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Add LOD to heightmaps
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@ -1,5 +1,7 @@
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using NewHorizons.Builder.Body.Geometry;
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using NewHorizons.External.Configs;
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using NewHorizons.External.Modules;
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using NewHorizons.Handlers;
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using NewHorizons.Utility;
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using OWML.Common;
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using System;
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@ -11,7 +13,7 @@ namespace NewHorizons.Builder.Body
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{
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public static Shader PlanetShader;
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public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod, int resolution)
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public static void Make(GameObject planetGO, Sector sector, HeightMapModule module, IModBehaviour mod, int resolution, bool useLOD = false)
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{
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var deleteHeightmapFlag = false;
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@ -51,24 +53,35 @@ namespace NewHorizons.Builder.Body
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GameObject cubeSphere = new GameObject("CubeSphere");
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cubeSphere.SetActive(false);
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cubeSphere.transform.parent = sector?.transform ?? planetGO.transform;
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cubeSphere.transform.rotation = Quaternion.Euler(90, 0, 0);
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Vector3 stretch = module.stretch != null ? (Vector3)module.stretch : Vector3.one;
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Mesh mesh = CubeSphere.Build(resolution, heightMap, module.minHeight, module.maxHeight, stretch);
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cubeSphere.AddComponent<MeshFilter>();
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cubeSphere.GetComponent<MeshFilter>().mesh = mesh;
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if (PlanetShader == null) PlanetShader = Main.NHAssetBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
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var cubeSphereMR = cubeSphere.AddComponent<MeshRenderer>();
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var material = new Material(PlanetShader);
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cubeSphereMR.material = material;
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material.name = textureMap.name;
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material.mainTexture = textureMap;
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Vector3 stretch = module.stretch != null ? (Vector3)module.stretch : Vector3.one;
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var level1 = MakeLODTerrain(cubeSphere, heightMap, textureMap, module.minHeight, module.maxHeight, resolution, stretch);
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var cubeSphereMC = cubeSphere.AddComponent<MeshCollider>();
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cubeSphereMC.sharedMesh = mesh;
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cubeSphereMC.sharedMesh = level1.gameObject.GetComponent<MeshFilter>().mesh;
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if (useLOD)
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{
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var level2Res = (int)Mathf.Clamp(resolution / 2f, 35, 100);
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var level2 = MakeLODTerrain(cubeSphere, heightMap, textureMap, module.minHeight, module.maxHeight, level2Res, stretch);
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var LODGroup = cubeSphere.AddComponent<LODGroup>();
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LODGroup.size = module.maxHeight;
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LODGroup.SetLODs(new LOD[]
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{
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new LOD(0.5f, new Renderer[] { level1 }),
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new LOD(0.33f, new Renderer[] { level2 })
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});
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level1.transform.name += "1";
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level2.transform.name += "2";
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LODGroup.RecalculateBounds();
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}
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var cubeSphereSC = cubeSphere.AddComponent<SphereCollider>();
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cubeSphereSC.radius = Mathf.Min(module.minHeight, module.maxHeight);
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@ -86,5 +99,26 @@ namespace NewHorizons.Builder.Body
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// Now that we've made the mesh we can delete the heightmap texture
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if (deleteHeightmapFlag) ImageUtilities.DeleteTexture(mod, module.heightMap, heightMap);
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}
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public static MeshRenderer MakeLODTerrain(GameObject root, Texture2D heightMap, Texture2D textureMap, float minHeight, float maxHeight, int resolution, Vector3 stretch)
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{
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var LODCubeSphere = new GameObject("LODCubeSphere");
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Mesh mesh = CubeSphere.Build(resolution, heightMap, minHeight, maxHeight, stretch);
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LODCubeSphere.AddComponent<MeshFilter>();
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LODCubeSphere.GetComponent<MeshFilter>().mesh = mesh;
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var cubeSphereMR = LODCubeSphere.AddComponent<MeshRenderer>();
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var material = new Material(PlanetShader);
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cubeSphereMR.material = material;
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material.name = textureMap.name;
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material.mainTexture = textureMap;
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LODCubeSphere.transform.parent = root.transform;
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LODCubeSphere.transform.localPosition = Vector3.zero;
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return cubeSphereMR;
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}
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}
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}
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@ -469,7 +469,7 @@ namespace NewHorizons.Handlers
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// resolution = tris on edge per face
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// divide by 4 to account for all the way around the equator
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var res = body.Config.HeightMap.resolution / 4;
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HeightMapBuilder.Make(go, sector, body.Config.HeightMap, body.Mod, res);
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HeightMapBuilder.Make(go, sector, body.Config.HeightMap, body.Mod, res, true);
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}
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if (body.Config.ProcGen != null)
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