Пример #1
0
    void create_textures()
    {
        levels = new gcm_level[L];
        level_property_block = new MaterialPropertyBlock();
        int2 origin = new int2();

        origin.x -= M;
        origin.y -= M;

        for (int i = 0; i < L; ++i)
        {
            origin.x -= W * (1 << i);
            origin.y -= W * (1 << i);

            levels[i]         = new gcm_level();
            levels[i].texture = new RenderTexture(SIZE + 1, SIZE + 1, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
            //levels[i].texture.filterMode = FilterMode.Point;
            levels[i].scale         = 1 << i;
            levels[i].origin        = origin;
            levels[i].material      = new Material(level_shader);
            levels[i].material.name = "gcm_level_" + i;
            levels[i].material.SetFloat("_tex_width", SIZE + 1);
            levels[i].material.SetTexture("_MainTex", levels[i].texture);
        }
    }
Пример #2
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    void update_clip_map(gcm_level lv)
    {
        int2  pos           = new int2(terrain_offset) + lv.origin;
        float start_x       = (float)pos.x / (float)heightmap.width;
        float start_y       = (float)pos.y / (float)heightmap.width;
        float texture_width = ((float)SIZE_FPW2 / (float)heightmap.width) * lv.scale;
        float texel_width   = 1f / (float)heightmap.width;

        level_map_material.SetTexture("_MainTex", heightmap);
        level_map_material.SetVector("_Input", new Vector4(start_x, start_y, texture_width, texel_width));

        Graphics.Blit(heightmap, lv.texture, level_map_material);
    }
Пример #3
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    void draw_center(gcm_level lv)
    {
        float t     = W / SIZE_FPW2;
        float texel = 1f / SIZE_FPW2;

        // 2 x trim around center
        draw_mesh(lv, grid_L[L_XMIN_YMIN], lv.origin.x + W, lv.origin.y + W, t, t);
        draw_mesh(lv, grid_L[L_XMAX_YMAX], lv.origin.x + W, lv.origin.y + W, t, t);

        // 4 x MxM blocks in center
        draw_mesh(lv, grid_MxM, lv.origin.x + M, lv.origin.y + M, t + texel, t + texel);
        draw_mesh(lv, grid_MxM, lv.origin.x + M + W, lv.origin.y + M, t + texel + t, t + texel);
        draw_mesh(lv, grid_MxM, lv.origin.x + M, lv.origin.y + M + W, t + texel, t + texel + t);
        draw_mesh(lv, grid_MxM, lv.origin.x + M + W, lv.origin.y + M + W, t + texel + t, t + texel + t);
    }
Пример #4
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    void OnDrawGizmos()
    {
        if (levels != null)
        {
            for (int i = 0; i < L && i < levels.Length; ++i)
            {
                gcm_level lv = levels[i];

                //Gizmos.color = Color.white;
                //Gizmos.DrawWireSphere(lv.origin.v3_xz, 0.25f);
                //Bounds b = new Bounds();
                //b.SetMinMax(lv.min_inner.v3_xz, lv.max_inner.v3_xz);
                //Gizmos.color = Color.red;
                //Gizmos.DrawWireCube(b.center, b.size);
                //Gizmos.DrawLine(b.min - new Vector3(0, 32, 0), b.min + new Vector3(0, 32, 0));
                //Gizmos.DrawLine(b.max - new Vector3(0, 32, 0), b.max + new Vector3(0, 32, 0));
                //Gizmos.DrawLine(new Vector3(b.min.x, 0, b.max.z) - new Vector3(0, 32, 0), new Vector3(b.min.x, 0, b.max.z) + new Vector3(0, 32, 0));
                //Gizmos.DrawLine(new Vector3(b.max.x, 0, b.min.z) - new Vector3(0, 32, 0), new Vector3(b.max.x, 0, b.min.z) + new Vector3(0, 32, 0));
            }
        }
    }
Пример #5
0
	void update_clip_map (gcm_level lv) {
		int2 pos = new int2(terrain_offset) + lv.origin;
		float start_x = (float)pos.x / (float)heightmap.width;
		float start_y = (float)pos.y / (float)heightmap.width;
		float texture_width = ((float)SIZE_FPW2 / (float)heightmap.width) * lv.scale;
		float texel_width = 1f / (float)heightmap.width;
		
		level_map_material.SetTexture("_MainTex", heightmap);
		level_map_material.SetVector("_Input", new Vector4(start_x, start_y, texture_width, texel_width));
		
