Esempio n. 1
0
 public override Color32 GetColor(Vector3 position)
 {
     if (module1 != null && module2 != null)
     {
         return((Color)module1.GetColor(position) + (Color)module2.GetColor(position));
     }
     return(Color.cyan);
 }
Esempio n. 2
0
        public override Color32 GetColor(Vector3 position)
        {
            if (module1 == null && module2 == null)
            {
                return(Color.cyan);
            }

            Color c2 = module2.GetColor(position);

            return(Color.Lerp(module1.GetColor(position), c2, c2.a));
        }
Esempio n. 3
0
        /// <summary>
        /// Generates a preview texture
        /// </summary>
        private Texture2D Generate(int size)
        {
            Texture2D texture = new Texture2D(size, size, TextureFormat.ARGB32, false);

            Color[] colors = new Color[size * size];

            // get module from the node
            module = node.GetModule();

            // check that node is not null
            if (module != null)
            {
                node.minValue = Mathf.Infinity;
                node.maxValue = Mathf.NegativeInfinity;

                for (int y = 0; y < size; y++)
                {
                    for (int x = 0; x < size; x++)
                    {
                        Vector3 position = new Vector3((x / (float)size) * zoom + tx, 0f, (y / (float)size) * zoom + ty);
                        if (module.colorOutput)
                        {
                            colors[y * size + x] = module.GetColor(position);
                        }
                        else
                        {
                            float value = module.GetValue(position);
                            if (value < node.minValue)
                            {
                                node.minValue = value;
                            }
                            if (value > node.maxValue)
                            {
                                node.maxValue = value;
                            }
                            value = (value + 1f) / 2f;
                            colors[y * size + x] = new Color(value, value, value);
                        }
                    }
                }

                node.SetOutputOptions();

                texture.SetPixels(colors);
                texture.Apply();
            }

            return(texture);
        }
Esempio n. 4
0
        public override Color32 GetColor(Vector3 position)
        {
            if (module1 == null && module2 == null)
            {
                return(Color.cyan);
            }

            if (module1.colorOutput && module2.colorOutput)
            {
                return((Color)module1.GetColor(position) * (Color)module2.GetColor(position));
            }
            if (module1.colorOutput && !module2.colorOutput)
            {
                return((Color)module1.GetColor(position) * module2.GetValue(position));
            }
            if (!module1.colorOutput && module2.colorOutput)
            {
                return(module1.GetValue(position) * (Color)module2.GetColor(position));
            }

            float value = module1.GetValue(position) * module2.GetValue(position);

            return(new Color(value, value, value));
        }
Esempio n. 5
0
        public static Texture2D Generate(int texwidth, ModuleBase module)
        {
            // measure execution time
            System.DateTime startTime = System.DateTime.UtcNow;

            // creates a rectangular heightmap with "distorted" poles from the planet, texture height is calculated from width
            int texheight = texwidth / 2, ty, tx;
            Texture2D tex = new Texture2D(texwidth, texheight, TextureFormat.ARGB32, false);
            Color32[] colors = new Color32[texwidth * texheight];
            float x, y, z, polar, azimut, onebyty, onebytx, halfx, halfy, sinpolar, cospolar;

            onebytx = 1.0f / (float)texwidth;   // onebytx/y is an optimization to prevent recurring divisions
            onebyty = 1.0f / (float)texheight;

            halfx = onebytx * 0.5f;             // halfx/y is the width/height of a half pixel to calculate the midpoint of a pixel
            halfy = onebyty * 0.5f;

            for (ty = 0; ty < texheight; ++ty) {// calculate the 3d position of each pixel on the surface of a normalized sphere (radius 1)

            // description of spherical coordinate system (polar + azimut) can be found here: http://upload.wikimedia.org/wikipedia/commons/8/82/Sphericalcoordinates.svg and here http://en.wikipedia.org/wiki/Spherical_coordinate_system
            polar = ( (float)ty * onebyty + halfy ) * Mathf.PI;     // calculate the polar angle (between positive y in unity (northpole) and the line to the point in space), required in radians 0 to pi

            sinpolar = Mathf.Sin ( polar ); // cache these values as they are the same for each column in the next line
            cospolar = Mathf.Cos ( polar );

            for (tx = 0; tx < texwidth; ++tx) {
                azimut = ( ( ( (float)(tx+texwidth/4) * onebytx + halfx ) * 2.0f ) - 1.0f ) * Mathf.PI;      // calculate the azimut angle (between positive x axis and the line to the point in space), required in radians -pi to +pi,
                x = sinpolar * Mathf.Cos ( azimut );
                z = sinpolar * Mathf.Sin ( azimut );// this is y in the wikipedia formula but because unitys axis are differerent (y and z swapped) its changed here
                y = cospolar;// this is z in the wikipedia formula but because unitys axis are differerent (y and z swapped) its changed here
                Vector3 position = new Vector3(x, y, z);

                Color32 color;
                if(module.colorOutput)
                    color = module.GetColor(position);  // retrieve the height on the actual planet surface by passing the normalized position to the terrain module
                else {
                    float value = (module.GetValue(position) + 1f) / 2f;
                    color = new Color(value, value, value);
                }

                colors[(texheight - ty - 1) * texwidth + tx] = color;
                //tex.SetPixel(tx, texheight - ty - 1,new Color(height,height,height));    // the y direction needs to be reversed to match unity up (+y) equals texture up, otherwise the texture is y-reversed compared with the planet (maybe due to v-definition)
            }
            }
            tex.SetPixels32(colors);
            tex.Apply(); // apply the texture to make the changes persistent

            Debug.Log("Global map generated in " + (float)(System.DateTime.UtcNow - startTime).TotalSeconds * 1000f + "ms");

            return tex;

