示例#1
0
        public float GetHeightForPoint(
            Vector2 xzPoint, PointOrientationData orientationData, AsyncTextureUnsafe <Color32> flatlandsNoise,
            AsyncTextureUnsafe <Color32> hillsNoise
            )
        {
            float retval = 0f;

            if (!orientationData.IsOnGrid)
            {
                return(retval);
            }

            if (orientationData.Center != null && orientationData.CenterWeight > 0f)
            {
                retval += orientationData.CenterWeight * CellHeightmapLogic.GetHeightForPointForCell(
                    xzPoint, orientationData.Center, orientationData.ElevationDuck, flatlandsNoise, hillsNoise
                    );
            }

            if (orientationData.Left != null && orientationData.LeftWeight > 0f)
            {
                retval += orientationData.LeftWeight * CellHeightmapLogic.GetHeightForPointForCell(
                    xzPoint, orientationData.Left, orientationData.ElevationDuck, flatlandsNoise, hillsNoise
                    );
            }

            if (orientationData.Right != null && orientationData.RightWeight > 0f)
            {
                retval += orientationData.RightWeight * CellHeightmapLogic.GetHeightForPointForCell(
                    xzPoint, orientationData.Right, orientationData.ElevationDuck, flatlandsNoise, hillsNoise
                    );
            }

            if (orientationData.NextRight != null && orientationData.NextRightWeight > 0f)
            {
                retval += orientationData.NextRightWeight * CellHeightmapLogic.GetHeightForPointForCell(
                    xzPoint, orientationData.NextRight, orientationData.ElevationDuck, flatlandsNoise, hillsNoise
                    );
            }

            if (orientationData.RiverWeight > 0f)
            {
                retval += orientationData.RiverWeight * RenderConfig.RiverTroughElevation;
            }

            return(retval);
        }
示例#2
0
        public void GetOrientationDataFromColors(
            PointOrientationData dataToUse, byte[] indexBytes, Color32 orientationColor, Color weightsColor, Color duckColor
            )
        {
            indexBytes[0] = orientationColor.r;
            indexBytes[1] = orientationColor.g;

            int index = BitConverter.ToInt16(indexBytes, 0) - 1;

            var center = index >= 0 && index < Grid.Cells.Count ? Grid.Cells[index] : null;

            HexDirection sextant = (HexDirection)orientationColor.b;

            if (center != null)
            {
                dataToUse.IsOnGrid = true;

                dataToUse.Center    = center;
                dataToUse.Left      = Grid.GetNeighbor(center, sextant.Previous());
                dataToUse.Right     = Grid.GetNeighbor(center, sextant);
                dataToUse.NextRight = Grid.GetNeighbor(center, sextant.Next());

                dataToUse.CenterWeight    = weightsColor.r;
                dataToUse.LeftWeight      = weightsColor.g;
                dataToUse.RightWeight     = weightsColor.b;
                dataToUse.NextRightWeight = weightsColor.a;

                float weightSum = weightsColor.r + weightsColor.g + weightsColor.b + weightsColor.a;

                dataToUse.RiverWeight = Mathf.Clamp01(1f - weightSum);

                dataToUse.ElevationDuck = duckColor.r;
            }
            else
            {
                dataToUse.Clear();
            }
        }
示例#3
0
        public void GetAlphamapFromOrientation(float[] returnMap, float[] intermediateMap, PointOrientationData orientationData)
        {
            for (int i = 0; i < returnMap.Length; i++)
            {
                returnMap[i] = 0f;
            }

            if (orientationData.IsOnGrid)
            {
                if (orientationData.RiverWeight > 0f)
                {
                    AddToMap(
                        returnMap,
                        orientationData.Center.Terrain == CellTerrain.FloodPlains ? RenderConfig.FloodPlainsAlphamap : RenderConfig.RiverAlphamap,
                        orientationData.RiverWeight
                        );
                }

                if (orientationData.CenterWeight > 0f)
                {
                    CellAlphamapLogic.GetAlphamapForCell(intermediateMap, orientationData.Center);

