3.x,
                                                          v0.y, v1.y, v2.y, v3.y,
                                                          v0.z, v1.z, v2.z, v3.z,
                                                          0.0, 0.0, 0.0, 0.0);

            var uz = pc.Normalized();
            var ux = (new Vector3d(0, 1, 0)).Cross(uz).Normalized();
            var uy = uz.Cross(ux);

            var ltow = node.LocalToWorld;

            Matrix3x3d tangentFrameToWorld = new Matrix3x3d(ltow.m[0, 0], ltow.m[0, 1], ltow.m[0, 2],
                                                            ltow.m[1, 0], ltow.m[1, 1], ltow.m[1, 2],
                                                            ltow.m[2, 0], ltow.m[2, 1], ltow.m[2, 2]);

            Matrix3x3d m = new Matrix3x3d(ux.x, uy.x, uz.x, ux.y, uy.y, uz.y, ux.z, uy.z, uz.z);

            matPropertyBlock.SetMatrix(uniforms.screenQuadCorners, (localToScreen * deformedCorners).ToMatrix4x4());
            matPropertyBlock.SetMatrix(uniforms.screenQuadVerticals, (localToScreen * deformedVerticals).ToMatrix4x4());
            matPropertyBlock.SetVector(uniforms.screenQuadCornerNorms, new Vector4((float)l0, (float)l1, (float)l2, (float)l3));
            matPropertyBlock.SetMatrix(uniforms.tangentFrameToWorld, (tangentFrameToWorld * m).ToMatrix4x4());
        }
Beispiel #22
0
    // assume that q1/q2 share a normal
    public static List <TerrainQuad> GetQuadsInRect(Dictionary <Vector3, Dictionary <Vector3, TerrainQuad> > quads,
                                                    TerrainQuad q1, TerrainQuad q2)
    {
        List <TerrainQuad> selectedQuads = new List <TerrainQuad>();

        for (float x = Mathf.Min(q1.pos.x, q2.pos.x); x <= Math.Max(q1.pos.x, q2.pos.x); x += 1)
        {
            for (float z = Mathf.Min(q1.pos.z, q2.pos.z); z <= Math.Max(q1.pos.z, q2.pos.z); z += 1)
            {
                for (float y = Mathf.Min(q1.pos.y, q2.pos.y); y <= Math.Max(q1.pos.y, q2.pos.y); y += 0.5f)
                {
                    selectedQuads.Add(quads[new Vector3(x, y, z)][q1.normal]);
                }
            }
        }
        return(selectedQuads);
    }
Beispiel #23
0
        protected virtual void SetScreenUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
        {
            var ox = quad.Ox;
            var oy = quad.Oy;
            var l  = quad.Length;

            var p0 = new Vector3d(ox, oy, 0.0);
            var p1 = new Vector3d(ox + l, oy, 0.0);
            var p2 = new Vector3d(ox, oy + l, 0.0);
            var p3 = new Vector3d(ox + l, oy + l, 0.0);

            var corners   = new Matrix4x4d(p0.x, p1.x, p2.x, p3.x, p0.y, p1.y, p2.y, p3.y, p0.z, p1.z, p2.z, p3.z, 1.0, 1.0, 1.0, 1.0);
            var verticals = new Matrix4x4d(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 1.0, 1.0, 1.0, 0.0, 0.0, 0.0, 0.0);

            matPropertyBlock.SetMatrix(uniforms.screenQuadCorners, (localToScreen * corners).ToMatrix4x4());
            matPropertyBlock.SetMatrix(uniforms.screenQuadVerticals, (localToScreen * verticals).ToMatrix4x4());
        }
Beispiel #24
0
    public void OnSceneGUI()
    {
        TacticsTerrainMesh terrain = (TacticsTerrainMesh)target;

        if (quads == null)
        {
            Rebuild(false);
        }

        int       controlId      = GUIUtility.GetControlID(FocusType.Passive);
        EventType typeForControl = Event.current.GetTypeForControl(controlId);

        switch (Event.current.button)
        {
        case 0:
            HandleLeftclick(typeForControl, controlId);
            break;

        case 1:
            HandleRightclick(typeForControl, controlId);
            break;
        }

        TerrainQuad quad = GetSelectedQuad();

        switch (typeForControl)
        {
        case EventType.MouseMove:
            switch (mode)
            {
            case EditMode.None:
            case EditMode.Painting:
                if (quad != primarySelection)
                {
                    CaptureSelection(quad);
                    primarySelection = quad;
                    SceneView.RepaintAll();
                }
                break;
            }
            break;
        }

        MathHelper3D.DrawQuads(selectedQuads, Color.white);
    }
Beispiel #25
0
        public virtual void SetUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
        {
            if (matPropertyBlock == null || node == null || quad == null)
            {
                return;
            }

            matPropertyBlock.SetVector(uniforms.offset, new Vector4((float)quad.Ox, (float)quad.Oy, (float)quad.Length, (float)quad.Level));
            matPropertyBlock.SetVector(uniforms.camera, new Vector4((float)((node.LocalCameraPosition.x - quad.Ox) / quad.Length),
                                                                    (float)((node.LocalCameraPosition.y - quad.Oy) / quad.Length),
                                                                    (float)((node.LocalCameraPosition.z - node.ParentBody.HeightZ) / (quad.Length * (double)node.DistanceFactor)),
                                                                    (float)node.LocalCameraPosition.z));

            matPropertyBlock.SetMatrix(uniforms.tileToTangent, (localToTangent * new Matrix3x3d(quad.Length, 0.0, quad.Ox - node.LocalCameraPosition.x,
                                                                                                0.0, quad.Length, quad.Oy - node.LocalCameraPosition.y,
                                                                                                0.0, 0.0, 1.0)).ToMatrix4x4());

