示例#1
0
 private static void RenderToPng(string path)
 {
     RenderToTemporary();
     ImageProcessing.WriteRenderTexture(path, m_tmpRenderTexture, GaiaConstants.ImageFileType.Png, TextureFormat.RGBA32);
     CleanUpRenderTexture();
 }
示例#2
0
        private RenderTexture ApplyBrush(GaiaMultiTerrainOperation operation, MultiTerrainOperationType opType = MultiTerrainOperationType.Heightmap)
        {
            Terrain currentTerrain = GetCurrentTerrain();

            RenderTextureDescriptor rtDescriptor = operation.RTheightmap.descriptor;

            switch (opType)
            {
            case MultiTerrainOperationType.Heightmap:
                rtDescriptor = operation.RTheightmap.descriptor;
                break;

            case MultiTerrainOperationType.Texture:
                rtDescriptor = operation.RTtextureSplatmap.descriptor;
                break;

            case MultiTerrainOperationType.TerrainDetail:
                rtDescriptor = operation.RTdetailmap.descriptor;
                break;

            case MultiTerrainOperationType.Tree:
                rtDescriptor = operation.RTterrainTree.descriptor;
                break;

            case MultiTerrainOperationType.GameObject:
                rtDescriptor = operation.RTgameObject.descriptor;
                break;

            default:
                rtDescriptor = operation.RTheightmap.descriptor;
                break;
            }

            //Random write needs to be enabled for certain mask types to function!
            rtDescriptor.enableRandomWrite = true;

            RenderTexture inputTexture = RenderTexture.GetTemporary(rtDescriptor);

            RenderTexture currentRT = RenderTexture.active;

            RenderTexture.active = inputTexture;
            GL.Clear(true, true, Color.white);
            RenderTexture.active = currentRT;

            //Iterate through all image masks and set up the current paint context in case the shader uses heightmap data
            foreach (ImageMask mask in m_settings.m_imageMasks)
            {
                mask.m_multiTerrainOperation = operation;
                mask.m_seaLevel       = SessionManager.GetSeaLevel();
                mask.m_maxWorldHeight = m_maxWorldHeight;
                mask.m_minWorldHeight = m_minWorldHeight;
            }

            //Get the combined masks for the biome
            RenderTexture biomeOutputTexture = RenderTexture.GetTemporary(rtDescriptor);

            Graphics.Blit(ImageProcessing.ApplyMaskStack(inputTexture, biomeOutputTexture, m_settings.m_imageMasks, ImageMaskInfluence.Local), biomeOutputTexture);
            ReleaseRenderTexture(inputTexture);
            inputTexture = null;
            return(biomeOutputTexture);
        }
示例#3
0
        public RenderTexture BakeTerrainWorldBiomeMask(Terrain terrain, string worldBiomeMaskGUID)
        {
            if (m_gaiaSessionManager == null)
            {
                m_gaiaSessionManager = GaiaSessionManager.GetSessionManager(false);
            }
            if (m_worldMapTerrain == null)
            {
                m_worldMapTerrain = TerrainHelper.GetWorldMapTerrain();
            }
            if (m_worldMapTerrain == null)
            {
                Debug.LogWarning("Found no world map terrain for baking a world biome mask.");
                return(null);
            }
            if (String.IsNullOrEmpty(worldBiomeMaskGUID))
            {
                return(null);
            }

            if (m_gaiaSessionManager.m_session == null)
            {
                Debug.LogWarning("Found no session for baking a world biome mask.");
                return(null);
            }

            if (m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings == null)
            {
                Debug.LogWarning("Found no world designer settings in the session for baking a world biome mask.");
                return(null);
            }

            //we need to apply the mask stack for this biome mask on the world map to get the result, then copy the appropiate rectangle for the queried terrain into the cache & return it.
            bool worldMapActiveState = m_worldMapTerrain.gameObject.activeInHierarchy;

            m_worldMapTerrain.gameObject.SetActive(true);
            GameObject emptyGO = new GameObject();

            emptyGO.transform.position = new Vector3(m_worldMapTerrain.transform.position.x + m_worldMapTerrain.terrainData.size.x / 2f, m_worldMapTerrain.transform.position.y, m_worldMapTerrain.transform.position.z + +m_worldMapTerrain.terrainData.size.z / 2f);
            GaiaMultiTerrainOperation operation = new GaiaMultiTerrainOperation(m_worldMapTerrain, emptyGO.transform, m_worldMapTerrain.terrainData.size.x);

            operation.m_isWorldMapOperation = true;
            operation.GetHeightmap();
            operation.GetNormalmap();
            operation.CollectTerrainBakedMasks();
            RenderTextureDescriptor rtDescriptor = operation.RTbakedMask.descriptor;