                    AddToMap(returnMap, intermediateMap, orientationData.CenterWeight);
                }

                if (orientationData.Left != null && orientationData.LeftWeight > 0f)
                {
                    CellAlphamapLogic.GetAlphamapForCell(intermediateMap, orientationData.Left);

                    AddToMap(returnMap, intermediateMap, orientationData.LeftWeight);
                }

                if (orientationData.Right != null && orientationData.RightWeight > 0f)
                {
                    CellAlphamapLogic.GetAlphamapForCell(intermediateMap, orientationData.Right);

                    AddToMap(returnMap, intermediateMap, orientationData.RightWeight);
                }

                if (orientationData.NextRight != null && orientationData.NextRightWeight > 0f)
                {
                    CellAlphamapLogic.GetAlphamapForCell(intermediateMap, orientationData.NextRight);

                    AddToMap(returnMap, intermediateMap, orientationData.NextRightWeight);
                }
            }
        }
示例#4
0
        private IEnumerator RefreshHeightmap(ChunkOrientationData chunkOrientation)
        {
            var terrainData = Terrain.terrainData;

            var unsafeOrientationTexture = new AsyncTextureUnsafe <Color32>(chunkOrientation.OrientationTexture);
            var unsafeWeightsTexture     = new AsyncTextureUnsafe <Color32>(chunkOrientation.WeightsTexture);
            var unsafeDuckTexture        = new AsyncTextureUnsafe <Color32>(chunkOrientation.DuckTexture);

            var unsafeFlatlandsNoise = new AsyncTextureUnsafe <Color32>(RenderConfig.FlatlandsElevationNoiseSource);
            var unsafeHillsNoise     = new AsyncTextureUnsafe <Color32>(RenderConfig.HillsElevationNoiseSource);

            Vector3 terrainSize = terrainData.size;

            int mapWidth  = terrainData.heightmapWidth;
            int mapHeight = terrainData.heightmapHeight;

            float[,] heights = terrainData.GetHeights(0, 0, mapWidth, mapHeight);

            float maxTextureNormalX = Width / RenderConfig.ChunkWidth;
            float maxTextureNormalZ = Height / RenderConfig.ChunkHeight;

            float indexToNormalX = 1f / (mapHeight - 1f);
            float indexToNormalZ = 1f / (mapWidth - 1f);

            Vector3 chunkPosition = transform.position;

            var columnTasks = new Task[mapHeight];

            for (int height = 0; height < mapHeight; height++)
            {
                int cachedHeight = height;

                var indexBytes = new byte[2];

                PointOrientationData pointOrientation = new PointOrientationData();

                var columnTask = new Task(() => {
                    for (int width = 0; width < mapWidth; width++)
                    {
                        float terrainNormalX, terrainNormalZ, textureNormalX, textureNormalZ, worldX, worldZ;

                        Color32 orientationColor;
                        Color weightsColor, duckColor;

                        //For some reason, terrainData seems to index its points
                        //as (y, x) rather than the more traditional (x, y), so
                        //we need to sample our texture accordingly
                        terrainNormalX = cachedHeight * indexToNormalX;
                        terrainNormalZ = width * indexToNormalZ;

                        worldX = chunkPosition.x + terrainNormalX * terrainSize.x;
                        worldZ = chunkPosition.z + terrainNormalZ * terrainSize.z;

                        textureNormalX = maxTextureNormalX * terrainNormalX;
                        textureNormalZ = maxTextureNormalZ * terrainNormalZ;

                        orientationColor = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeOrientationTexture));
                        weightsColor     = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeWeightsTexture));
                        duckColor        = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeDuckTexture));

                        PointOrientationLogic.GetOrientationDataFromColors(
                            pointOrientation, indexBytes, orientationColor, weightsColor, duckColor
                            );