            SetScreenUniforms(node, quad, matPropertyBlock);
        }
Beispiel #26
0
        protected override void GetTiles(QuadTree parent, ref QuadTree tree, TerrainQuad quad)
        {
            if (tree == null)
            {
                tree            = new QuadTreeZ(parent, quad);
                tree.IsNeedTile = NeedTile(quad);
            }

            var treeZ = tree as QuadTreeZ;

            if (treeZ == null)
            {
                Debug.LogError("TileSamplerZ.GetTiles: Can't get provided tree as QuadTreeZ!"); base.GetTiles(parent, ref tree, quad); return;
            }

            // If tile needs elevation data read back add to container
            if (treeZ.Tile != null && treeZ.Tile.Task.IsDone && !treeZ.ReadBack && MaxReadBacksPerFrame > 0)
            {
                if (!NeedsReadBackDictionary.ContainsKey(treeZ.Tile.ID))
                {
                    treeZ.ReadBack = true;
                    NeedsReadBackDictionary.Add(treeZ.Tile.ID, treeZ);
                }
            }

            base.GetTiles(parent, ref tree, quad);

            // Check if this TerrainQuad is below the camera. If so store a reference to it.
            if (CameraQuad == null && treeZ.Tile != null && treeZ.Tile.Task.IsDone)
            {
                var cameraPosition = quad.Owner.LocalCameraPosition;

                var l  = quad.Length;
                var ox = quad.Ox;
                var oy = quad.Oy;

                if (cameraPosition.x >= ox && cameraPosition.x < ox + l && cameraPosition.y >= oy && cameraPosition.y < oy + l)
                {
                    CameraQuadCoordinates = new Vector2((float)((cameraPosition.x - ox) / l), (float)((cameraPosition.y - oy) / l));
                    CameraQuad            = treeZ;
                }
            }
        }
Beispiel #27
0
        private void FindDrawableQuads(TerrainQuad quad, List <TileSampler> samplers)
        {
            quad.Drawable = false;

            if (!quad.IsVisible)
            {
                quad.Drawable = true;

                return;
            }

            if (quad.IsLeaf)
            {
                if (FindDrawableSamplers(quad, samplers))
                {
                    return;
                }
            }
            else
            {
                byte drawableCount = 0;

                for (byte i = 0; i < 4; ++i)
                {
                    FindDrawableQuads(quad.GetChild(i), samplers);

                    if (quad.GetChild(i).Drawable)
                    {
                        ++drawableCount;
                    }
                }

                if (drawableCount < 4)
                {
                    if (FindDrawableSamplers(quad, samplers))
                    {
                        return;
                    }
                }
            }

            quad.Drawable = true;
        }
Beispiel #28
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        /// <summary>
        /// Set special <see cref="TileProducer"/> uniforms for target <see cref="TerrainQuad"/>.
        /// </summary>
        /// <param name="target">Target <see cref="MaterialPropertyBlock"/>.</param>
        /// <param name="quad">Target quad.</param>
        public void SetUniforms(MaterialPropertyBlock target, TerrainQuad quad)
        {
            if (target == null)
            {
                return;
            }
            if (quad == null)
            {
                return;
            }
            if (!Producer.IsGPUProducer)
            {
                return;
            }

            CalculateTileGPUCoordinates(ref SamplerTextureBuffer, ref SamplerCoordsBuffer, ref SamplerSizeBuffer, quad.Level, quad.Tx, quad.Ty);

            target.SetTexture(uniforms.tile, SamplerTextureBuffer);
            target.SetVector(uniforms.tileCoords, SamplerCoordsBuffer);
            target.SetVector(uniforms.tileSize, SamplerSizeBuffer);
        }
Beispiel #29
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        public virtual void SetUniforms(TerrainNode node, TerrainQuad quad, MaterialPropertyBlock matPropertyBlock)
        {
            if (matPropertyBlock == null || node == null || quad == null)
            {
                return;
            }

            var ox         = quad.Ox;
            var oy         = quad.Oy;
            var l          = quad.Length;
            var distFactor = (double)node.DistanceFactor;
            var level      = quad.Level;

            var camera = node.LocalCameraPosition;

            var tileToTangent = localToTangent * (new Matrix3x3d(l, 0.0, ox - camera.x, 0.0, l, oy - camera.y, 0.0, 0.0, 1.0));

            matPropertyBlock.SetVector(uniforms.offset, new Vector4((float)ox, (float)oy, (float)l, (float)level));
            matPropertyBlock.SetVector(uniforms.camera, new Vector4((float)((camera.x - ox) / l), (float)((camera.y - oy) / l), (float)((camera.z - node.Body.HeightZ) / (l * distFactor)), (float)camera.z));
            matPropertyBlock.SetMatrix(uniforms.tileToTangent, tileToTangent.ToMatrix4x4());

            SetScreenUniforms(node, quad, matPropertyBlock);
        }
 protected override void SetScreenUniforms(TerrainNode node, TerrainQuad quad, Material target)
 {
     base.SetScreenUniforms(node, quad, target);
 }