void FillTerrain(TerrainPaintJob t, float val)
        {
            InitTerrains();
            t.RegisterUndo();

            Texture2D tex     = null;
            int       channel = -1; // this means paint in RGB

            GetTexAndChannel(t, out tex, out channel);
            if (tex == null)
            {
                return;
            }

            int width  = tex.width;
            int height = tex.height;

            for (int x = 0; x < width; ++x)
            {
                for (int y = 0; y < height; ++y)
                {
                    var c = tex.GetPixel(x, y);

                    Vector3 normal = t.terrain.terrainData.GetInterpolatedNormal((float)x / tex.width, (float)y / tex.height);
                    float   dt     = Vector3.Dot(normal, Vector3.up);
                    dt = 1 - Mathf.Clamp01(dt);
                    bool filtered = dt <slopeRange.x || dt> slopeRange.y;

                    if (!filtered)
                    {
                        if (channel == -1)
                        {
                            if (val < float.Epsilon)
                            {
                                c.r = Color.grey.r;
                                c.g = Color.grey.g;
                                c.b = Color.grey.b;
                            }
                            else
                            {
                                c.r = paintColor.r;
                                c.g = paintColor.g;
                                c.b = paintColor.b;
                            }
                            tex.SetPixel(x, y, c);
                        }
                        else
                        {
                            c [channel] = val;

                            tex.SetPixel(x, y, c);
                        }
                    }
                }
            }
            tex.Apply();
        }
        void GetTexAndChannel(TerrainPaintJob t, out Texture2D tex, out int channel)
        {
            channel = -1;
            tex     = null;
            switch (tab)
            {
            case Tab.TintMap:
            {
                tex = t.tintTex;
                break;
            }

            case Tab.SnowMin:
            {
                tex     = t.snowTex;
                channel = 1;
                break;
            }

            case Tab.SnowMax:
            {
                tex     = t.snowTex;
                channel = 0;
                break;
            }

            case Tab.Wetness:
            {
                tex     = t.streamTex;
                channel = 0;
                break;
            }

            case Tab.Puddles:
            {
                tex     = t.streamTex;
                channel = 1;
                break;
            }

            case Tab.Streams:
            {
                tex     = t.streamTex;
                channel = 2;
                break;
            }

            case Tab.Lava:
            {
                tex     = t.streamTex;
                channel = 3;
                break;
            }
            }
        }
Exemple #3
0
        void InitTerrains()
        {
            Object[] objs             = Selection.GetFiltered(typeof(Terrain), SelectionMode.Editable | SelectionMode.OnlyUserModifiable | SelectionMode.Deep);
            List <TerrainPaintJob> ts = new List <TerrainPaintJob> ();

            rawTerrains.Clear();
            for (int i = 0; i < objs.Length; ++i)
            {
                Terrain           t   = objs[i] as Terrain;
                MicroSplatTerrain mst = t.GetComponent <MicroSplatTerrain>();
                if (mst == null)
                {
                    continue;
                }
                rawTerrains.Add(t);
                if (t.materialTemplate != null)
                {
                    bool hasStream  = t.materialTemplate.HasProperty("_StreamControl");
                    bool hasSnow    = t.materialTemplate.HasProperty("_SnowMask");
                    bool hasTint    = t.materialTemplate.HasProperty("_GlobalTintTex");
                    bool hasScatter = t.materialTemplate.HasProperty("_ScatterControl");
                    bool hasBiome   = t.materialTemplate.HasProperty("_ProcTexBiomeMask");
                    bool hasBiome2  = t.materialTemplate.HasProperty("_ProcTexBiomeMask2");

