using UnityEngine; using UnityEngine.TerrainTools; namespace UnityEditor.TerrainTools { internal class BrushRenderWithTerrainUIGroup : IBrushRenderWithTerrain { private readonly IBrushUIGroup m_UiGroup; private readonly string m_Name; private readonly Texture m_BrushTexture; private PaintContext m_HeightmapContext; private bool m_WriteToHeightmap; private PaintContext m_TextureContext; private bool m_WriteToTexture; private PaintContext m_NormalmapContext; private bool m_WriteToHoles; private PaintContext m_HolesContext; private float brushSize => m_UiGroup.brushSize; private float brushRotation => m_UiGroup.brushRotation; private float brushStrength => m_UiGroup.brushStrength; public IBrushUIGroup uiGroup => m_UiGroup; public Texture brushTexture => m_BrushTexture; public BrushRenderWithTerrainUIGroup(IBrushUIGroup uiGroup, string name, Texture brushTexture) { m_UiGroup = uiGroup; m_Name = name; m_BrushTexture = brushTexture; } public virtual bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, float rotation, out BrushTransform brushTransform) { if (m_UiGroup.ScatterBrushStamp(ref terrain, ref uv)) { brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, size, rotation); return true; } else { brushTransform = new BrushTransform(); return false; } } public bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, out BrushTransform brushTransform) { return CalculateBrushTransform(terrain, uv, size, brushRotation, out brushTransform); } public bool CalculateBrushTransform(Terrain terrain, Vector2 uv, out BrushTransform brushTransform) { return CalculateBrushTransform(terrain, uv, brushSize, brushRotation, out brushTransform); } public void SetupTerrainToolMaterialProperties(PaintContext paintContext, BrushTransform brushTransform, Material material) { Utility.SetupMaterialForPainting(paintContext, brushTransform, material); } public void RenderBrush(PaintContext paintContext, Material material, int pass) { Texture sourceTexture = paintContext.sourceRenderTexture; RenderTexture destinationTexture = paintContext.destinationRenderTexture; Graphics.Blit(sourceTexture, destinationTexture, material, pass); } public PaintContext AcquireHeightmap(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0) { m_WriteToHeightmap = writable; m_HeightmapContext = TerrainPaintUtility.BeginPaintHeightmap(terrain, boundsInTerrainSpace, extraBorderPixels); if (m_HeightmapContext == null) return null; m_HeightmapContext.sourceRenderTexture.name = $"{m_Name}::HeightmapContext::SourceRT"; m_HeightmapContext.destinationRenderTexture.name = $"{m_Name}::HeightmapContext::DestRT"; return m_HeightmapContext; } public PaintContext AcquireTexture(bool writable, Terrain terrain, Rect boundsInTerrainSpace, TerrainLayer layer, int extraBorderPixels = 0) { m_WriteToTexture = writable; m_TextureContext = TerrainPaintUtility.BeginPaintTexture(terrain, boundsInTerrainSpace, layer, extraBorderPixels); if (m_TextureContext == null) return null; m_TextureContext.sourceRenderTexture.name = $"{m_Name}::TextureContext::SourceRT"; m_TextureContext.destinationRenderTexture.name = $"{m_Name}::TextureContext::DestRT"; return m_TextureContext; } public PaintContext AcquireNormalmap(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0) { m_NormalmapContext = TerrainPaintUtility.CollectNormals(terrain, boundsInTerrainSpace, extraBorderPixels); if (m_NormalmapContext == null) return null; m_NormalmapContext.sourceRenderTexture.name = $"{m_Name}::NormalContext::SourceRT"; m_NormalmapContext.destinationRenderTexture.name = $"{m_Name}::NormalContext::DestRT"; return m_NormalmapContext; } public PaintContext AcquireHolesTexture(bool writable, Terrain terrain, Rect boundsInTerrainSpace, int extraBorderPixels = 0) { m_WriteToHoles = writable; #if UNITY_2019_3_OR_NEWER m_HolesContext = TerrainPaintUtility.BeginPaintHoles(terrain, boundsInTerrainSpace, extraBorderPixels); if (m_HolesContext == null) return null; m_HolesContext.sourceRenderTexture.name = $"{m_Name}::HolesContext::SourceRT"; m_HolesContext.destinationRenderTexture.name = $"{m_Name}::HolesContext::DestRT"; #endif return m_HolesContext; } public void Release(PaintContext paintContext) { if (ReferenceEquals(paintContext, m_HeightmapContext)) { if (m_WriteToHeightmap) { TerrainPaintUtility.EndPaintHeightmap(m_HeightmapContext, $"{m_Name} - Heightmap"); } else { TerrainPaintUtility.ReleaseContextResources(m_HeightmapContext); } m_HeightmapContext = null; } else if (ReferenceEquals(paintContext, m_NormalmapContext)) { TerrainPaintUtility.ReleaseContextResources(m_NormalmapContext); m_NormalmapContext = null; } else if (ReferenceEquals(paintContext, m_TextureContext)) { if (m_WriteToTexture) { TerrainPaintUtility.EndPaintTexture(m_TextureContext, $"{m_Name} - Texture"); } else { TerrainPaintUtility.ReleaseContextResources(m_TextureContext); } m_TextureContext = null; } #if UNITY_2019_3_OR_NEWER else if (ReferenceEquals(paintContext, m_HolesContext)) { if (m_WriteToHoles) { TerrainPaintUtility.EndPaintHoles(m_HolesContext, "Terrain Paint - Paint Holes"); } else { TerrainPaintUtility.ReleaseContextResources(m_HolesContext); } m_HolesContext = null; } #endif } public void Dispose() { if (m_HeightmapContext != null) { Release(m_HeightmapContext); } if (m_NormalmapContext != null) { Release(m_NormalmapContext); } if (m_TextureContext != null) { Release(m_TextureContext); } } } internal class BrushRenderPreviewWithTerrainUiGroup : BrushRenderWithTerrainUIGroup, IBrushRenderPreviewWithTerrain { public BrushRenderPreviewWithTerrainUiGroup(IBrushUIGroup uiGroup, string name, Texture brushTexture) : base(uiGroup, name, brushTexture) { } public override bool CalculateBrushTransform(Terrain terrain, Vector2 uv, float size, float rotation, out BrushTransform brushTransform) { // TODO: Remove this method and replace the preview with a radius effect and scatter at the correct position... brushTransform = TerrainPaintUtility.CalculateBrushTransform(terrain, uv, size, rotation); return true; } public void RenderBrushPreview(PaintContext paintContext, TerrainBrushPreviewMode previewTexture, BrushTransform brushTransform, Material material, int pass) { TerrainPaintUtilityEditor.DrawBrushPreview(paintContext, previewTexture, brushTexture, brushTransform, material, pass); } } }