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  • unity 读取灰度图生成按高程分层设色地形模型

    准备灰度图  


    1、高程按比例对应hue色相(hsv)生成mesh效果
    o.color = float4(hsv2rgb(float3(v.vertex.y/100.0, 0.5, 0.75)), 1.0);

    unity shader

    Shader "Unlit/vertexColor 1"
    {
    	Properties
    	{
    		_MainTex ("Texture", 2D) = "white" {}
    	}
    	SubShader
    	{
    		Tags { "RenderType"="Opaque" }
    		LOD 100
    
    		Pass
    		{
    			CGPROGRAM
    			#pragma vertex vert
    			#pragma fragment frag
    			// make fog work
    			#pragma multi_compile_fog
    			
    			#include "UnityCG.cginc"
    
    			struct appdata
    			{
    				float4 vertex : POSITION;
    				float2 uv : TEXCOORD0; 
    			};
    
    			struct v2f
    			{
    				float2 uv : TEXCOORD0;
    				UNITY_FOG_COORDS(1)
    				float4 vertex : SV_POSITION;
    				float4 color:COLOR;
    			};
    
    			sampler2D _MainTex;
    			float4 _MainTex_ST;
    			
    			float3 hsv2rgb(float3 c)
    			{
    				float4 K = float4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0);
    				float3 p = abs(frac(c.xxx + K.xyz) * 6.0 - K.www);
    				return c.z * lerp(K.xxx, saturate(p - K.xxx), c.y);
    			}
    
    
    			v2f vert (appdata v)
    			{
    				v2f o;
    				o.vertex = UnityObjectToClipPos(v.vertex);
    				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    				o.color = float4(hsv2rgb(float3(v.vertex.y/100.0, 0.5, 0.75)), 1.0);
    				UNITY_TRANSFER_FOG(o,o.vertex);
    				return o;
    			}
    			
    			fixed4 frag (v2f i) : SV_Target
    			{
    				// sample the texture
    				//fixed4 col = tex2D(_MainTex, i.uv);
    				fixed4 col = i.color;
    				// apply fog
    				UNITY_APPLY_FOG(i.fogCoord, col);
    				return col;
    			}
    			ENDCG
    		}
    	}
    }
    

      

    2、高程按比例对应色带生成mesh效果

    准备色带图

    unity shder

    Shader "Unlit/colorRamp"
    {
    	Properties
    	{
    		_MainTex ("Texture", 2D) = "white" {}
    	    _ColorRamp("Color Ramp", 2D) = "white" {}
    	}
    	SubShader
    	{
    		Tags { "RenderType"="Opaque" }
    		LOD 100
    
    		Pass
    		{
    			CGPROGRAM
    			#pragma vertex vert
    			#pragma fragment frag
    			// make fog work
    			#pragma multi_compile_fog
    			
    			#include "UnityCG.cginc"
    
    			struct appdata
    			{
    				float4 vertex : POSITION;
    				float2 uv : TEXCOORD0;
    			};
    
    			struct v2f
    			{
    				float2 uv : TEXCOORD0;
    				UNITY_FOG_COORDS(1)
    				float4 vertex : SV_POSITION;
    				float2 colorUV : TEXCOORD1;
    			};
    
    			sampler2D _MainTex;
    			sampler2D _ColorRamp;
    			float4 _MainTex_ST;
    			
    			v2f vert (appdata v)
    			{
    				v2f o;
    				o.vertex = UnityObjectToClipPos(v.vertex);
    				o.uv = TRANSFORM_TEX(v.uv, _MainTex);
    				UNITY_TRANSFER_FOG(o,o.vertex);
    				o.colorUV =  float2(v.vertex.y / 100.0,0);
    				return o;
    			}
    			
    			fixed4 frag (v2f i) : SV_Target
    			{ 
    				fixed4 col = tex2D(_ColorRamp,i.colorUV);
    				// apply fog
    				UNITY_APPLY_FOG(i.fogCoord, col);
    				return col;
    			}
    			ENDCG
    		}
    	}
    }
    

      

    mesh创建脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class meshCreate2 : MonoBehaviour { 
     
        private Texture textureGray;//灰度图
        private Texture textureGrass;//草地贴图
        private int tGrayWidth = 0, tGrayHeight = 0;//灰度图的宽和高
        private bool bCreate = false;//是否完成创建
        private List<GameObject> meshList;//mesh集合
        private Texture2D texture2dGray;
        public float zScale = 100;//高度参数
    