                    if (!hasSnow && !hasStream && !hasTint && !hasScatter && !hasBiome && !hasBiome2)
                    {
                        continue;
                    }
#if __MICROSPLAT_STREAMS__
                    if (hasStream && mst.streamTexture == null)
                    {
                        mst.streamTexture = CreateTexture(t, mst.streamTexture, "_stream_data", new Color(0, 0, 0, 0), true);
                    }
#endif
#if __MICROSPLAT_SNOW__
                    if (hasSnow && mst.snowMaskOverride == null)
                    {
                        mst.snowMaskOverride = CreateTexture(t, mst.snowMaskOverride, "_snowmask", new Color(1, 0, 0, 1), true);
                    }
#endif
#if __MICROSPLAT_SCATTER__
                    if (hasScatter && mst.scatterMapOverride == null)
                    {
                        mst.scatterMapOverride = CreateTexture(t, mst.scatterMapOverride, "_scatter", new Color(0, 0, 0, 1), true);
                    }
#endif


                    var tj = FindJob(t);
                    if (tj != null)
                    {
                        tj.collider = t.GetComponent <Collider>();
#if __MICROSPLAT_STREAMS__
                        tj.streamTex = mst.streamTexture;
#endif
#if __MICROSPLAT_GLOBALTEXTURE__
                        tj.tintTex = mst.tintMapOverride;
#endif
#if __MICROSPLAT_SNOW__
                        tj.snowTex = mst.snowMaskOverride;
#endif
#if __MICROSPLAT_SCATTER__
                        tj.scatterTex = mst.scatterMapOverride;
#endif

#if __MICROSPLAT_PROCTEX__
                        tj.biomeMask  = mst.procBiomeMask;
                        tj.biomeMask2 = mst.procBiomeMask2;
#endif

                        ts.Add(tj);
                    }
                    else
                    {
                        tj          = TerrainPaintJob.CreateInstance <TerrainPaintJob> ();
                        tj.terrain  = t;
                        tj.collider = t.GetComponent <Collider>();
#if __MICROSPLAT_STREAMS__
                        tj.streamTex = mst.streamTexture;
#endif
#if __MICROSPLAT_GLOBALTEXTURE__
                        tj.tintTex = mst.tintMapOverride;
#endif
#if __MICROSPLAT_SNOW__
                        tj.snowTex = mst.snowMaskOverride;
#endif
#if __MICROSPLAT_SCATTER__
                        tj.scatterTex = mst.scatterMapOverride;
#endif

#if __MICROSPLAT_PROCTEX__
                        tj.biomeMask  = mst.procBiomeMask;
                        tj.biomeMask2 = mst.procBiomeMask2;
#endif
                        ts.Add(tj);
                    }
                }
            }
            if (terrains != null)
            {
                // clear out old terrains
                for (int i = 0; i < terrains.Length; ++i)
                {
                    if (!ts.Contains(terrains[i]))
                    {
                        DestroyImmediate(terrains[i]);
                    }
                }
            }

            terrains = ts.ToArray();
            jobEdits = new bool[ts.Count];
        }
Exemple #4
0
        void PaintTerrain(TerrainPaintJob tj, Vector3 worldPoint, Vector2 uv)
        {
            if (tj == null)
            {
                return;
            }

            // convert point into local space, so we don't have to convert every point
            var     mtx        = Matrix4x4.TRS(tj.terrain.transform.position, tj.terrain.transform.rotation, Vector3.one).inverse;
            Vector3 localPoint = mtx.MultiplyPoint3x4(worldPoint);

            float bz = brushSize;

            float pressure = Event.current.pressure > 0 ? Event.current.pressure : 1.0f;


            Texture2D tex     = null;
            int       channel = -1;

            GetTexAndChannel(tj, out tex, out channel);

            if (tex == null)
            {
                return;
            }



            Vector3 terPoint = WorldToTerrain(tj.terrain, localPoint, tex);

            if (terPoint.x >= 0 && terPoint.z >= 0 && terPoint.x < tex.width || terPoint.z < tex.height)
            {
                // scale brush into texture space
                Vector3 offsetPnt   = localPoint - new Vector3(bz, 0, bz);
                Vector3 beginTerPnt = WorldToTerrain(tj.terrain, offsetPnt, tex);
                beginTerPnt.x = Mathf.Clamp(beginTerPnt.x, 0, tex.width);
                beginTerPnt.z = Mathf.Clamp(beginTerPnt.z, 0, tex.height);

