示例#1
0
        private void GatherInternal(
            Func <ITerrainInfo, Texture> terrainToTexture,
            Color defaultColor,
            string operationName,
            Material blitMaterial            = null,
            int blitPass                     = 0,
            Action <ITerrainInfo> beforeBlit = null,
            Action <ITerrainInfo> afterBlit  = null)
        {
            if (blitMaterial == null)
            {
                blitMaterial = TerrainPaintUtility.GetBlitMaterial();
            }

            RenderTexture.active = sourceRenderTexture;
            GL.Clear(false, true, defaultColor);

            GL.PushMatrix();
            GL.LoadPixelMatrix(0, pixelRect.width, 0, pixelRect.height);
            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (!terrainTile.gatherEnable)
                {
                    continue;
                }

                Texture sourceTexture = terrainToTexture(terrainTile);
                if ((sourceTexture == null) || (!terrainTile.gatherEnable))   // double check gatherEnable in case terrainToTexture modified it
                {
                    continue;
                }

                if ((sourceTexture.width != targetTextureWidth) || (sourceTexture.height != targetTextureHeight))
                {
                    Debug.LogWarning(operationName + " requires the same resolution texture for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                beforeBlit?.Invoke(terrainTile);
                if (!terrainTile.gatherEnable) // check again, beforeBlit may have modified it
                {
                    continue;
                }

                FilterMode oldFilterMode = sourceTexture.filterMode;
                sourceTexture.filterMode = FilterMode.Point;

                blitMaterial.SetTexture("_MainTex", sourceTexture);
                blitMaterial.SetPass(blitPass);
                TerrainPaintUtility.DrawQuad(terrainTile.clippedPCPixels, terrainTile.clippedTerrainPixels, sourceTexture);

                sourceTexture.filterMode = oldFilterMode;

                afterBlit?.Invoke(terrainTile);
            }
            GL.PopMatrix();
            RenderTexture.active = oldRenderTexture;
        }
示例#2
0
        public void ScatterHeightmap(string editorUndoName)
        {
            Material blitMaterial = TerrainPaintUtility.GetBlitMaterial();

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (terrainTile.clippedLocal.width == 0 || terrainTile.clippedLocal.height == 0)
                {
                    continue;
                }

                RenderTexture heightmap = terrainTile.terrain.terrainData.heightmapTexture;
                if ((heightmap.width != targetTextureWidth) || (heightmap.height != targetTextureHeight))
                {
                    Debug.LogWarning("PaintContext heightmap operations must use the same resolution for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                if (onTerrainTileBeforePaint != null)
                {
                    onTerrainTileBeforePaint(terrainTile, ToolAction.PaintHeightmap, editorUndoName);
                }

                RenderTexture.active = heightmap;

                Rect readRect = new Rect(
                    (terrainTile.clippedLocal.x + terrainTile.rect.x - pixelRect.x + terrainTile.writeOffset.x) / (float)pixelRect.width,
                    (terrainTile.clippedLocal.y + terrainTile.rect.y - pixelRect.y + terrainTile.writeOffset.y) / (float)pixelRect.height,
                    (terrainTile.clippedLocal.width) / (float)pixelRect.width,
                    (terrainTile.clippedLocal.height) / (float)pixelRect.height);

                Rect writeRect = new Rect(
                    terrainTile.clippedLocal.x,
                    terrainTile.clippedLocal.y,
                    terrainTile.clippedLocal.width,
                    terrainTile.clippedLocal.height);

                destinationRenderTexture.filterMode = FilterMode.Point;

                blitMaterial.SetTexture("_MainTex", destinationRenderTexture);
                blitMaterial.SetPass(0);

                TerrainPaintUtility.DrawQuad(heightmap.width, heightmap.height, readRect, writeRect);

                terrainTile.terrain.terrainData.UpdateDirtyRegion(terrainTile.clippedLocal.x, terrainTile.clippedLocal.y, terrainTile.clippedLocal.width, terrainTile.clippedLocal.height, !terrainTile.terrain.drawInstanced);
                OnTerrainPainted(terrainTile, ToolAction.PaintHeightmap);
            }
        }
示例#3
0
        public void GatherNormals()
        {
            RenderTexture rt = originTerrain.normalmapTexture;

            Material blitMaterial = TerrainPaintUtility.GetBlitMaterial();

            RenderTexture.active = sourceRenderTexture;
            GL.Clear(false, true, new Color(0.5f, 0.5f, 0.5f, 0.5f));

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (terrainTile.clippedLocal.width == 0 || terrainTile.clippedLocal.height == 0)
                {
                    continue;
                }