		Graphics.Blit(heightmap, lv.texture, level_map_material);
	}
Пример #6
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	void draw_center (gcm_level lv) {
		float t = W / SIZE_FPW2;
		float texel = 1f / SIZE_FPW2;
		
		// 2 x trim around center
		draw_mesh(lv, grid_L[L_XMIN_YMIN], lv.origin.x + W, lv.origin.y + W, t, t);
		draw_mesh(lv, grid_L[L_XMAX_YMAX], lv.origin.x + W, lv.origin.y + W, t, t);
		
		// 4 x MxM blocks in center
		draw_mesh(lv, grid_MxM, lv.origin.x + M, lv.origin.y + M, t + texel, t + texel);
		draw_mesh(lv, grid_MxM, lv.origin.x + M + W, lv.origin.y + M, t + texel + t, t + texel);
		draw_mesh(lv, grid_MxM, lv.origin.x + M, lv.origin.y + M + W, t + texel, t + texel + t);
		draw_mesh(lv, grid_MxM, lv.origin.x + M + W, lv.origin.y + M + W, t + texel + t, t + texel + t);
	}
Пример #7
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	void draw_mesh(gcm_level l, Mesh m, float pos_x, float pos_y, float tex_x, float tex_y) {
		Graphics.DrawMesh(m, new Vector4(pos_x, 0, pos_y), Quaternion.identity, l.material, 0, null, 0, get_properties(l.scale, pos_x, pos_y, tex_x, tex_y));
	}
Пример #8
0
	void create_textures () {
		levels = new gcm_level[L];
		level_property_block = new MaterialPropertyBlock();
		int2 origin = new int2();
		origin.x -= M;
		origin.y -= M;
		
		for (int i = 0; i < L; ++i) {
			origin.x -= W * (1 << i);
			origin.y -= W * (1 << i);
			
			levels[i] = new gcm_level();
			levels[i].texture = new RenderTexture(SIZE + 1, SIZE + 1, 0, RenderTextureFormat.ARGB32, RenderTextureReadWrite.Default);
			//levels[i].texture.filterMode = FilterMode.Point;
			levels[i].scale = 1 << i;
			levels[i].origin = origin;
			levels[i].material = new Material(level_shader);
			levels[i].material.name = "gcm_level_" + i;
			levels[i].material.SetFloat("_tex_width", SIZE + 1);
			levels[i].material.SetTexture("_MainTex", levels[i].texture);
		}
	}
Пример #9
0
    void draw_level(int level)
    {
        gcm_level lv     = levels[level];
        bool      update = false;

        if (level > 0)
        {
            var min       = levels[level - 1].min;
            var max       = levels[level - 1].max;
            var min_inner = lv.min_inner;
            var max_inner = lv.max_inner;

            while (min_inner.x > min.x)
            {
                lv.origin.x -= lv.scale * 2;
                min          = levels[level - 1].min;
                max          = levels[level - 1].max;
                min_inner    = lv.min_inner;
                max_inner    = lv.max_inner;
                update       = true;
            }

            while (min_inner.y > min.y)
            {
                lv.origin.y -= lv.scale * 2;
                min          = levels[level - 1].min;
                max          = levels[level - 1].max;
                min_inner    = lv.min_inner;
                max_inner    = lv.max_inner;
                update       = true;
            }

            while (max_inner.x < max.x)
            {
                lv.origin.x += lv.scale * 2;
                min          = levels[level - 1].min;
                max          = levels[level - 1].max;
                min_inner    = lv.min_inner;
                max_inner    = lv.max_inner;
                update       = true;
            }

            while (max_inner.y < max.y)
            {
                lv.origin.y += lv.scale * 2;
                min          = levels[level - 1].min;
                max          = levels[level - 1].max;
                min_inner    = lv.min_inner;
                max_inner    = lv.max_inner;
                update       = true;
            }
        }
        else
        {
            while (movement.x >= 2)
            {
                lv.origin.x -= 2;
                movement.x  -= 2;
                update       = true;
            }

