63 lines
1.8 KiB
C#
63 lines
1.8 KiB
C#
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using UnityEngine;
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namespace BitGames.Terrain
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{
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internal static class RuntimeGlobals
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{
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public const float TILE_SIZE = 2.5f;
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public static readonly SizeOption[] SizeOptions = { new(32), new(64), new(128), new(256) };
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private static Material _instancedMaterial;
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private static int _materialDependencies;
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private static TerrainAsset _currentAsset;
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private static readonly int ControlMapId = Shader.PropertyToID("ControlMap");
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private static readonly int ShadowMapId = Shader.PropertyToID("ShadowMap");
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private static readonly int ShadowColorId = Shader.PropertyToID("ShadowColor");
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private static readonly int TileSizeId = Shader.PropertyToID("TileSize");
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public static Material RegisterMaterialUser(ITerrainMaterialUser user)
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{
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if (_materialDependencies == 0 || _instancedMaterial == null)
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{
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_instancedMaterial = new Material(Shader.Find("Terrain/Tile Terrain")) { name = "Terrain (instance)" };
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}
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_materialDependencies++;
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return _instancedMaterial;
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}
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public static void RemoveMaterialUser(ITerrainMaterialUser user)
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{
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_materialDependencies--;
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if (_materialDependencies == 0)
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{
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SafeDestroy(_instancedMaterial);
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}
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}
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private static void SafeDestroy(Object obj)
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{
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#if UNITY_EDITOR
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if(UnityEditor.EditorApplication.isPlaying)
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Object.Destroy(obj);
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else
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Object.DestroyImmediate(obj);
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#else
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Object.Destroy(obj);
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#endif
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}
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public static void ActivateAsset(TerrainAsset asset)
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{
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_currentAsset = asset;
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Shader.SetGlobalTexture(ControlMapId, asset.ControlTexture);
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Shader.SetGlobalTexture(ShadowMapId, asset.ShadowTexture);
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Shader.SetGlobalColor(ShadowColorId, asset.ShadowColor);
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Shader.SetGlobalFloat(TileSizeId, TILE_SIZE);
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}
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}
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}
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