                Texture sourceTexture = terrainTile.terrain.normalmapTexture;
                if ((sourceTexture.width != targetTextureWidth) || (sourceTexture.height != targetTextureHeight))
                {
                    Debug.LogWarning("PaintContext normalmap operations must use the same resolution for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                Rect readRect = new Rect(
                    (terrainTile.clippedLocal.x + terrainTile.readOffset.x) / (float)targetTextureWidth,
                    (terrainTile.clippedLocal.y + terrainTile.readOffset.y) / (float)targetTextureHeight,
                    (terrainTile.clippedLocal.width) / (float)targetTextureWidth,
                    (terrainTile.clippedLocal.height) / (float)targetTextureHeight);

                FilterMode oldFilterMode = sourceTexture.filterMode;

                sourceTexture.filterMode = FilterMode.Point;

                blitMaterial.SetTexture("_MainTex", sourceTexture);
                blitMaterial.SetPass(0);

                TerrainPaintUtility.DrawQuad(pixelRect.width, pixelRect.height, readRect, terrainTile.validPaintRect);

                sourceTexture.filterMode = oldFilterMode;
            }

            RenderTexture.active = oldRenderTexture;
        }
示例#4
0
        public void GatherNormals()
        {
            RenderTexture rt = originTerrain.normalmapTexture;

            Material blitMaterial = TerrainPaintUtility.GetBlitMaterial();

            RenderTexture.active = sourceRenderTexture;
            GL.Clear(false, true, new Color(0.5f, 0.5f, 0.5f, 0.5f));
            GL.PushMatrix();
            GL.LoadPixelMatrix(0, pixelRect.width, 0, pixelRect.height);

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (terrainTile.clippedLocalPixels.width == 0 || terrainTile.clippedLocalPixels.height == 0)
                {
                    continue;
                }

                Texture sourceTexture = terrainTile.terrain.normalmapTexture;
                if ((sourceTexture.width != targetTextureWidth) || (sourceTexture.height != targetTextureHeight))
                {
                    Debug.LogWarning("PaintContext normalmap operations must use the same resolution for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                FilterMode oldFilterMode = sourceTexture.filterMode;

                sourceTexture.filterMode = FilterMode.Point;

                blitMaterial.SetTexture("_MainTex", sourceTexture);
                blitMaterial.SetPass(0);

                TerrainPaintUtility.DrawQuad(terrainTile.clippedPCPixels, terrainTile.clippedLocalPixels, sourceTexture);

                sourceTexture.filterMode = oldFilterMode;
            }

            GL.PopMatrix();

            RenderTexture.active = oldRenderTexture;
        }
示例#5
0
        public void ScatterHeightmap(string editorUndoName)
        {
            Material blitMaterial = TerrainPaintUtility.GetBlitMaterial();

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (terrainTile.clippedLocalPixels.width == 0 || terrainTile.clippedLocalPixels.height == 0)
                {
                    continue;
                }

                RenderTexture heightmap = terrainTile.terrain.terrainData.heightmapTexture;
                if ((heightmap.width != targetTextureWidth) || (heightmap.height != targetTextureHeight))
                {
                    Debug.LogWarning("PaintContext heightmap operations must use the same resolution for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                if (onTerrainTileBeforePaint != null)
                {
                    onTerrainTileBeforePaint(terrainTile, ToolAction.PaintHeightmap, editorUndoName);
                }

                RenderTexture.active = heightmap;
                GL.PushMatrix();
                GL.LoadPixelMatrix(0, heightmap.width, 0, heightmap.height);

                destinationRenderTexture.filterMode = FilterMode.Point;

                blitMaterial.SetTexture("_MainTex", destinationRenderTexture);
                blitMaterial.SetPass(0);

                TerrainPaintUtility.DrawQuad(terrainTile.clippedLocalPixels, terrainTile.clippedPCPixels, destinationRenderTexture);

                GL.PopMatrix();

                terrainTile.terrain.terrainData.UpdateDirtyRegion(terrainTile.clippedLocalPixels.x, terrainTile.clippedLocalPixels.y, terrainTile.clippedLocalPixels.width, terrainTile.clippedLocalPixels.height, !terrainTile.terrain.drawInstanced);
                OnTerrainPainted(terrainTile, ToolAction.PaintHeightmap);
            }
        }
示例#6
0
        private void ScatterInternal(
            Func <ITerrainInfo, RenderTexture> terrainToRT,
            string operationName,
            Material blitMaterial            = null,
            int blitPass                     = 0,
            Action <ITerrainInfo> beforeBlit = null,
            Action <ITerrainInfo> afterBlit  = null)
        {
            var oldRT = RenderTexture.active;

            if (blitMaterial == null)
            {
                blitMaterial = TerrainPaintUtility.GetBlitMaterial();
            }

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (!terrainTile.scatterEnable)
                {
                    continue;
                }