        [Tooltip("传入mesh使用的材质")]
        public Material meshMaterial;
    
        void Start()
        {
            StartCoroutine(loadImage("IGray.png", (t) => textureGray = t));
            StartCoroutine(loadImage("IGrass.jpg", (t) => textureGrass = t));
            meshList = new List<GameObject>();
        }
    
        void Update()
        {
            if (textureGray != null && textureGrass != null)
            {
                if (bCreate == false)
                {
                    tGrayWidth = textureGray.width;
                    tGrayHeight = textureGray.height;
                    meshMaterial.mainTexture = textureGrass;//设置材质贴图
                    //mesh顶点数目最大65000,则取mes为250*250=62500
                    int xNum = 1 + tGrayWidth / 250;//x方向mesh个数
                    int zNum = 1 + tGrayHeight / 250; //z方向mesh个数
                    texture2dGray = (Texture2D)textureGray;
                    //根据灰度图创建mesh
                    for (int i = 0; i < xNum; i++)
                    {
                        for (int j = 0; j < zNum; j++)
                        {
                            if (i < xNum - 1 && j < zNum - 1)
                            {
                                meshList.Add(
                                    createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, 251,
                                    i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
                                    (i + 1) * new Vector3(2500, 0, 0) + (j + 1) * new Vector3(0, 0,2500) + new Vector3(10,  0,10),
                                    i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                    (i + 1) * new Vector2(250, 0) + (j + 1) * new Vector2(0, 250) + new Vector2(1, 1)));
                            }
                            else if (i == xNum - 1 && j < zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, 251,
                                i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
                                i * new Vector3(2500, 0, 0) + new Vector3(10 * (tGrayWidth % 250),  0,10) + (j + 1) * new Vector3(0, 0,2500),
                                i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                i * new Vector2(250, 0) + new Vector2(tGrayWidth % 250, 1) + (j + 1) * new Vector2(0, 250)));
                            }
                            else if (i < xNum - 1 && j == zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), 251, tGrayHeight % 250,
                                  i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500),
                                 (i + 1) * new Vector3(2500, 0, 0) + j * new Vector3(0, 0,2500) + new Vector3(10, 0, 10 * (tGrayHeight % 250)),
                                  i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 (i + 1) * new Vector2(250, 0) + j * new Vector2(0, 150) + new Vector2(1, tGrayHeight % 250)));
                            }
                            else if (i == xNum - 1 && j == zNum - 1)
                            {
                                meshList.Add(createMesh("meshX" + i.ToString() + "Z" + j.ToString(), tGrayWidth % 250, tGrayHeight % 250,
                                 i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500),
                                 i * new Vector3(2500, 0, 0) + j * new Vector3(0, 0, 2500) + new Vector3(10 * (tGrayWidth % 250),  0, 10 * (tGrayHeight % 250)),
                                 i * new Vector2(250, 0) + j * new Vector2(0, 250),
                                 i * new Vector2(250, 0) + j * new Vector2(0, 250) + new Vector2(tGrayWidth % 250, tGrayHeight % 250)));
                            }
                        }
                    }
                    bCreate = true;
                }
            }
        }
    
        //加载图片
        IEnumerator loadImage(string imagePath, System.Action<Texture> action)
        {
            WWW www = new WWW("file://" + Application.streamingAssetsPath + "/" + imagePath);
            yield return www;
            if (www.error == null)
            {
                action(www.texture);
            }
        }
    
    
        /// <summary>
        ///创建mesh 
        /// </summary>
        /// <param name="meshName">mesh名称</param>
        /// <param name="row">行数</param>
        /// <param name="col">列数</param>
        /// <param name="minPoint">最小点位置</param>
        /// <param name="maxPoint">最大点位置</param>
        /// <param name="minImgPosition">最小点灰度图位置</param>
        /// <param name="maxImgPosition">最大点灰度图位置</param>
        /// <returns></returns>
        /// 
    
    
        private GameObject createMesh(string meshName, int row, int col, Vector3 minPoint, Vector3 maxPoint, Vector2 minImgPosition, Vector2 maxImgPosition)
        {
            GameObject meshObject = new GameObject(meshName);
    
            int verticeNum = row * col;
            Vector3[] vertices = new Vector3[verticeNum];//顶点数组大小 
            int[] triangles = new int[verticeNum * 3 * 2];//三角集合数组,保存顶点索引 
                                                          // Vector3[] normals = new Vector3[verticeNum];//顶点法线数组大小
            Vector2[] uvs = new Vector2[verticeNum];
            float rowF = (float)row;
            float colF = (float)col;
            Vector3 xStep = new Vector3((maxPoint.x - minPoint.x) / rowF, 0, 0);
            Vector3 zSetp = new Vector3(0,  0, (maxPoint.z - minPoint.z) / colF);
            int k = 0;
    
