Firstborn/Library/PackageCache/com.unity.terrain-tools@4.0.3/Editor/TerrainTools/HydroErosion.cs
Schaken-Mods b486678290 Library -Artifacts
Library -Artifacts
2023-03-28 12:24:16 -05:00

221 lines
11 KiB
C#

using UnityEngine;
using UnityEngine.TerrainTools;
using UnityEditor.ShortcutManagement;
using UnityEditor.TerrainTools.Erosion;
namespace UnityEditor.TerrainTools
{
internal class HydroErosionTool : TerrainPaintTool<HydroErosionTool>
{
#if UNITY_2019_1_OR_NEWER
[Shortcut("Terrain/Select Hydraulic Erosion Brush", typeof(TerrainToolShortcutContext), KeyCode.F4)] // tells shortcut manager what to call the shortcut and what to pass as args
static void SelectShortcut(ShortcutArguments args)
{
TerrainToolShortcutContext context = (TerrainToolShortcutContext)args.context; // gets interface to modify state of TerrainTools
context.SelectPaintTool<HydroErosionTool>(); // set active tool
TerrainToolsAnalytics.OnShortcutKeyRelease("Select Hydraulic Erosion Brush");
}
#endif
[SerializeField]
IBrushUIGroup m_commonUI;
private IBrushUIGroup commonUI {
get
{
if (m_commonUI == null)
{
m_commonUI = new ErosionBrushUIGroup(
"HydroErosion",
UpdateAnalyticParameters,
DefaultBrushUIGroup.Feature.All,
new DefaultBrushUIGroup.FeatureDefaults { Strength = 0.52f }
);
m_commonUI.OnEnterToolMode();
}
return m_commonUI;
}
}
NoiseSettings m_HardnessNoiseSettings = null;
Erosion.HydraulicEroder m_Eroder = null;// = new Erosion.HydraulicEroder();
Material m_Material = null;
Material GetPaintMaterial()
{
if (m_Material == null)
m_Material = new Material(Shader.Find("Hidden/TerrainTools/SimpleHeightBlend"));
return m_Material;
}
public override void OnEnable()
{
base.OnEnable();
m_Eroder = new Erosion.HydraulicEroder();
m_Eroder.OnEnable();
}
public override string GetName()
{
return "Erosion/Hydraulic";
}
public override string GetDescription()
{
return "Simulates the effect of water transporting and redistributing sediment.";
}
public override void OnSceneGUI(Terrain terrain, IOnSceneGUI editContext)
{
commonUI.OnSceneGUI2D(terrain, editContext);
// only do the rest if user mouse hits valid terrain or they are using the
// brush parameter hotkeys to resize, etc
if (!editContext.hitValidTerrain && !commonUI.isInUse)
{
return;
}
// update brush UI group
commonUI.OnSceneGUI(terrain, editContext);
// dont render preview if this isnt a repaint. losing performance if we do
if (Event.current.type != EventType.Repaint)
{
return;
}
using (IBrushRenderPreviewUnderCursor brushRender = new BrushRenderPreviewUIGroupUnderCursor(commonUI, "HydroErosion", editContext.brushTexture))
{
if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
{
Material previewMaterial = Utility.GetDefaultPreviewMaterial(commonUI.hasEnabledFilters);
PaintContext ctx = brushRender.AcquireHeightmap(false, brushXform.GetBrushXYBounds(), 1);
var texelCtx = Utility.CollectTexelValidity(ctx.originTerrain, brushXform.GetBrushXYBounds());
Utility.SetupMaterialForPaintingWithTexelValidityContext(ctx, texelCtx, brushXform, previewMaterial);
var filterRT = RTUtils.GetTempHandle(ctx.sourceRenderTexture.width, ctx.sourceRenderTexture.height,
0, FilterUtility.defaultFormat);
Utility.GenerateAndSetFilterRT(commonUI, ctx.sourceRenderTexture, filterRT, previewMaterial);
TerrainPaintUtilityEditor.DrawBrushPreview(ctx, TerrainBrushPreviewMode.SourceRenderTexture,
editContext.brushTexture, brushXform, previewMaterial, 0);
texelCtx.Cleanup();
RTUtils.Release(filterRT);
}
}
}
public override void OnInspectorGUI(Terrain terrain, IOnInspectorGUI editContext)
{
if (m_HardnessNoiseSettings == null)
{
m_HardnessNoiseSettings = ScriptableObject.CreateInstance<NoiseSettings>();
m_HardnessNoiseSettings.Reset();
}
Erosion.HydraulicErosionSettings erosionSettings = ((Erosion.HydraulicEroder)m_Eroder).m_ErosionSettings;
EditorGUI.BeginChangeCheck();
commonUI.OnInspectorGUI(terrain, editContext);
m_Eroder.OnInspectorGUI(terrain, editContext);
commonUI.validationMessage = TerrainToolGUIHelper.ValidateAndGenerateSceneGUIMessage(terrain);
if (EditorGUI.EndChangeCheck())
{
Save(true);
TerrainToolsAnalytics.OnParameterChange();
}
}
