Beispiel #1
0
        /// <summary>
        /// Gets Unity Material from Daggerfall terrain tilemap texture.
        /// </summary>
        /// <param name="archive">Archive index.</param>
        /// <returns>Material or null.</returns>
        public Material GetTerrainTilesetMaterial(int archive)
        {
            // Ready check
            if (!IsReady)
            {
                return(null);
            }

            // Return from cache if present
            int key = MakeTextureKey((short)archive, (byte)0, (byte)0, TileMapKeyGroup);

            if (materialDict.ContainsKey(key))
            {
                CachedMaterial cm = GetMaterialFromCache(key);
                if (cm.filterMode == MainFilterMode)
                {
                    // Properties are the same
                    return(cm.material);
                }
                else
                {
                    // Properties don't match, remove material and reload
                    materialDict.Remove(key);
                }
            }

            //// TODO: Attempt to load prebuilt atlas asset, otherwise create one in memory
            //Texture2D texture = TerrainAtlasBuilder.LoadTerrainAtlasTextureResource(archive, CreateTextureAssetResourcesPath);
            //if (texture == null)

            // Generate atlas
            // Not currently generating normals as very slow on such a large texture
            // and results are not very noticeable
            GetTextureResults results = textureReader.GetTerrainTilesetTexture(archive);

            results.albedoMap.filterMode = MainFilterMode;

            Shader   shader   = Shader.Find(_DaggerfallTilemapShaderName);
            Material material = new Material(shader);

            material.name = string.Format("TEXTURE.{0:000} [Tilemap]", archive);
            material.SetTexture("_TileAtlasTex", results.albedoMap);

            CachedMaterial newcm = new CachedMaterial()
            {
                key        = key,
                keyGroup   = TileMapKeyGroup,
                material   = material,
                filterMode = MainFilterMode,
            };

            materialDict.Add(key, newcm);

            return(material);
        }
Beispiel #2
0
        /// <summary>
        /// Gets Unity Material from Daggerfall terrain tilemap texture.
        /// </summary>
        /// <param name="archive">Archive index.</param>
        /// <returns>Material or null.</returns>
        public Material GetTerrainTilesetMaterial(int archive)
        {
            // Ready check
            if (!IsReady)
            {
                return(null);
            }

            // Return from cache if present
            int key = MakeTextureKey((short)archive, (byte)0, (byte)0, TileMapKeyGroup);

            if (materialDict.ContainsKey(key))
            {
                CachedMaterial cm = materialDict[key];
                if (cm.filterMode == MainFilterMode)
                {
                    // Properties are the same
                    return(cm.material);
                }
                else
                {
                    // Properties don't match, remove material and reload
                    materialDict.Remove(key);
                }
            }

            //// TODO: Attempt to load prebuilt atlas asset, otherwise create one in memory
            //Texture2D texture = TerrainAtlasBuilder.LoadTerrainAtlasTextureResource(archive, CreateTextureAssetResourcesPath);
            //if (texture == null)
            Texture2D texture = textureReader.GetTerrainTilesetTexture(archive);

            texture.filterMode = MainFilterMode;

            Shader   shader   = Shader.Find(_DaggerfallTilemapShaderName);
            Material material = new Material(shader);

            material.name        = string.Format("TEXTURE.{0:000} [Tilemap]", archive);
            material.mainTexture = texture;

            CachedMaterial newcm = new CachedMaterial()
            {
                key        = key,
                keyGroup   = TileMapKeyGroup,
                material   = material,
                filterMode = MainFilterMode,
            };

            materialDict.Add(key, newcm);

            return(material);
        }