            while (movement.x <= -2)
            {
                lv.origin.x += 2;
                movement.x  += 2;
                update       = true;
            }

            while (movement.y >= 2)
            {
                lv.origin.y -= 2;
                movement.y  -= 2;
                update       = true;
            }

            while (movement.y <= -2)
            {
                lv.origin.y += 2;
                movement.y  += 2;
                update       = true;
            }
        }

        int   w        = W * lv.scale;
        int   small    = 2 * lv.scale;
        float t        = W / SIZE_FPW2;
        float small_t  = 2f / SIZE_FPW2;
        float right    = (SIZE - 1) * lv.scale;
        float top      = (SIZE - 1) * lv.scale;
        float tex_edge = t + t + t + small_t;

        if (update)
        {
            update_clip_map(lv);
        }

        if (level == 0)
        {
            draw_center(lv);
        }
        else
        {
            var min       = levels[level - 1].min;
            var max       = levels[level - 1].max;
            var min_inner = lv.min_inner;
            var max_inner = lv.max_inner;

            if (min.x == min_inner.x)
            {
                if (min.y == min_inner.y)
                {
                    draw_mesh(lv, grid_L[L_XMAX_YMAX], lv.origin.x + w, lv.origin.y + w, t, t);
                }
                else
                {
                    draw_mesh(lv, grid_L[L_XMAX_YMIN], lv.origin.x + w, lv.origin.y + w, t, t);
                }
            }
            else
            {
                if (min.y == min_inner.y)
                {
                    draw_mesh(lv, grid_L[L_XMIN_YMAX], lv.origin.x + w, lv.origin.y + w, t, t);
                }
                else
                {
                    draw_mesh(lv, grid_L[L_XMIN_YMIN], lv.origin.x + w, lv.origin.y + w, t, t);
                }
            }
        }

        // Bottom
        draw_mesh(lv, grid_MxM, lv.origin.x, lv.origin.y, 0, 0);
        draw_mesh(lv, grid_MxM, lv.origin.x + w, lv.origin.y, t, 0);
        draw_mesh(lv, grid_Mx3, lv.origin.x + w + w, lv.origin.y, t + t, 0);
        draw_mesh(lv, grid_MxM, lv.origin.x + w + w + small, lv.origin.y, t + t + small_t, 0);
        draw_mesh(lv, grid_MxM, lv.origin.x + w + w + small + w, lv.origin.y, t + t + small_t + t, 0);

        // Left
        draw_mesh(lv, grid_MxM, lv.origin.x, lv.origin.y + w, 0, t);
        draw_mesh(lv, grid_3xM, lv.origin.x, lv.origin.y + w + w, 0, t + t);
        draw_mesh(lv, grid_MxM, lv.origin.x, lv.origin.y + w + w + small, 0, t + t + small_t);

        // Right
        draw_mesh(lv, grid_MxM, lv.origin.x + right - w, lv.origin.y + w, tex_edge, t);
        draw_mesh(lv, grid_3xM, lv.origin.x + right - w, lv.origin.y + w + w, tex_edge, t + t);
        draw_mesh(lv, grid_MxM, lv.origin.x + right - w, lv.origin.y + w + w + small, tex_edge, t + t + small_t);

        // Top
        draw_mesh(lv, grid_MxM, lv.origin.x, lv.origin.y + top - w, 0, tex_edge);
        draw_mesh(lv, grid_MxM, lv.origin.x + w, lv.origin.y + top - w, t, tex_edge);
        draw_mesh(lv, grid_Mx3, lv.origin.x + w + w, lv.origin.y + top - w, t + t, tex_edge);
        draw_mesh(lv, grid_MxM, lv.origin.x + w + w + small, lv.origin.y + top - w, t + t + small_t, tex_edge);
        draw_mesh(lv, grid_MxM, lv.origin.x + w + w + small + w, lv.origin.y + top - w, t + t + small_t + t, tex_edge);
    }
Пример #10
0
 void draw_mesh(gcm_level l, Mesh m, float pos_x, float pos_y, float tex_x, float tex_y)
 {
     Graphics.DrawMesh(m, new Vector4(pos_x, 0, pos_y), Quaternion.identity, l.material, 0, null, 0, get_properties(l.scale, pos_x, pos_y, tex_x, tex_y));
 }