147 lines
5.9 KiB
C#
147 lines
5.9 KiB
C#
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using UnityEngine;
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using UnityEngine.TerrainTools;
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using UnityEditor.ShortcutManagement;
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namespace UnityEditor.TerrainTools
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{
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internal class SlopeFlattenTool : TerrainPaintTool<SlopeFlattenTool>
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{
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#if UNITY_2019_1_OR_NEWER
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[Shortcut("Terrain/Select Slope Flatten Tool", typeof(TerrainToolShortcutContext))]
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static void SelectShortcut(ShortcutArguments args)
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{
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TerrainToolShortcutContext context = (TerrainToolShortcutContext)args.context;
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context.SelectPaintTool<SlopeFlattenTool>();
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TerrainToolsAnalytics.OnShortcutKeyRelease("Select Slope Flatten Tool");
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}
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#endif
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[SerializeField]
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IBrushUIGroup m_commonUI;
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private IBrushUIGroup commonUI {
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get
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{
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if (m_commonUI == null)
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{
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m_commonUI = new DefaultBrushUIGroup(
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"SlopeFlattenTool",
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null,
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DefaultBrushUIGroup.Feature.All,
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new DefaultBrushUIGroup.FeatureDefaults { Strength = 0.36f }
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);
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m_commonUI.OnEnterToolMode();
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}
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return m_commonUI;
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}
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}
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Material m_Material = null;
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Material GetPaintMaterial()
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{
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if (m_Material == null)
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m_Material = new Material(Shader.Find("Hidden/TerrainTools/SlopeFlatten"));
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return m_Material;
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}
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public override string GetName()
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{
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return "Effects/Slope Flatten";
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}
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public override string GetDescription()
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{
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return "Flattens areas while maintaining the average slope of the Terrain.";
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}
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public override void OnEnterToolMode()
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{
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base.OnEnterToolMode();
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commonUI.OnEnterToolMode();
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}
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public override void OnExitToolMode()
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{
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base.OnExitToolMode();
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commonUI.OnExitToolMode();
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}
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public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
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{
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commonUI.OnSceneGUI2D(terrain, editContext);
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// only do the rest if user mouse hits valid terrain or they are using the
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// brush parameter hotkeys to resize, etc
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if (!editContext.hitValidTerrain && !commonUI.isInUse)
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{
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return;
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}
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// update brush UI group
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commonUI.OnSceneGUI(terrain, editContext);
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// dont render preview if this isnt a repaint. losing performance if we do
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if (Event.current.type != EventType.Repaint)
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{
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return;
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}
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using (IBrushRenderPreviewUnderCursor brushRender = new BrushRenderPreviewUIGroupUnderCursor(commonUI, "SlopeFlatten", editContext.brushTexture))
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{
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if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
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{
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Material previewMaterial = Utility.GetDefaultPreviewMaterial(commonUI.hasEnabledFilters);
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PaintContext ctx = brushRender.AcquireHeightmap(false, brushXform.GetBrushXYBounds(), 1);
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var texelCtx = Utility.CollectTexelValidity(ctx.originTerrain, brushXform.GetBrushXYBounds());
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Utility.SetupMaterialForPaintingWithTexelValidityContext(ctx, texelCtx, brushXform, previewMaterial);
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var filterRT = RTUtils.GetTempHandle(ctx.sourceRenderTexture.width, ctx.sourceRenderTexture.height,
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0, FilterUtility.defaultFormat);
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Utility.GenerateAndSetFilterRT(commonUI, ctx.sourceRenderTexture, filterRT, previewMaterial);
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TerrainPaintUtilityEditor.DrawBrushPreview(ctx, TerrainBrushPreviewMode.SourceRenderTexture,
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editContext.brushTexture, brushXform, previewMaterial, 0);
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texelCtx.Cleanup();
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RTUtils.Release(filterRT);
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}
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}
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}
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public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
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{
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EditorGUI.BeginChangeCheck();
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commonUI.OnInspectorGUI(terrain, editContext);
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if (EditorGUI.EndChangeCheck())
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Save(true);
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}
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public override bool OnPaint(Terrain terrain, IOnPaint editContext)
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{
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commonUI.OnPaint(terrain, editContext);
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if (commonUI.allowPaint)
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{
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using (IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "SlopeFlatten", editContext.brushTexture))
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{
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if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
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{
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PaintContext paintContext = brushRender.AcquireHeightmap(true, brushXform.GetBrushXYBounds(), 1);
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Material mat = GetPaintMaterial();
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var brushMask = RTUtils.GetTempHandle(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, FilterUtility.defaultFormat);
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Utility.GenerateAndSetFilterRT(commonUI, paintContext.sourceRenderTexture, brushMask, mat);
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paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;
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Vector4 brushParams = new Vector4(commonUI.brushStrength, 0.0f, commonUI.brushSize, 0);
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mat.SetTexture("_BrushTex", editContext.brushTexture);
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mat.SetVector("_BrushParams", brushParams);
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brushRender.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
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brushRender.RenderBrush(paintContext, mat, 0);
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RTUtils.Release(brushMask);
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}
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}
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}
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return false;
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}
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}
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}
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