using NewHorizons.External.Modules; using NewHorizons.Components; using NewHorizons.Utility; using OWML.Common; using System; using UnityEngine; using Logger = NewHorizons.Utility.Logger; namespace NewHorizons.Builder.Atmosphere { public static class CloudsBuilder { private static Shader _sphereShader = null; private static Material[] _gdCloudMaterials; private static Material[] _qmCloudMaterials; private static GameObject _lightningPrefab; private static Texture2D _colorRamp; private static readonly int Color1 = Shader.PropertyToID("_Color"); private static readonly int TintColor = Shader.PropertyToID("_TintColor"); private static readonly int MainTex = Shader.PropertyToID("_MainTex"); private static readonly int RampTex = Shader.PropertyToID("_RampTex"); private static readonly int CapTex = Shader.PropertyToID("_CapTex"); private static readonly int ColorRamp = Shader.PropertyToID("_ColorRamp"); public static void Make(GameObject planetGO, Sector sector, AtmosphereModule atmo, bool cloaked, IModBehaviour mod) { if (_lightningPrefab == null) _lightningPrefab = SearchUtilities.Find("GiantsDeep_Body/Sector_GD/Clouds_GD/LightningGenerator_GD"); if (_colorRamp == null) _colorRamp = ImageUtilities.GetTexture(Main.Instance, "Assets/textures/Clouds_Bottom_ramp.png"); GameObject cloudsMainGO = new GameObject("Clouds"); cloudsMainGO.SetActive(false); cloudsMainGO.transform.parent = sector?.transform ?? planetGO.transform; MakeTopClouds(cloudsMainGO, atmo, mod); GameObject cloudsBottomGO = new GameObject("BottomClouds"); cloudsBottomGO.SetActive(false); cloudsBottomGO.transform.parent = cloudsMainGO.transform; cloudsBottomGO.transform.localScale = Vector3.one * atmo.clouds.innerCloudRadius; TessellatedSphereRenderer bottomTSR = cloudsBottomGO.AddComponent(); bottomTSR.tessellationMeshGroup = SearchUtilities.Find("CloudsBottomLayer_QM").GetComponent().tessellationMeshGroup; var bottomTSRMaterials = SearchUtilities.Find("CloudsBottomLayer_QM").GetComponent().sharedMaterials; // If they set a colour apply it to all the materials else keep the default QM one if (atmo.clouds.tint != null) { var bottomColor = atmo.clouds.tint.ToColor(); var bottomTSRTempArray = new Material[2]; bottomTSRTempArray[0] = new Material(bottomTSRMaterials[0]); bottomTSRTempArray[0].SetColor(Color1, bottomColor); bottomTSRTempArray[0].SetColor(TintColor, bottomColor); bottomTSRTempArray[0].SetTexture(ColorRamp, ImageUtilities.TintImage(_colorRamp, bottomColor)); bottomTSRTempArray[1] = new Material(bottomTSRMaterials[1]); bottomTSR.sharedMaterials = bottomTSRTempArray; } else { bottomTSR.sharedMaterials = bottomTSRMaterials; } bottomTSR.maxLOD = 6; bottomTSR.LODBias = 0; bottomTSR.LODRadius = 1f; if (cloaked) cloudsBottomGO.AddComponent()._sector = sector; else cloudsBottomGO.AddComponent()._sector = sector; GameObject cloudsFluidGO = new GameObject("CloudsFluid"); cloudsFluidGO.SetActive(false); cloudsFluidGO.layer = 17; cloudsFluidGO.transform.parent = cloudsMainGO.transform; SphereCollider fluidSC = cloudsFluidGO.AddComponent(); fluidSC.isTrigger = true; fluidSC.radius = atmo.size; OWShellCollider fluidOWSC = cloudsFluidGO.AddComponent(); fluidOWSC._innerRadius = atmo.size * 0.9f; CloudLayerFluidVolume fluidCLFV = cloudsFluidGO.AddComponent(); fluidCLFV._layer = 5; fluidCLFV._priority = 1; fluidCLFV._density = 1.2f; var fluidType = FluidVolume.Type.CLOUD; try { fluidType = (FluidVolume.Type)Enum.Parse(typeof(FluidVolume.Type), Enum.GetName(typeof(CloudFluidType), atmo.clouds.fluidType).ToUpper()); } catch (Exception ex) { Logger.LogError($"Couldn't parse fluid volume type [{atmo.clouds.fluidType}]: {ex.Message}, {ex.StackTrace}"); } fluidCLFV._fluidType = fluidType; fluidCLFV._allowShipAutoroll = true; fluidCLFV._disableOnStart = false; // Fix the rotations once the rest is done cloudsMainGO.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(0, 0, 0)); // For the base shader it has to be rotated idk if (atmo.clouds.cloudsPrefab == CloudPrefabType.Basic) cloudsMainGO.