2022-05-13 14:12:58 -04:00

182 lines
7.8 KiB
C#

using NewHorizons.External;
using NewHorizons.Utility;
using OWML.Common;
using OWML.Utils;
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;
public static void Make(GameObject planetGO, Sector sector, AtmosphereModule atmo, IModBehaviour mod)
{
Texture2D image, cap, ramp;
try
{
image = ImageUtilities.GetTexture(mod, atmo.Cloud);
if (atmo.CloudCap == null) cap = ImageUtilities.ClearTexture(128, 128);
else cap = ImageUtilities.GetTexture(mod, atmo.CloudCap);
if (atmo.CloudRamp == null) ramp = ImageUtilities.CanvasScaled(image, 1, image.height);
else ramp = ImageUtilities.GetTexture(mod, atmo.CloudRamp);
}
catch (Exception e)
{
Logger.LogError($"Couldn't load Cloud textures, {e.Message}, {e.StackTrace}");
return;
}
Color cloudTint = atmo.CloudTint == null ? Color.white : (Color)atmo.CloudTint.ToColor32();
GameObject cloudsMainGO = new GameObject("Clouds");
cloudsMainGO.SetActive(false);
cloudsMainGO.transform.parent = sector?.transform ?? planetGO.transform;
GameObject cloudsTopGO = new GameObject("TopClouds");
cloudsTopGO.SetActive(false);
cloudsTopGO.transform.parent = cloudsMainGO.transform;
cloudsTopGO.transform.localScale = Vector3.one * atmo.Size;
MeshFilter topMF = cloudsTopGO.AddComponent<MeshFilter>();
topMF.mesh = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshFilter>().mesh;
MeshRenderer topMR = cloudsTopGO.AddComponent<MeshRenderer>();
if (_sphereShader == null) _sphereShader = Main.ShaderBundle.LoadAsset<Shader>("Assets/Shaders/SphereTextureWrapper.shader");
if (_gdCloudMaterials == null) _gdCloudMaterials = GameObject.Find("CloudsTopLayer_GD").GetComponent<MeshRenderer>().sharedMaterials;
var tempArray = new Material[2];
if (atmo.UseBasicCloudShader)
{
var material = new Material(_sphereShader);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "BasicShadowCloud" : "BasicCloud";
tempArray[0] = material;
}
else
{
var material = new Material(_gdCloudMaterials[0]);
if (!atmo.ShadowsOnClouds) material.renderQueue = 2550;
material.name = atmo.ShadowsOnClouds ? "AdvancedShadowCloud" : "AdvancedCloud";
tempArray[0] = material;
}
// This is the stencil material for the fog under the clouds
tempArray[1] = new Material(_gdCloudMaterials[1]);
topMR.sharedMaterials = tempArray;
foreach (var material in topMR.sharedMaterials)
{
material.SetColor("_Color", cloudTint);
material.SetColor("_TintColor", cloudTint);
material.SetTexture("_MainTex", image);
material.SetTexture("_RampTex", ramp);
material.SetTexture("_CapTex", cap);
}
if(!atmo.ShadowsOnClouds)
{
cloudsTopGO.layer = LayerMask.NameToLayer("IgnoreSun");
}
RotateTransform topRT = cloudsTopGO.AddComponent<RotateTransform>();
// Idk why but the axis is weird
topRT._localAxis = atmo.UseBasicCloudShader ? Vector3.forward : Vector3.up;
topRT._degreesPerSecond = 10;
topRT._randomizeRotationRate = false;
GameObject cloudsBottomGO = new GameObject("BottomClouds");
cloudsBottomGO.SetActive(false);
cloudsBottomGO.transform.parent = cloudsMainGO.transform;
cloudsBottomGO.transform.localScale = Vector3.one * (atmo.Size * 0.9f);
TessellatedSphereRenderer bottomTSR = cloudsBottomGO.AddComponent<TessellatedSphereRenderer>();
bottomTSR.tessellationMeshGroup = GameObject.Find("CloudsBottomLayer_QM").GetComponent<TessellatedSphereRenderer>().tessellationMeshGroup;
var bottomTSRMaterials = GameObject.Find("CloudsBottomLayer_QM").GetComponent<TessellatedSphereRenderer>().sharedMaterials;
// If they set a colour apply it to all the materials else keep the default QM one
if (atmo.CloudTint != null)
{
var bottomColor = atmo.CloudTint.ToColor32();
var bottomTSRTempArray = new Material[2];
bottomTSRTempArray[0] = new Material(bottomTSRMaterials[0]);
bottomTSRTempArray[0].SetColor("_Color", bottomColor);
bottomTSRTempArray[0].SetColor("_TintColor", bottomColor);
bottomTSRTempArray[1] = new Material(bottomTSRMaterials[1]);
bottomTSR.sharedMaterials = bottomTSRTempArray;
}
else
{
bottomTSR.sharedMaterials = bottomTSRMaterials;
}
bottomTSR.maxLOD = 6;
bottomTSR.LODBias = 0;
bottomTSR.LODRadius = 1f;
TessSphereSectorToggle bottomTSST = cloudsBottomGO.AddComponent<TessSphereSectorToggle>();
bottomTSST._sector = sector;
GameObject cloudsFluidGO = new GameObject("CloudsFluid");
cloudsFluidGO.SetActive(false);
cloudsFluidGO.layer = 17;
cloudsFluidGO.transform.parent = cloudsMainGO.transform;
SphereCollider fluidSC = cloudsFluidGO.AddComponent<SphereCollider>();
fluidSC.isTrigger = true;
fluidSC.radius = atmo.Size;
OWShellCollider fluidOWSC = cloudsFluidGO.AddComponent<OWShellCollider>();
fluidOWSC._innerRadius = atmo.Size * 0.9f;
CloudLayerFluidVolume fluidCLFV = cloudsFluidGO.AddComponent<CloudLayerFluidVolume>();
fluidCLFV._layer = 5;
fluidCLFV._priority = 1;
fluidCLFV._density = 1.2f;
var fluidType = FluidVolume.Type.CLOUD;
if (!string.IsNullOrEmpty(atmo.CloudFluidType))
{
try
{
fluidType = (FluidVolume.Type)Enum.Parse(typeof(FluidVolume.Type), atmo.CloudFluidType.ToUpper());
}
catch (Exception ex)
{
Logger.LogError($"Couldn't parse fluid volume type [{atmo.CloudFluidType}]: {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.UseBasicCloudShader) cloudsMainGO.transform.rotation = planetGO.transform.TransformRotation(Quaternion.Euler(90, 0, 0));
cloudsMainGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsBottomGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsFluidGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsTopGO.transform.position = planetGO.transform.TransformPoint(Vector3.zero);
cloudsTopGO.SetActive(true);
cloudsBottomGO.SetActive(true);
cloudsFluidGO.SetActive(true);
cloudsMainGO.SetActive(true);
}
}
}