                RenderTexture target = terrainToRT(terrainTile);
                if ((target == null) || (!terrainTile.scatterEnable)) // double check scatterEnable in case terrainToRT modified it
                {
                    continue;
                }

                if ((target.width != targetTextureWidth) || (target.height != targetTextureHeight))
                {
                    Debug.LogWarning(operationName + " requires the same resolution for all Terrains - mismatched Terrains are ignored.", terrainTile.terrain);
                    continue;
                }

                beforeBlit?.Invoke(terrainTile);
                if (!terrainTile.scatterEnable)   // check again, beforeBlit may have modified it
                {
                    continue;
                }

                RenderTexture.active = target;
                GL.PushMatrix();
                GL.LoadPixelMatrix(0, target.width, 0, target.height);
                {
                    FilterMode oldFilterMode = destinationRenderTexture.filterMode;
                    destinationRenderTexture.filterMode = FilterMode.Point;

                    blitMaterial.SetTexture("_MainTex", destinationRenderTexture);
                    blitMaterial.SetPass(blitPass);
                    TerrainPaintUtility.DrawQuad(terrainTile.clippedTerrainPixels, terrainTile.clippedPCPixels, destinationRenderTexture);

                    destinationRenderTexture.filterMode = oldFilterMode;
                }
                GL.PopMatrix();

                afterBlit?.Invoke(terrainTile);
            }

            RenderTexture.active = oldRT;
        }
示例#7
0
        public void GatherAlphamap(TerrainLayer inputLayer, bool addLayerIfDoesntExist = true)
        {
            if (inputLayer == null)
            {
                return;
            }

            int terrainLayerIndex = TerrainPaintUtility.FindTerrainLayerIndex(originTerrain, inputLayer);

            if (terrainLayerIndex == -1 && addLayerIfDoesntExist)
            {
                terrainLayerIndex = TerrainPaintUtility.AddTerrainLayer(originTerrain, inputLayer);
            }

            RenderTexture.active = sourceRenderTexture;
            GL.Clear(false, true, new Color(0.0f, 0.0f, 0.0f, 0.0f));
            GL.PushMatrix();
            GL.LoadPixelMatrix(0, pixelRect.width, 0, pixelRect.height);

            Vector4[] layerMasks = { new Vector4(1, 0, 0, 0), new Vector4(0, 1, 0, 0), new Vector4(0, 0, 1, 0), new Vector4(0, 0, 0, 1) };

            Material copyTerrainLayerMaterial = TerrainPaintUtility.GetCopyTerrainLayerMaterial();

            for (int i = 0; i < m_TerrainTiles.Count; i++)
            {
                TerrainTile terrainTile = m_TerrainTiles[i];
                if (terrainTile.clippedLocalPixels.width == 0 || terrainTile.clippedLocalPixels.height == 0)
                {
                    continue;
                }

                int tileLayerIndex = TerrainPaintUtility.FindTerrainLayerIndex(terrainTile.terrain, inputLayer);
                if (tileLayerIndex == -1)
                {
                    if (!addLayerIfDoesntExist)
                    {
                        // setting these to zero will prevent them from being used later
                        terrainTile.clippedLocalPixels.width  = 0;
                        terrainTile.clippedLocalPixels.height = 0;
                        terrainTile.clippedPCPixels.width     = 0;
                        terrainTile.clippedPCPixels.height    = 0;
                        continue;
                    }
                    tileLayerIndex = TerrainPaintUtility.AddTerrainLayer(terrainTile.terrain, inputLayer);
                }

                terrainTile.mapIndex     = tileLayerIndex >> 2;
                terrainTile.channelIndex = tileLayerIndex & 0x3;

                Texture sourceTexture = TerrainPaintUtility.GetTerrainAlphaMapChecked(terrainTile.terrain, terrainTile.mapIndex);
                if ((sourceTexture.width != targetTextureWidth) || (sourceTexture.height != targetTextureHeight))
                {
                    Debug.LogWarning("PaintContext alphamap operations must use the same resolution for all Terrains - mismatched Terrains are ignored. (" +
                                     sourceTexture.width + " x " + sourceTexture.height + ") != (" + targetTextureWidth + " x " + targetTextureHeight + ")",
                                     terrainTile.terrain);
                    continue;
                }

                FilterMode oldFilterMode = sourceTexture.filterMode;
                sourceTexture.filterMode = FilterMode.Point;

                copyTerrainLayerMaterial.SetVector("_LayerMask", layerMasks[terrainTile.channelIndex]);
                copyTerrainLayerMaterial.SetTexture("_MainTex", sourceTexture);
                copyTerrainLayerMaterial.SetPass(0);

                TerrainPaintUtility.DrawQuad(terrainTile.clippedPCPixels, terrainTile.clippedLocalPixels, sourceTexture);

                sourceTexture.filterMode = oldFilterMode;
            }

            GL.PopMatrix();

            RenderTexture.active = oldRenderTexture;
        }