            for (int i = 0; i < row; i++)
            {
                for (int j = 0; j < col; j++)
                {
                    float tempZ = texture2dGray.GetPixel((int)minImgPosition.x + i, (int)minImgPosition.y + j).grayscale;
                    vertices[i + j * row] = minPoint + xStep * i + zSetp * j + new Vector3(0, tempZ * zScale,0);
    
                    uvs[i + j * row] = new Vector2((float)i / rowF, (float)j / colF);
    
                    if (j < col - 1 && i < row - 1)
                    {
                        triangles[k++] = j * row + i; 
                        triangles[k++] = j * row + i + row;
                        triangles[k++] = j * row + i + 1;
    
                        triangles[k++] = j * row + i + row; 
                        triangles[k++] = j * row + i + row + 1;
                        triangles[k++] = j * row + i + 1;
                    }
                }
            }
            Mesh mesh = new Mesh();
            mesh.vertices = vertices;
            mesh.triangles = triangles;
            // mesh.normals = normals;
            mesh.uv = uvs;
            mesh.RecalculateBounds();
            mesh.RecalculateNormals();
            meshObject.AddComponent<MeshFilter>();
            meshObject.AddComponent<MeshRenderer>();
            meshObject.GetComponent<MeshFilter>().mesh = mesh;
            meshObject.GetComponent<MeshRenderer>().material = meshMaterial;
    
            return meshObject;
        }
    }
    

      相机漫游控制脚本

    using System.Collections;
    using System.Collections.Generic;
    using UnityEngine;
    
    public class MyCameraControl : MonoBehaviour
    {
        public Camera mainCam;
        //旋转变量;
        private float m_deltX = 0f;
        private float m_deltY = 0f;
        //缩放变量;
        private float m_distance = 10f;
        private float m_mSpeed = 5f;
        //移动变量;
        private Vector3 m_mouseMovePos = Vector3.zero;
        //平移速度
        float Speed = 200f;
    
        void Start()
        {
            //  transform.localPosition = new Vector3(0, m_distance, 0);
        }
    
        void Update()
        {
    
            if (Input.GetKey(KeyCode.W))
            {
                transform.Translate(Vector3.forward * Time.deltaTime * Speed);
            }
            if (Input.GetKey(KeyCode.A))
            {
                transform.Translate(Vector3.left * Time.deltaTime * Speed);
            }
            if (Input.GetKey(KeyCode.S))
            {
                transform.Translate(Vector3.forward * Time.deltaTime * -Speed);
            }
            if (Input.GetKey(KeyCode.D))
            {
                transform.Translate(Vector3.left * Time.deltaTime * -Speed);
            }
            //鼠标左键控制旋转
            if (Input.GetMouseButton(0))
            {
                m_deltX += Input.GetAxis("Mouse X") * m_mSpeed;
                m_deltY -= Input.GetAxis("Mouse Y") * m_mSpeed;
                m_deltX = ClampAngle(m_deltX, -360, 360);//旋转幅度 左右
                m_deltY = ClampAngle(m_deltY, -70, 70);//旋转幅度 上下
                transform.rotation = Quaternion.Euler(m_deltY, m_deltX, 0);
            }
            //鼠标滑轮缩放
            if (Input.GetAxis("Mouse ScrollWheel") != 0)
            {
                //自由缩放方式;
                m_distance = Input.GetAxis("Mouse ScrollWheel") * 10f;
                transform.localPosition = transform.position + transform.forward * m_distance;
            }
    
            //相机位置跳到点击处;
            if (Input.GetMouseButtonDown(1)) //0-左键 1-右键 2-滑轮
            {
                Ray ray = mainCam.ScreenPointToRay(Input.mousePosition);//从摄像机发出到点击坐标的射线
                RaycastHit hitInfo;
                if (Physics.Raycast(ray, out hitInfo))
                {
                    m_mouseMovePos = hitInfo.point;
                    transform.localPosition = m_mouseMovePos;
                }
            }
    
        }
    
        float ClampAngle(float angle, float minAngle, float maxAgnle)
        {
            if (angle <= -360)
                angle += 360;
            if (angle >= 360)
                angle -= 360;
    
            return Mathf.Clamp(angle, minAngle, maxAgnle);
        }
    
    
    }
    

    本文链接

    https://www.cnblogs.com/gucheng/p/10945429.html

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  • 原文地址:https://www.cnblogs.com/gucheng/p/10945429.html
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