                        heights[width, cachedHeight] = HeightLogic.GetHeightForPoint(
                            new Vector2(worldX, worldZ), pointOrientation, unsafeFlatlandsNoise, unsafeHillsNoise
                            );
                    }
                });

                columnTask.Start();

                columnTasks[cachedHeight] = columnTask;
            }

            while (columnTasks.Any(task => !task.IsCompleted))
            {
                yield return(SkipFrame);
            }

            terrainData.SetHeights(0, 0, heights);
        }
示例#5
0
        private IEnumerator RefreshAlphamap(ChunkOrientationData orientationData)
        {
            var terrainData = Terrain.terrainData;

            var unsafeOrientationTexture = new AsyncTextureUnsafe <Color32>(orientationData.OrientationTexture);
            var unsafeWeightsTexture     = new AsyncTextureUnsafe <Color32>(orientationData.WeightsTexture);
            var unsafeDuckTexture        = new AsyncTextureUnsafe <Color32>(orientationData.DuckTexture);

            Vector3 terrainSize = terrainData.size;

            int mapWidth  = terrainData.alphamapWidth;
            int mapHeight = terrainData.alphamapHeight;

            int alphamapLength = RenderConfig.MapTextures.Count();

            float[,,] alphaMaps = terrainData.GetAlphamaps(0, 0, mapWidth, mapHeight);

            float maxTextureNormalX = Width / RenderConfig.ChunkWidth;
            float maxTextureNormalZ = Height / RenderConfig.ChunkHeight;

            float indexToNormalX = 1f / (mapHeight - 1f);
            float indexToNormalZ = 1f / (mapWidth - 1f);

            Vector3 chunkPosition = transform.position;

            var columnTasks = new Task[mapHeight];

            for (int height = 0; height < mapHeight; height++)
            {
                int cachedHeight = height;

                var indexBytes = new byte[2];

                PointOrientationData pointOrientation = new PointOrientationData();

                float[] returnMap       = new float[RenderConfig.MapTextures.Count()];
                float[] intermediateMap = new float[RenderConfig.MapTextures.Count()];

                var columnTask = new Task(() => {
                    for (int width = 0; width < mapWidth; width++)
                    {
                        float terrainNormalX, terrainNormalZ, textureNormalX, textureNormalZ, worldX, worldZ;

                        Color32 orientationColor;
                        Color weightsColor, duckColor;

                        //For some reason, terrainData seems to index its points
                        //as (y, x) rather than the more traditional (x, y), so
                        //we need to sample our texture accordingly
                        terrainNormalX = cachedHeight * indexToNormalX;
                        terrainNormalZ = width * indexToNormalZ;

                        worldX = chunkPosition.x + terrainNormalX * terrainSize.x;
                        worldZ = chunkPosition.z + terrainNormalZ * terrainSize.z;

                        textureNormalX = maxTextureNormalX * terrainNormalX;
                        textureNormalZ = maxTextureNormalZ * terrainNormalZ;

                        orientationColor = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeOrientationTexture));
                        weightsColor     = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeWeightsTexture));
                        duckColor        = ColorCorrection.ARGB_To_RGBA(RawTextureSampler.SamplePoint(textureNormalX, textureNormalZ, unsafeDuckTexture));

                        PointOrientationLogic.GetOrientationDataFromColors(
                            pointOrientation, indexBytes, orientationColor, weightsColor, duckColor
                            );

                        AlphamapLogic.GetAlphamapFromOrientation(returnMap, intermediateMap, pointOrientation);

                        for (int alphaIndex = 0; alphaIndex < alphamapLength; alphaIndex++)
                        {
                            alphaMaps[width, cachedHeight, alphaIndex] = returnMap[alphaIndex];
                        }
                    }
                });

                columnTask.Start();

                columnTasks[cachedHeight] = columnTask;
            }

            while (columnTasks.Any(task => !task.IsCompleted))
            {
                yield return(SkipFrame);
            }

            terrainData.SetAlphamaps(0, 0, alphaMaps);
        }