Rasagar/Library/PackageCache/com.unity.terrain-tools/Editor/TerrainTools/BrushControllers/IPaintContextRender.cs

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2024-08-26 13:07:20 -07:00
using System;
using UnityEngine;
using UnityEngine.TerrainTools;
namespace UnityEditor.TerrainTools
{
/// <summary>
/// An interface that allows rendering of terrain-brushes for both preview purposes and to modify the terrain.
/// NOTE: This uses the GPU so material properties will also need to be dealt with prior to rendering.
/// </summary>
public interface IPaintContextRender : IDisposable
{
/// <summary>
/// Sets up the material properties required when rendering a terrain-brush.
/// </summary>
/// <param name="paintContext">The paint-context to use.</param>
/// <param name="brushTransform">The brush-transform to be rendered.</param>
/// <param name="material">The material whose properties are to be initialised.</param>
void SetupTerrainToolMaterialProperties(PaintContext paintContext, BrushTransform brushTransform, Material material);
/// <summary>
/// Renders the terrain-brush using the specified material/pass to the paint-context provided.
/// </summary>
/// <param name="paintContext">The paint-context to modify.</param>
/// <param name="material">The material to use when rendering to the terrain.</param>
/// <param name="pass">The pass on the material to use.</param>
void RenderBrush(PaintContext paintContext, Material material, int pass);
}
/// <summary>
/// An interface that represents the method for rendering the terrain-brush preview.
/// </summary>
public interface IPaintContextRenderPreview : IPaintContextRender
{
/// <summary>
/// Renders a preview of the terrain-brush using the specified material/pass and paint-context provided.
/// </summary>
/// <param name="paintContext">The paint-context to preview the changes against.</param>
/// <param name="previewTexture">The type of texture to preview.</param>
/// <param name="brushTransform">The brush-transform to be rendered.</param>
/// <param name="material">The material to use when rendering to the terrain.</param>
/// <param name="pass">The pass on the material to use.</param>
void RenderBrushPreview(PaintContext paintContext, TerrainBrushPreviewMode previewTexture, BrushTransform brushTransform, Material material, int pass);
}
}