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Draw region grid in shader instead of gizmos #100

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TokisanGames opened this issue Jul 2, 2023 · 2 comments
Open
4 tasks

Draw region grid in shader instead of gizmos #100

TokisanGames opened this issue Jul 2, 2023 · 2 comments
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enhancement New feature or request
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@TokisanGames
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TokisanGames commented Jul 2, 2023

Todo

  • Different color for defined regions, and no regions (white, grey or maybe white at .50% opacity)
  • Different color when the mouse is over it for add (green) and remove (red) when using the region tool (mouse tracking added in Compatibility renderer support #500)
  • Blue line for maximum bounds (though we may drop bounds in Implement Region Streaming #491)
  • Reduce the region gizmos to draw the add region square only when background mode = NONE and the mouse is in an empty space with no terrain mesh

Using the editor gizmos for regions is a bit ugly and doesn't occlude. This would look so much better if drawn directly on the terrain, which will traverse the heights and occlude when close. We could even inject that code into custom shaders when inside the editor.

image

A preview of shader based region grid is in the grid debug view shader. It nicely occludes and stays the same size regardless of distance. Just needs mouse position and highlight color and the region gizmo can be dispensed with.

image

However, we can't draw on the terrain where no terrain exists. So I'm not sure what to do about the grid for empty regions. Perhaps we do a hybrid and use gizmos for empty slots.

@TokisanGames TokisanGames added the enhancement New feature or request label Jul 2, 2023
@TokisanGames TokisanGames added this to the Polished Version milestone Jul 2, 2023
@TokisanGames TokisanGames moved this to Low Priority in @Terrain Jul 2, 2023
@TokisanGames TokisanGames added the low priority Low Priority label Jul 2, 2023
@TokisanGames TokisanGames moved this from Low Priority to Ideas in @Terrain Jul 3, 2023
@TokisanGames TokisanGames added idea Just an idea, may or may not be implemented and removed low priority Low Priority labels Jul 3, 2023
@TokisanGames TokisanGames moved this from Ideas to Beta Release in @Terrain Jul 24, 2023
@TokisanGames TokisanGames removed the idea Just an idea, may or may not be implemented label Jul 24, 2023
@TokisanGames TokisanGames modified the milestones: Polished Version, Beta Jul 24, 2023
@TokisanGames TokisanGames self-assigned this Aug 5, 2023
@TokisanGames TokisanGames moved this to Beta Release in Terrain3D Roadmap Aug 21, 2023
@TokisanGames TokisanGames moved this to Beta Release in Terrain3D Roadmap Sep 19, 2023
@TokisanGames TokisanGames moved this from 0.9-Beta Release to 1.0-Stable Release in Terrain3D Roadmap Nov 22, 2023
@TokisanGames TokisanGames modified the milestones: Beta, Stable Dec 16, 2023
@TokisanGames TokisanGames moved this from 1.0-Stable to 9.2 in Terrain3D Roadmap Jan 3, 2024
@TokisanGames TokisanGames modified the milestones: Stable 1.0.x, Beta 0.9.x Feb 4, 2024
@TokisanGames TokisanGames moved this from 0.9.2 to 0.9.3 in Terrain3D Roadmap May 5, 2024
@TokisanGames TokisanGames removed their assignment Jun 1, 2024
@TokisanGames
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The region_grid is still a debug shader, but the setting is now exposed in the main inspector under Regions. I've updated the Op with remaining steps.

@Xtarsia
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Xtarsia commented Oct 2, 2024

since we are tracking the mouse pos (only compatibility for now), it would be reasonable to render the currently hovered region even when BG mode is none, but just checking if the region the mouse is in == current region for this vertex.

@TokisanGames TokisanGames removed this from the 0.9 milestone Oct 6, 2024
@TokisanGames TokisanGames added this to the 1.0 milestone Oct 6, 2024
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