| 360 | } |
| 361 | |
| 362 | void UpdateSplatMap(const TerrainDataUpdateInfo& info, const Color32* splatMap, const Int2& modifiedOffset, const Int2& modifiedSize, const byte* data) |
| 363 | { |
| 364 | PROFILE_CPU_NAMED("Terrain.UpdateSplatMap"); |
| 365 | |
| 366 | // TODO: use offset and size to improve performance of the data updating |
| 367 | |
| 368 | const auto splatPtr = splatMap; |
| 369 | const auto ptr = (Color32*)data; |
| 370 | for (int32 chunkIndex = 0; chunkIndex < Terrain::ChunksCount; chunkIndex++) |
| 371 | { |
| 372 | const int32 chunkX = (chunkIndex % Terrain::ChunksCountEdge); |
| 373 | const int32 chunkZ = (chunkIndex / Terrain::ChunksCountEdge); |
| 374 | |
| 375 | const int32 chunkTextureX = chunkX * info.VertexCountEdge; |
| 376 | const int32 chunkTextureZ = chunkZ * info.VertexCountEdge; |
| 377 | |
| 378 | const int32 chunkHeightmapX = chunkX * info.ChunkSize; |
| 379 | const int32 chunkHeightmapZ = chunkZ * info.ChunkSize; |
| 380 | |
| 381 | for (int32 z = 0; z < info.VertexCountEdge; z++) |
| 382 | { |
| 383 | const int32 tz = (chunkTextureZ + z) * info.TextureSize; |
| 384 | const int32 sz = (chunkHeightmapZ + z) * info.HeightmapSize; |
| 385 | |
| 386 | for (int32 x = 0; x < info.VertexCountEdge; x++) |
| 387 | { |
| 388 | const int32 tx = chunkTextureX + x; |
| 389 | const int32 sx = chunkHeightmapX + x; |
| 390 | const int32 textureIndex = tz + tx; |
| 391 | const int32 heightmapIndex = sz + sx; |
| 392 | |
| 393 | ptr[textureIndex] = splatPtr[heightmapIndex]; |
| 394 | } |
| 395 | } |
| 396 | } |
| 397 | } |
| 398 | |
| 399 | void UpdateSplatMap(const TerrainDataUpdateInfo& info, const Color32* splatMap, const byte* data) |
| 400 | { |
no test coverage detected