            RenderTexture inputTexture = RenderTexture.GetTemporary(rtDescriptor);

            RenderTexture currentRT = RenderTexture.active;

            RenderTexture.active = inputTexture;
            GL.Clear(true, true, Color.white);
            RenderTexture.active = currentRT;
            RenderTexture ruleOutputTexture = RenderTexture.GetTemporary(rtDescriptor);

            ImageMask[] maskStack = m_gaiaSessionManager.m_session.m_worldBiomeMaskSettings.m_spawnerRules.Find(x => x.GUID == worldBiomeMaskGUID).m_imageMasks;

            //Calculate Target position &/ resolution
            BoundsDouble bounds = new BoundsDouble();

            TerrainHelper.GetTerrainBounds(ref bounds);
            bounds.center -= TerrainLoaderManager.Instance.GetOrigin();
            RenderTexture chunkContent = new RenderTexture(terrain.terrainData.heightmapTexture.descriptor);
            int           maxTilesX    = Mathf.RoundToInt((float)bounds.size.x / terrain.terrainData.size.x);
            int           maxTilesZ    = Mathf.RoundToInt((float)bounds.size.z / terrain.terrainData.size.z);
            int           currentTileX = Mathf.RoundToInt((terrain.transform.position.x - (float)bounds.min.x) / terrain.terrainData.size.x);
            int           currentTileZ = Mathf.RoundToInt((terrain.transform.position.z - (float)bounds.min.z) / terrain.terrainData.size.z);
            float         res          = (terrain.terrainData.heightmapResolution) / ((float)bounds.size.x / terrain.terrainData.bounds.size.x * (terrain.terrainData.heightmapResolution - 1));


            Bounds worldSpaceBounds = terrain.terrainData.bounds;

            worldSpaceBounds.center = new Vector3(worldSpaceBounds.center.x + terrain.transform.position.x, worldSpaceBounds.center.y + terrain.transform.position.y, worldSpaceBounds.center.z + terrain.transform.position.z);
            float   xPos = ((float)currentTileX * terrain.terrainData.heightmapResolution) / (maxTilesX * terrain.terrainData.heightmapResolution);
            float   zPos = ((float)currentTileZ * terrain.terrainData.heightmapResolution) / (maxTilesZ * terrain.terrainData.heightmapResolution);
            Vector2 pos  = new Vector2(xPos, zPos);

            //If we have a mask stack, we need to process it
            if (maskStack != null && maskStack.Length > 0)
            {
                //We start from a white texture, so we need the first mask action in the stack to always be "Multiply", otherwise there will be no result.
                maskStack[0].m_blendMode = ImageMaskBlendMode.Multiply;

                float maxWorldHeight = 0f;
                float minWorldHeight = 0f;
                m_gaiaSessionManager.GetWorldMinMax(ref minWorldHeight, ref maxWorldHeight, true);

                //Iterate through all image masks and set up the current paint context in case the shader uses heightmap data
                foreach (ImageMask mask in maskStack)
                {
                    mask.m_multiTerrainOperation = operation;
                    mask.m_seaLevel       = m_gaiaSessionManager.GetSeaLevel(true);
                    mask.m_maxWorldHeight = maxWorldHeight;
                    mask.m_minWorldHeight = minWorldHeight;
                }

                Graphics.Blit(ImageProcessing.ApplyMaskStack(inputTexture, ruleOutputTexture, maskStack, ImageMaskInfluence.Local), ruleOutputTexture);
            }
            else
            {
                //no mask stack -> just blit the white input texture over as the output
                Graphics.Blit(inputTexture, ruleOutputTexture);
            }
            operation.CloseOperation();
            DestroyImmediate(emptyGO);
            RenderTexture.ReleaseTemporary(inputTexture);
            m_worldMapTerrain.gameObject.SetActive(worldMapActiveState);

            //copy the rule output into the right size for the requested terrain chunk
            Graphics.Blit(ruleOutputTexture, chunkContent, new Vector2(res, res), pos);

            string filename = GetWorldBiomeMaskFilename(terrain, worldBiomeMaskGUID);

            SaveBakedMaskInCache(chunkContent, terrain, filename);

            RenderTexture.ReleaseTemporary(ruleOutputTexture);

            return(chunkContent);
        }