Пример #1
0
 public virtual bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, float rotation, out BrushTransform brushTransform)
 {
     if (m_UiGroup.ScatterBrushStamp(ref terrain, ref uv))
     {
         brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, size, rotation);
         return(true);
     }
     else
     {
         brushTransform = new BrushTransform();
         return(false);
     }
 }
Пример #2
0
        public override bool OnPaint(Terrain terrain, IOnPaint editContext)
        {
            commonUI.OnPaint(terrain, editContext);

            if (!commonUI.allowPaint)
            {
                return(true);
            }

            Vector2 uv = editContext.uv;

            if (commonUI.ScatterBrushStamp(ref terrain, ref uv))
            {
                using (IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "WindErosion", editContext.brushTexture))
                {
                    if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
                    {
                        PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds(), 1);
                        paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;

                        //paintContext.sourceRenderTexture = input heightmap
                        //Add Velocity (user wind direction and strength, or texture input, noise, forces, drag etc...)
                        float angle = commonUI.brushRotation; //m_WindAngleDegrees + r;
                        float r     = 0.5f * (2.0f * UnityEngine.Random.value - 1.0f) * 0.01f * m_Eroder.m_WindSpeedJitter;
                        float speed = m_Eroder.m_WindSpeed.value + r;

                        float rad = angle * Mathf.Deg2Rad;
                        m_Eroder.m_WindVel = speed * (new Vector4(-Mathf.Sin(rad), Mathf.Cos(rad), 0.0f, 0.0f));
                        m_Eroder.inputTextures["Height"] = paintContext.sourceRenderTexture;

                        Vector2 texelSize = new Vector2(terrain.terrainData.size.x / terrain.terrainData.heightmapResolution,
                                                        terrain.terrainData.size.z / terrain.terrainData.heightmapResolution);
                        m_Eroder.ErodeHeightmap(terrain.terrainData.size, brushXform.GetBrushXYBounds(), texelSize);

                        //Blit the result onto the new height map
                        Material mat         = GetPaintMaterial();
                        Vector4  brushParams = new Vector4(commonUI.brushStrength, 0.0f, 0.0f, 0.0f);
                        mat.SetTexture("_BrushTex", editContext.brushTexture);
                        mat.SetTexture("_NewHeightTex", m_Eroder.outputTextures["Height"]);
                        mat.SetVector("_BrushParams", brushParams);

                        brushRender.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
                        brushRender.RenderBrush(paintContext, mat, 0);
                    }
                }
            }

            return(true);
        }
Пример #3
0
        public override bool OnPaint(Terrain terrain, IOnPaint editContext)
        {
            commonUI.OnPaint(terrain, editContext);

            if (!m_isPainting || m_SampleLocation.terrain == null)
            {
                return(true);
            }

            if (commonUI.allowPaint)
            {
                Vector2 uv = editContext.uv;

                if (commonUI.ScatterBrushStamp(ref terrain, ref uv))
                {
                    // grab brush transforms for the sample location (where we are cloning from)
                    // and target location (where we are cloning to)
                    Vector2        sampleUV         = TerrainUVFromBrushLocation(m_SampleLocation.terrain, m_SampleLocation.pos);
                    BrushTransform sampleBrushXform = TerrainPaintUtility.CalculateBrushTransform(m_SampleLocation.terrain, sampleUV, commonUI.brushSize, commonUI.brushRotation);
                    BrushTransform targetBrushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, commonUI.brushSize, commonUI.brushRotation);

                    // set material props that will be used for both heightmap and alphamap painting
                    Material mat         = GetPaintMaterial();
                    Vector4  brushParams = new Vector4(commonUI.brushStrength, cloneToolProperties.m_StampingOffsetFromClone * 0.5f, terrain.terrainData.size.y, 0f);
                    mat.SetTexture("_BrushTex", editContext.brushTexture);
                    mat.SetVector("_BrushParams", brushParams);

                    // apply texture modifications to terrain
                    if (cloneToolProperties.m_PaintAlphamap)
                    {
                        PaintAlphamap(m_SampleLocation.terrain, terrain, sampleBrushXform, targetBrushXform, mat);
                    }
                    if (cloneToolProperties.m_PaintHeightmap)
                    {
                        PaintHeightmap(m_SampleLocation.terrain, terrain, sampleBrushXform, targetBrushXform, editContext, mat);
                    }
                }
            }

            return(false);
        }
Пример #4
0
        public override bool OnPaint(Terrain terrain, IOnPaint editContext)
        {
            commonUI.OnPaint(terrain, editContext);

            if (!commonUI.allowPaint)
            {
                return(true);
            }

            if (Event.current.type == EventType.MouseDown)
            {
                m_PrevBrushPos = editContext.uv;
                return(false);
            }

            if (Event.current.type == EventType.MouseDrag && m_PreviousEvent == EventType.MouseDrag)
            {
                Vector2 uv = editContext.uv;

                if (commonUI.ScatterBrushStamp(ref terrain, ref uv))
                {
                    Material mat       = GetPaintMaterial();
                    Vector2  smudgeDir = uv - m_PrevBrushPos;

                    BrushTransform brushXform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, commonUI.brushSize, commonUI.brushRotation);

                    Vector4 brushParams = new Vector4(commonUI.brushStrength, smudgeDir.x, smudgeDir.y, 0);
                    mat.SetTexture("_BrushTex", editContext.brushTexture);
                    mat.SetVector("_BrushParams", brushParams);

                    //smudge splat map
                    if (m_AffectMaterials)
                    {
                        for (int i = 0; i < terrain.terrainData.terrainLayers.Length; i++)
                        {
                            TerrainLayer layer = terrain.terrainData.terrainLayers[i];

                            if (layer == null)
                            {
                                continue;                // nothing to paint if the layer is NULL
                            }
                            PaintContext sampleContext = TerrainPaintUtility.BeginPaintTexture(terrain, brushXform.GetBrushXYBounds(), layer);
                            Graphics.Blit(sampleContext.sourceRenderTexture, sampleContext.destinationRenderTexture, mat, 0);
                            TerrainPaintUtility.EndPaintTexture(sampleContext, "Terrain Paint - Twist Brush (Texture)");
                        }
                    }

                    //smudge the height map
                    if (m_AffectHeight)
                    {
                        PaintContext paintContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, brushXform.GetBrushXYBounds(), 1);
                        TerrainPaintUtility.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
                        Graphics.Blit(paintContext.sourceRenderTexture, paintContext.destinationRenderTexture, mat, 0);
                        TerrainPaintUtility.EndPaintHeightmap(paintContext, "Terrain Paint - Twist Brush (Height)");
                    }

                    m_PrevBrushPos = uv;
                }
            }
            m_PreviousEvent = Event.current.type;
            return(false);
        }