예제 #1
0
        public void DrawMesh(gl.Transform transform, Vector3 Camera, TriangleDrawer graphics, Shader shader, bool onlyborders, float zoom, float precision, int maxprecision)
        {
            float minx = this.minx, miny = this.miny, width = this.width;

            maxprecision--;
            ShapeGenerator    shapeGenerator = this.shapeGenerator;
            ShapeSettings     shapeSettings  = shapeGenerator.settings;
            NoiseSettings     noiseSettings  = shapeSettings.NoiseSettings;
            ElevationSettings settings       = noiseSettings.settings;
            Vector3           PlanetCentre = shapeSettings.position;
            //Vector3 pos = transform.position - PlanetCentre;
            float   radius                   = shapeSettings.PlanetRadius;
            float   r           = settings.WaterHeight * shapeSettings.MaxDifference + radius;
            float   Middleelev  = shapeGenerator.noiseFilter.Evaluate(MiddlePointOnUnitSphere);
            Vector3 MiddlePoint = MiddlePoint = MiddlePointOnUnitSphere * (radius + Middleelev * shapeSettings.MaxDifference) + PlanetCentre;
            float   distance    = Vector3.Distance(Camera, MiddlePoint);

            if (distance == 0)
            {
                return;
            }
            if (minx > 0)
            {
            }
            int resolution = Mathf.FloorToPower((int)(precision / distance * width), 2);

            //resolution will be >0
            //#if false
            if (maxprecision > 0 && resolution > 16)//max 16x16=256
            {
                DrawChildMeshes(resolution, minx, miny, width, transform, Camera, graphics, shader, onlyborders, zoom, precision, maxprecision);
                return;
            }
            //#endif
            else if (maxprecision == 0)
            {
            }
            Vector3 Max00   = (LocalUp * .5f + (minx - .5f) * AxisA + (miny - .5f) * AxisB).normalized * r + PlanetCentre;
            Vector3 Max01   = (LocalUp * .5f + (minx - .5f) * AxisA + ((miny + width) - .5f) * AxisB).normalized * r + PlanetCentre;
            Vector3 Max10   = (LocalUp * .5f + ((minx + width) - .5f) * AxisA + (miny - .5f) * AxisB).normalized * r + PlanetCentre;
            Vector3 Max11   = (LocalUp * .5f + ((minx + width) - .5f) * AxisA + ((miny + width) - .5f) * AxisB).normalized * r + PlanetCentre;
            Vector3 nearest = Vector3.Nearest(Camera, Max00, Max01, Max10, Max11);

            //int intersections = Vector3.FindIntersections(PlanetCentre, r - Mathf.FloatEpsilon, nearest, Camera - nearest, out Vector3 nearestpoint, out Vector3 farthestpoint);
            //if (intersections > 0) return;//intersects with sphere
            if (LastResolution == resolution)
            {
                OpenGl.Draw(graphics, LastMesh, transform, onlyborders, shader, zoom);
                return;
            }
            #region initialisation
            int         resolution1 = resolution + 1;
            Vector3[]   vertices    = new Vector3[resolution1 * resolution1];
            int         cnt         = resolution * resolution * 6;
            int[]       triangles   = new int[cnt];
            byte[]      colors      = new byte[cnt];
            int         triIndex    = 0;
            int         i           = 0;
            float       wh          = settings.WaterHeight;
            Color       watercolor  = settings.WaterColor;
            Elevation[] Elevations  = settings.Elevations.ToArray();
            int         elevcount   = Elevations.Length;
            float       Scale       = width / resolution;
            #endregion
            for (int y = 0; y < resolution1; y++)
            {
                for (int x = 0; x < resolution1; x++)
                {
                    #region Calculate Vertices
                    Vector2 percent           = new Vector2(x * Scale + minx, y * Scale + miny);
                    Vector3 pointOnUnitCube   = LocalUp * .5f + (percent.x - .5f) * AxisA + (percent.y - .5f) * AxisB;
                    Vector3 PointOnUnitSphere = pointOnUnitCube.normalized;
                    float   elev = shapeGenerator.noiseFilter.Evaluate(PointOnUnitSphere);
                    vertices[i] = PointOnUnitSphere * (radius + elev * shapeSettings.MaxDifference);// + PlanetCentre;
                    #endregion
                    if (x != resolution && y != resolution)
                    {
                        Color color = watercolor;
                        if (elev > wh + Mathf.FloatEpsilon)
                        {
                            for (int j = 0; j < elevcount; j++)
                            {
                                if (elev < Elevations[j].height + Mathf.FloatEpsilon)
                                {
                                    color = Elevations[j].color;
                                    break;
                                }
                            }
                        }
                        #region Calculate Colors
                        colors[triIndex]     = color.R;
                        colors[triIndex + 1] = color.G;
                        colors[triIndex + 2] = color.B;
                        colors[triIndex + 3] = color.R;
                        colors[triIndex + 4] = color.G;
                        colors[triIndex + 5] = color.B;
                        #endregion
                        #region Calculate Triangles
                        triangles[triIndex]     = i;
                        triangles[triIndex + 1] = i + resolution1 + 1;
                        triangles[triIndex + 2] = i + resolution1;
                        triangles[triIndex + 3] = i;
                        triangles[triIndex + 4] = i + 1;
                        triangles[triIndex + 5] = i + resolution1 + 1;
                        #endregion
                        triIndex += 6;
                    }
                    i++;
                }
            }
            //mesh.Clear();
            LastMesh = new Mesh(vertices, triangles, colors);
            OpenGl.Draw(graphics, LastMesh, transform, onlyborders, shader, zoom);
            LastResolution = resolution;
            //mesh.shader = shader;
            //mesh.RecalculateNormals();
        }
예제 #2
0
 public TerrainFace(ShapeGenerator shapeGenerator, Vector3 localup) : base(null, shapeGenerator, localup, new Vector3(localup.y, localup.z, localup.x), Vector3.Cross(localup, new Vector3(localup.y, localup.z, localup.x)), 0, 0, 1)
 {
 }