Files
FlaxEngine/Source/Editor/Tools/Terrain/Paint/SingleLayerMode.cs
2023-01-10 15:29:37 +01:00

126 lines
4.0 KiB
C#

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