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0)); // Lightning if (atmo.clouds.hasLightning) { var lightning = _lightningPrefab.InstantiateInactive(); lightning.transform.parent = cloudsMainGO.transform; lightning.transform.localPosition = Vector3.zero; var lightningGenerator = lightning.GetComponent(); lightningGenerator._altitude = (atmo.clouds.outerCloudRadius + atmo.clouds.innerCloudRadius) / 2f; lightningGenerator._audioSector = sector; if (atmo.clouds.lightningGradient != null) { var gradient = new GradientColorKey[atmo.clouds.lightningGradient.Length]; for(int i = 0; i < atmo.clouds.lightningGradient.Length; i++) { var pair = atmo.clouds.lightningGradient[i]; gradient[i] = new GradientColorKey(pair.tint.ToColor(), pair.time); } lightningGenerator._lightColor.colorKeys = gradient; } lightning.SetActive(true); } cloudsMainGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero); cloudsBottomGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero); cloudsFluidGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero); cloudsBottomGO.SetActive(true); cloudsFluidGO.SetActive(true); cloudsMainGO.SetActive(true); } public static GameObject MakeTopClouds(GameObject rootObject, AtmosphereModule atmo, IModBehaviour mod) { Color cloudTint = atmo.clouds.tint?.ToColor() ?? Color.white; Texture2D image, cap, ramp; try { image = ImageUtilities.GetTexture(mod, atmo.clouds.texturePath); if (atmo.clouds.capPath == null) cap = ImageUtilities.ClearTexture(128, 128); else cap = ImageUtilities.GetTexture(mod, atmo.clouds.capPath); if (atmo.clouds.rampPath == null) ramp = ImageUtilities.CanvasScaled(image, 1, image.height); else ramp = ImageUtilities.GetTexture(mod, atmo.clouds.rampPath); } catch (Exception e) { Logger.LogError($"Couldn't load Cloud textures for [{rootObject.name}], {e.Message}, {e.StackTrace}"); return null; } GameObject cloudsTopGO = new GameObject("TopClouds"); cloudsTopGO.SetActive(false); cloudsTopGO.transform.parent = rootObject.transform; cloudsTopGO.transform.localScale = Vector3.one * atmo.clouds.outerCloudRadius; MeshFilter topMF = cloudsTopGO.AddComponent(); topMF.mesh = SearchUtilities.Find("CloudsTopLayer_GD").GetComponent().mesh; MeshRenderer topMR = cloudsTopGO.AddComponent(); if (_sphereShader == null) _sphereShader = Main.NHAssetBundle.LoadAsset("Assets/Shaders/SphereTextureWrapper.shader"); if (_gdCloudMaterials == null) _gdCloudMaterials = SearchUtilities.Find("CloudsTopLayer_GD").GetComponent().sharedMaterials; if (_qmCloudMaterials == null) _qmCloudMaterials = SearchUtilities.Find("CloudsTopLayer_QM").GetComponent().sharedMaterials; Material[] prefabMaterials = atmo.clouds.cloudsPrefab == CloudPrefabType.GiantsDeep ? _gdCloudMaterials : _qmCloudMaterials; var tempArray = new Material[2]; if (atmo.clouds.cloudsPrefab == CloudPrefabType.Basic) { var material = new Material(_sphereShader); if (atmo.clouds.unlit) material.renderQueue = 2550; material.name = atmo.clouds.unlit ? "BasicCloud" : "BasicShadowCloud"; tempArray[0] = material; } else { var material = new Material(prefabMaterials[0]); if (atmo.clouds.unlit) material.renderQueue = 2550; material.name = atmo.clouds.unlit ? "AdvancedCloud" : "AdvancedShadowCloud"; tempArray[0] = material; } // This is the stencil material for the fog under the clouds tempArray[1] = new Material(prefabMaterials[1]); topMR.sharedMaterials = tempArray; foreach (var material in topMR.sharedMaterials) { material.SetColor(Color1, cloudTint); material.SetColor(TintColor, cloudTint); material.SetTexture(MainTex, image); material.SetTexture(RampTex, ramp); material.SetTexture(CapTex, cap); } if (atmo.clouds.unlit) { cloudsTopGO.layer = LayerMask.NameToLayer("IgnoreSun"); } RotateTransform topRT = cloudsTopGO.AddComponent(); // Idk why but the axis is weird topRT._localAxis = atmo.clouds.cloudsPrefab == CloudPrefabType.Basic ? Vector3.forward : Vector3.up; topRT._degreesPerSecond = 10; topRT._randomizeRotationRate = false; cloudsTopGO.transform.localPosition = Vector3.zero; cloudsTopGO.SetActive(true); return cloudsTopGO; } } }