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#include "UnityPrefix.h"
#include "SplatMaterials.h"
#if ENABLE_TERRAIN
#include "Runtime/Misc/BuildSettings.h"
#include "Runtime/Shaders/ShaderNameRegistry.h"
#include "Runtime/Utilities/ArrayUtility.h"
namespace SplatMaterials_Static
{
static SHADERPROP(MainTex);
static SHADERPROP(Control);
} // namespace SplatMaterials_Static
static const char* kSplatNameStrings[4] = {"_Splat0","_Splat1","_Splat2","_Splat3"};
static const char* kSplatNormalNameStrings[4] = {"_Normal0","_Normal1","_Normal2","_Normal3"};
SplatMaterials::SplatMaterials (PPtr<TerrainData> terrain)
: m_CurrentTemplateMaterial(NULL)
{
m_TerrainData = terrain;
for(int i=0;i<kTerrainShaderCount;i++)
m_Shaders[i] = NULL;
m_BaseMapMaterial = NULL;
for(int i = 0; i < 32; i++)
m_AllocatedMaterials[i] = NULL;
}
SplatMaterials::~SplatMaterials ()
{
Cleanup ();
}
void SplatMaterials::Cleanup ()
{
for (int s = 0; s < ARRAY_SIZE(m_Shaders); ++s)
{
m_Shaders[s] = NULL;
}
for (int x = 0; x < ARRAY_SIZE(m_AllocatedMaterials); ++x)
{
DestroySingleObject (m_AllocatedMaterials[x]);
m_AllocatedMaterials[x] = NULL;
}
DestroySingleObject (m_BaseMapMaterial);
m_BaseMapMaterial = NULL;
m_CurrentTemplateMaterial = NULL;
}
void SplatMaterials::LoadSplatShaders (Material* templateMat)
{
// If material is already created, and our template material is still the same:
// nothing to do
if ((m_Shaders[0] != NULL) && (templateMat == m_CurrentTemplateMaterial))
return;
// Material template has changed; recreate internal materials
if (templateMat != m_CurrentTemplateMaterial)
{
Cleanup();
m_CurrentTemplateMaterial = templateMat;
}
Shader* templateShader = NULL;
if (templateMat)
templateShader = templateMat->GetShader();
if (templateShader)
{
// Shader in the template is for the first pass;
// additive pass and basemap are queried from dependencies
m_Shaders[kTerrainShaderFirst] = templateShader;
m_Shaders[kTerrainShaderAdd] = templateShader->GetDependency("AddPassShader");
m_Shaders[kTerrainShaderBaseMap] = templateShader->GetDependency("BaseMapShader");
}
ScriptMapper& sm = GetScriptMapper ();
// Note: No good reason to keep "Lightmap-" in the built-in terrain shader names, except
// to be able to run Unity 2.x content on regression rig with 3.0 player. The shader
// names just have to match _some_ existing built-in shader in Unity 2.x.
if (m_Shaders[kTerrainShaderBaseMap] == NULL)
m_Shaders[kTerrainShaderBaseMap] = sm.FindShader("Diffuse");
if (m_Shaders[kTerrainShaderFirst] == NULL)
m_Shaders[kTerrainShaderFirst] = sm.FindShader("Hidden/TerrainEngine/Splatmap/Lightmap-FirstPass");
if (m_Shaders[kTerrainShaderAdd] == NULL)
m_Shaders[kTerrainShaderAdd] = sm.FindShader("Hidden/TerrainEngine/Splatmap/Lightmap-AddPass");
bool shaderNotFound = false;
for (int i = kTerrainShaderFirst; i <= kTerrainShaderAdd; ++i)
{
if (m_Shaders[i] == NULL)
{
shaderNotFound = true;
m_Shaders[i] = sm.FindShader("Diffuse");
}
}
if (shaderNotFound)
{
ErrorString("Unable to find shaders used for the terrain engine. Please include Nature/Terrain/Diffuse shader in Graphics settings.");
}
}
Material *SplatMaterials::GetSplatBaseMaterial (Material* templateMat)
{
using namespace SplatMaterials_Static;
LoadSplatShaders (templateMat);
Material *mat = m_BaseMapMaterial;
if (mat && mat->GetTexture(kSLPropMainTex) == NULL)
{
DestroySingleObject( mat );
mat = NULL;
}
if (!mat) {