public override void OnEnterToolMode()
{
base.OnEnterToolMode();
commonUI.OnEnterToolMode();
}
public override void OnExitToolMode()
{
base.OnExitToolMode();
commonUI.OnExitToolMode();
}
public override bool OnPaint(Terrain terrain, IOnPaint editContext)
{
commonUI.OnPaint(terrain, editContext);
if (!commonUI.allowPaint)
{ return true; }
using (IBrushRenderUnderCursor brushRender = new BrushRenderUIGroupUnderCursor(commonUI, "HydroErosion", editContext.brushTexture))
{
if (brushRender.CalculateBrushTransform(out BrushTransform brushXform))
{
var brushBounds = brushXform.GetBrushXYBounds();
PaintContext paintContext = brushRender.AcquireHeightmap(true, brushBounds, 1);
paintContext.sourceRenderTexture.filterMode = FilterMode.Bilinear;
m_Eroder.inputTextures["Height"] = paintContext.sourceRenderTexture;
var heightRT = RTUtils.GetTempHandle(RTUtils.GetDescriptorRW((int)brushBounds.width, (int)brushBounds.height, 0, RenderTextureFormat.RFloat));
Vector2 texelSize = new Vector2(terrain.terrainData.size.x / terrain.terrainData.heightmapResolution,
terrain.terrainData.size.z / terrain.terrainData.heightmapResolution);
m_Eroder.ErodeHeightmap(heightRT, terrain.terrainData.size, brushXform.GetBrushXYBounds(), texelSize, Event.current.control); // TODO(wyatt): commonUI.ModifierActive(BrushModifierKey.BRUSH_MOD_INVERT)
Material mat = GetPaintMaterial();
var brushMask = RTUtils.GetTempHandle(paintContext.sourceRenderTexture.width, paintContext.sourceRenderTexture.height, 0, FilterUtility.defaultFormat);
Utility.GenerateAndSetFilterRT(commonUI, paintContext.sourceRenderTexture, brushMask, mat);
Vector4 brushParams = new Vector4(commonUI.brushStrength, 0.0f, 0.0f, 0.0f);
mat.SetTexture("_BrushTex", editContext.brushTexture);
mat.SetTexture("_NewHeightTex", heightRT);
mat.SetVector("_BrushParams", brushParams);
brushRender.SetupTerrainToolMaterialProperties(paintContext, brushXform, mat);
brushRender.RenderBrush(paintContext, mat, 0);
RTUtils.Release(brushMask);
RTUtils.Release(heightRT);
}
}
return true;
}
private TerrainToolsAnalytics.IBrushParameter[] UpdateAnalyticParameters()
{
HydraulicErosionSettings settings = m_Eroder.m_ErosionSettings;
return new TerrainToolsAnalytics.IBrushParameter[]{
//Advanced Section
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SimulationScale.text, Value = settings.m_SimScale.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_TimeDelta.text, Value = settings.m_HydroTimeDelta.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_NumIterations.text, Value = settings.m_HydroIterations.value},
//Thermal Smoothing
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_ThermalDTScalar.text, Value = settings.m_ThermalTimeDelta},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_NumIterations.text, Value = settings.m_ThermalIterations},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_AngleOfRepose.text, Value = settings.m_ThermalReposeAngle},
//Water Transport
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_PrecipitationRate.text, Value = settings.m_PrecipRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_EvaporationRate.text, Value = settings.m_EvaporationRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_FlowRate.text, Value = settings.m_FlowRate.value},
//Sediment Transport
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentCap.text, Value = settings.m_SedimentCapacity.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentDeposit.text, Value = settings.m_SedimentDepositRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_SedimentDissolve.text, Value = settings.m_SedimentDissolveRate.value},
//Riverbank
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbankDeposit.text, Value = settings.m_RiverBankDepositRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbankDissolve.text, Value = settings.m_RiverBankDissolveRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbedDeposit.text, Value = settings.m_RiverBedDepositRate.value},
new TerrainToolsAnalytics.BrushParameter<float>{Name = Erosion.Styles.m_RiverbedDissolve.text, Value = settings.m_RiverBedDissolveRate.value},
};
}
}
}