                Vector3 offset = terPoint - beginTerPnt;
                int     pbx    = (int)beginTerPnt.x;
                int     pby    = (int)beginTerPnt.z;
                int     pex    = (int)(terPoint.x + offset.x * 2.0f);
                int     pey    = (int)(terPoint.z + offset.z * 2.0f);

                pex = Mathf.Clamp(pex, 0, tex.width);
                pey = Mathf.Clamp(pey, 0, tex.height);

                for (int x = pbx; x < pex; ++x)
                {
                    for (int y = pby; y < pey; ++y)
                    {
                        float h   = tj.terrain.terrainData.GetHeight(x, y);
                        float d   = Vector3.Distance(terPoint, new Vector3(x, h, y));
                        float str = 1.0f - d / bz;
                        str = Mathf.Pow(str, brushFalloff);
                        float finalStr = str * (float)deltaTime * brushFlow * pressure;
                        if (finalStr > 0)
                        {
                            Vector3 normal = tj.terrain.terrainData.GetInterpolatedNormal((float)x / tex.width, (float)y / tex.height);
                            float   dt     = Vector3.Dot(normal, Vector3.up);
                            dt = 1 - Mathf.Clamp01(dt);
                            bool filtered = dt <slopeRange.x || dt> slopeRange.y;
                            if (!filtered)
                            {
                                if (tab == Tab.TintMap)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.r = Mathf.Lerp(c.r, paintColor.r, finalStr);
                                    c.g = Mathf.Lerp(c.g, paintColor.g, finalStr);
                                    c.b = Mathf.Lerp(c.b, paintColor.b, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                                else if (tab == Tab.SnowMin)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.g = Mathf.Lerp(c.g, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                                else if (tab == Tab.SnowMax)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.r = Mathf.Lerp(c.r, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }

                                else if (tab == Tab.Wetness)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.r = Mathf.Lerp(c.r, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                                else if (tab == Tab.Puddles)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.g = Mathf.Lerp(c.g, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                                else if (tab == Tab.Streams)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.b = Mathf.Lerp(c.b, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                                else if (tab == Tab.Lava)
                                {
                                    Color c = tex.GetPixel(x, y);
                                    c.a = Mathf.Lerp(c.a, paintValue, finalStr);
                                    tex.SetPixel(x, y, c);
                                }
                            }
                        }
                    }
                }
                tex.Apply();
            }
        }
        void GetTexAndChannel(TerrainPaintJob t, out Texture2D tex, out int channel)
        {
            channel = -1;
            tex     = null;
            switch (tab)
            {
            case Tab.TintMap:
            {
                tex = t.tintTex;
                break;
            }

            case Tab.SnowMin:
            {
                tex     = t.snowTex;
                channel = 1;
                break;
            }

            case Tab.SnowMax:
            {
                tex     = t.snowTex;
                channel = 0;
                break;
            }

            case Tab.Wetness:
            {
                tex     = t.streamTex;
                channel = 0;
                break;
            }

            case Tab.Puddles:
            {
                tex     = t.streamTex;
                channel = 1;
                break;
            }

            case Tab.Streams:
            {
                tex     = t.streamTex;
                channel = 2;
                break;
            }

            case Tab.Lava:
            {
                tex     = t.streamTex;
                channel = 3;
                break;
            }

            case Tab.Scatter:
            {
                tex     = t.scatterTex;
                channel = -2;
                break;
            }

            case Tab.Biome:
            {
                tex     = t.biomeMask;
                channel = biomeChannel;
                if (channel > 3)
                {
                    channel -= 4;
                    if (t.biomeMask2 != null)
                    {
                        tex = t.biomeMask2;
                    }
                }
                break;
            }
            }
        }