            /*string fileName = "Planetary_MiniMap.png";
            byte[] bytes = tex.EncodeToPNG();
            System.IO.FileStream   fs = new System.IO.FileStream(fileName,  System.IO.FileMode.Create);
            System.IO.BinaryWriter bw = new System.IO.BinaryWriter(fs);
            bw.Write(bytes);
            bw.Close();
            fs.Close();*/

            // exiguous ***************************************************************************************************
            // exiguous ***************************************************************************************************
        }
Esempio n. 6
0
 public override Color32 GetColor(Vector3 position)
 {
     return(Color.Lerp(module1.GetColor(position), module2.GetColor(position), module3.GetValue(position)));
 }
Esempio n. 7
0
        /// <summary>
        /// Generates a preview texture 
        /// </summary>
        private Texture2D Generate(int size)
        {
            Texture2D texture = new Texture2D(size, size, TextureFormat.ARGB32, false);
            Color[] colors = new Color[size * size];

            // get module from the node
            module = node.GetModule();

            // check that node is not null
            if(module != null) {

            node.minValue = Mathf.Infinity;
            node.maxValue = Mathf.NegativeInfinity;

            for(int y = 0; y < size; y++) {
                for(int x = 0; x < size; x++) {
                    Vector3 position = new Vector3((x / (float)size) * zoom + tx, 0f, (y / (float)size) * zoom + ty);
                    if(module.colorOutput) {
                        colors[y * size + x] = module.GetColor(position);
                    }
                    else {
                        float value = module.GetValue(position);
                        if(value < node.minValue)
                            node.minValue = value;
                        if(value > node.maxValue)
                            node.maxValue = value;
                        value = (value + 1f) / 2f;
                        colors[y * size + x] = new Color(value, value, value);
                    }
                }
            }

            node.SetOutputOptions();

            texture.SetPixels(colors);
            texture.Apply();
            }

            return texture;
        }
Esempio n. 8
0
        public static Texture2D Generate(int texwidth, ModuleBase module)
        {
            // measure execution time
            System.DateTime startTime = System.DateTime.UtcNow;

            // creates a rectangular heightmap with "distorted" poles from the planet, texture height is calculated from width
            int       texheight = texwidth / 2, ty, tx;
            Texture2D tex = new Texture2D(texwidth, texheight, TextureFormat.ARGB32, false);

            Color32[] colors = new Color32[texwidth * texheight];
            float     x, y, z, polar, azimut, onebyty, onebytx, halfx, halfy, sinpolar, cospolar;

            onebytx = 1.0f / (float)texwidth;       // onebytx/y is an optimization to prevent recurring divisions
            onebyty = 1.0f / (float)texheight;

            halfx = onebytx * 0.5f;                 // halfx/y is the width/height of a half pixel to calculate the midpoint of a pixel
            halfy = onebyty * 0.5f;

            for (ty = 0; ty < texheight; ++ty)      // calculate the 3d position of each pixel on the surface of a normalized sphere (radius 1)

            // description of spherical coordinate system (polar + azimut) can be found here: http://upload.wikimedia.org/wikipedia/commons/8/82/Sphericalcoordinates.svg and here http://en.wikipedia.org/wiki/Spherical_coordinate_system
            {
                polar = ((float)ty * onebyty + halfy) * Mathf.PI; // calculate the polar angle (between positive y in unity (northpole) and the line to the point in space), required in radians 0 to pi

                sinpolar = Mathf.Sin(polar);                      // cache these values as they are the same for each column in the next line
                cospolar = Mathf.Cos(polar);

                for (tx = 0; tx < texwidth; ++tx)
                {
                    azimut = ((((float)(tx + texwidth / 4) * onebytx + halfx) * 2.0f) - 1.0f) * Mathf.PI; // calculate the azimut angle (between positive x axis and the line to the point in space), required in radians -pi to +pi,
                    x      = sinpolar * Mathf.Cos(azimut);
                    z      = sinpolar * Mathf.Sin(azimut);                                                // this is y in the wikipedia formula but because unitys axis are differerent (y and z swapped) its changed here
                    y      = cospolar;                                                                    // this is z in the wikipedia formula but because unitys axis are differerent (y and z swapped) its changed here
                    Vector3 position = new Vector3(x, y, z);

                    Color32 color;
                    if (module.colorOutput)
                    {
                        color = module.GetColor(position);                  // retrieve the height on the actual planet surface by passing the normalized position to the terrain module
                    }
                    else
                    {
                        float value = (module.GetValue(position) + 1f) / 2f;
                        color = new Color(value, value, value);
                    }

                    colors[(texheight - ty - 1) * texwidth + tx] = color;
                    //tex.SetPixel(tx, texheight - ty - 1,new Color(height,height,height));    // the y direction needs to be reversed to match unity up (+y) equals texture up, otherwise the texture is y-reversed compared with the planet (maybe due to v-definition)
                }
            }
            tex.SetPixels32(colors);
            tex.Apply();     // apply the texture to make the changes persistent

            Debug.Log("Global map generated in " + (float)(System.DateTime.UtcNow - startTime).TotalSeconds * 1000f + "ms");

            return(tex);

            /*string fileName = "Planetary_MiniMap.png";
             * byte[] bytes = tex.EncodeToPNG();
             * System.IO.FileStream   fs = new System.IO.FileStream(fileName,  System.IO.FileMode.Create);
             * System.IO.BinaryWriter bw = new System.IO.BinaryWriter(fs);
             * bw.Write(bytes);
             * bw.Close();
             * fs.Close();*/

            // exiguous ***************************************************************************************************
            // exiguous ***************************************************************************************************
        }