126 lines
4.0 KiB
C#
126 lines
4.0 KiB
C#
// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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using System;
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using FlaxEngine;
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namespace FlaxEditor.Tools.Terrain.Paint
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{
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/// <summary>
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/// Paint tool mode. Edits terrain splatmap by painting with the single layer on top of the others.
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/// </summary>
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/// <seealso cref="FlaxEditor.Tools.Terrain.Paint.Mode" />
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[HideInEditor]
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public sealed class SingleLayerMode : Mode
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{
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/// <summary>
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/// The paint layers.
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/// </summary>
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public enum Layers
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{
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/// <summary>
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/// The layer 0.
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/// </summary>
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Layer0,
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/// <summary>
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/// The layer 0.
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/// </summary>
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Layer1,
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/// <summary>
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/// The layer 2.
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/// </summary>
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Layer2,
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/// <summary>
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/// The layer 3.
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/// </summary>
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Layer3,
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/// <summary>
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/// The layer 4.
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/// </summary>
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Layer4,
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/// <summary>
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/// The layer 5.
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/// </summary>
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Layer5,
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/// <summary>
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/// The layer 6.
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/// </summary>
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Layer6,
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/// <summary>
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/// The layer 7.
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/// </summary>
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Layer7,
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}
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/// <summary>
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/// The layer to paint with it.
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/// </summary>
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[EditorOrder(10), Tooltip("The layer to paint with it. Terrain material can access per-layer blend weight to perform materials or textures blending.")]
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public Layers Layer = Layers.Layer0;
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/// <inheritdoc />
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public override int ActiveSplatmapIndex => (int)Layer < 4 ? 0 : 1;
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/// <inheritdoc />
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public override unsafe void Apply(ref ApplyParams p)
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{
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var strength = p.Strength;
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var layer = (int)Layer;
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var brushPosition = p.Gizmo.CursorPosition;
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var layerComponent = layer % 4;
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// Apply brush modification
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Profiler.BeginEvent("Apply Brush");
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for (int z = 0; z < p.ModifiedSize.Y; z++)
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{
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var zz = z + p.ModifiedOffset.Y;
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for (int x = 0; x < p.ModifiedSize.X; x++)
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{
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var xx = x + p.ModifiedOffset.X;
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var src = p.SourceData[zz * p.HeightmapSize + xx];
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var samplePositionLocal = p.PatchPositionLocal + new Vector3(xx * FlaxEngine.Terrain.UnitsPerVertex, 0, zz * FlaxEngine.Terrain.UnitsPerVertex);
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Vector3.Transform(ref samplePositionLocal, ref p.TerrainWorld, out Vector3 samplePositionWorld);
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var paintAmount = p.Brush.Sample(ref brushPosition, ref samplePositionWorld) * strength;
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// Extract layer weight
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byte* srcPtr = &src.R;
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var srcWeight = *(srcPtr + layerComponent) / 255.0f;
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// Accumulate weight
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float dstWeight = srcWeight + paintAmount;
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// Check for solid layer case
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if (dstWeight >= 1.0f)
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{
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// Erase other layers
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// TODO: maybe erase only the higher layers?
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// TODO: need to erase also weights form the other splatmaps
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src = Color32.Transparent;
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// Use limit value
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dstWeight = 1.0f;
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}
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// Modify packed weight
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*(srcPtr + layerComponent) = (byte)(dstWeight * 255.0f);
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// Write back
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p.TempBuffer[z * p.ModifiedSize.X + x] = src;
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}
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}
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Profiler.EndEvent();
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// Update terrain patch
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TerrainTools.ModifySplatMap(p.Terrain, ref p.PatchCoord, p.SplatmapIndex, p.TempBuffer, ref p.ModifiedOffset, ref p.ModifiedSize);
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}
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}
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}
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