mat = Material::CreateMaterial (*m_Shaders[kTerrainShaderBaseMap], Object::kHideAndDontSave);
mat->SetTexture( kSLPropMainTex, m_TerrainData->GetSplatDatabase().GetBasemap() );
m_BaseMapMaterial = mat;
}
if (templateMat)
{
mat->CopyPropertiesFromMaterial (*templateMat);
mat->SetTexture (kSLPropMainTex, m_TerrainData->GetSplatDatabase().GetBasemap());
}
return mat;
}
Material **SplatMaterials::GetMaterials (Material* templateMat, int &materialCount)
{
using namespace SplatMaterials_Static;
TerrainData *terrainData = m_TerrainData;
LoadSplatShaders (templateMat);
const bool setNormalMaps = IS_CONTENT_NEWER_OR_SAME(kUnityVersion4_0_a1);
int materialIndex = -1;
Material *splatMaterial = NULL;
int actualNbSplats = terrainData->GetSplatDatabase().GetDepth();
int nbSplats = actualNbSplats>1?actualNbSplats: 1;
for( int i = 0; i < nbSplats; ++i )
{
if (i / 4 != materialIndex)
{
materialIndex = i / 4;
splatMaterial = m_AllocatedMaterials[materialIndex];
if (splatMaterial == NULL)
{
const int shaderIndex = (materialIndex != 0) ? kTerrainShaderAdd : kTerrainShaderFirst;
Shader* shader = m_Shaders[shaderIndex];
splatMaterial = Material::CreateMaterial (*shader, Object::kHideAndDontSave);
splatMaterial->SetCustomRenderQueue(splatMaterial->GetActualRenderQueue() + materialIndex);
m_AllocatedMaterials[materialIndex] = splatMaterial;
}
if (templateMat)
splatMaterial->CopyPropertiesFromMaterial (*templateMat);
if( splatMaterial->HasProperty(kSLPropMainTex) )
splatMaterial->SetTexture(kSLPropMainTex, terrainData->GetSplatDatabase().GetBasemap() );
// As soon as our shader does not support 4 splats per pass,
// that means (at least currently) it's a single pass base map.
// So stop adding materials.
if( splatMaterial->GetTag("SplatCount",false,"") != "4" )
break;
}
int localSplatIndex = i - (materialIndex * 4);
if (materialIndex < actualNbSplats)
{
splatMaterial->SetTexture( kSLPropControl, terrainData->GetSplatDatabase().GetAlphaTexture(materialIndex));
}
else
splatMaterial->SetTexture( kSLPropControl, NULL);
SetupSplat(*splatMaterial, localSplatIndex, i, setNormalMaps);
}
materialCount = materialIndex + 1;
return m_AllocatedMaterials;
}
void SplatMaterials::SetupSplat (Material &m, int splatIndex, int index, bool setNormalMap)
{
ShaderLab::FastPropertyName slName = ShaderLab::Property(kSplatNameStrings[splatIndex]);
ShaderLab::FastPropertyName slNormalName = ShaderLab::Property(kSplatNormalNameStrings[splatIndex]);
const bool hasTex = m.HasProperty(slName);
const bool hasNormalMap = setNormalMap && m.HasProperty(slNormalName);
if (index < m_TerrainData->GetSplatDatabase().GetDepth())
{
const SplatPrototype& splat = m_TerrainData->GetSplatDatabase().GetSplatPrototypes()[index];
Vector3f heightmapSize = m_TerrainData->GetHeightmap().GetSize();
Vector2f splatScale(heightmapSize.x / splat.tileSize.x, heightmapSize.z / splat.tileSize.y);
Vector2f splatOffset(splat.tileOffset.x / heightmapSize.x * splatScale.x, splat.tileOffset.y / heightmapSize.z * splatScale.y);
if (hasTex)
{
m.SetTexture (slName, splat.texture);
m.SetTextureScale (slName, splatScale);
m.SetTextureOffset (slName, splatOffset);
}
if (hasNormalMap)
m.SetTexture (slNormalName, splat.normalMap);
}
else
{
if (hasTex)
m.SetTexture (slName, NULL);
if (hasNormalMap)
m.SetTexture (slNormalName, NULL);
}
}
#endif // ENABLE_TERRAIN
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