diff --git a/Assets/GFX/Shaders/WaveShader.shader b/Assets/GFX/Shaders/WaveShader.shader new file mode 100644 index 00000000..0cde30e9 --- /dev/null +++ b/Assets/GFX/Shaders/WaveShader.shader @@ -0,0 +1,152 @@ +// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' + +// Upgrade NOTE: replaced 'UNITY_INSTANCE_ID' with 'UNITY_VERTEX_INPUT_INSTANCE_ID' +// Upgrade NOTE: upgraded instancing buffer 'MyProperties' to new syntax. + +// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)' + +Shader "MapEditor/Wave" { +Properties { +_Color ("Main Color", Color) = (1,1,1,1) + _MainTex ("Base (RGB) Trans (A)", 2D) = "white" {} + _Ramp("Ramp", 2D) = "white" {} + _Cutoff("Alpha cutoff", Range(0,1)) = 0.5 + _Velocity("Velocity", Vector) = (0,0,0,0) + _First("First", Vector) = (0,0,0,0) + _Second("Second", Vector) = (0,0,0,0) + _Frames("Frames", Vector) = (0,0,0,0) +} +SubShader{ + Tags {"Queue" = "Transparent+5" "IgnoreProjector" = "True" "RenderType" = "Transparent"} + LOD 100 + + Lighting Off + //ZTest Always + ZWrite Off + Blend One OneMinusSrcAlpha + Offset 0.00001, 0.00001 + Cull Off + + Pass { + CGPROGRAM + #pragma vertex vert + #pragma fragment frag + #pragma multi_compile_instancing + #include "UnityCG.cginc" + + struct appdata_t { + float4 vertex : POSITION; + float3 normal : NORMAL; + float2 texcoord : TEXCOORD0; + UNITY_VERTEX_INPUT_INSTANCE_ID + }; + + struct v2f { + float4 vertex : SV_POSITION; + half2 texcoord : TEXCOORD0; + half3 lifetime : TEXCOORD1; + //UNITY_VERTEX_INPUT_INSTANCE_ID // necessary only if you want to access instanced properties in the fragment Shader. + }; + + fixed4 _Color; + sampler2D _MainTex; + sampler2D _Ramp; + float4 _MainTex_ST; + fixed _Cutoff; + + float _SupComTime; + + UNITY_INSTANCING_BUFFER_START(MyProperties) + UNITY_DEFINE_INSTANCED_PROP(float4, _Velocity) + #define _Velocity_arr MyProperties + UNITY_DEFINE_INSTANCED_PROP(float4, _First) + #define _First_arr MyProperties + UNITY_DEFINE_INSTANCED_PROP(float4, _Second) + #define _Second_arr MyProperties + UNITY_DEFINE_INSTANCED_PROP(float4, _Frames) + #define _Frames_arr MyProperties + UNITY_INSTANCING_BUFFER_END(MyProperties) + + v2f vert (appdata_t v) + { + v2f o; + + UNITY_SETUP_INSTANCE_ID(v); + //UNITY_TRANSFER_INSTANCE_ID(v, o); // necessary only if you want to access instanced properties in the fragment Shader. + + float4 first = UNITY_ACCESS_INSTANCED_PROP(_First_arr, _First); + float4 second = UNITY_ACCESS_INSTANCED_PROP(_Second_arr, _Second); + float4 frames = UNITY_ACCESS_INSTANCED_PROP(_Frames_arr, _Frames); + + //o.lifetime.x = ((_SupComTime * 10 + frames.w + first.y) % first.x) / first.x; + //o.lifetime.y = (_SupComTime * 10 + frames.w + second.y - first.x) % second.x / second.x; + + //float secondOffset = first.y; + //float totalTime = (_SupComTime - frames.w) % (secondOffset + second.x / 60. + second.y); + float localTime = clamp(_SupComTime - frames.w, 0.0, 1000000.0); + float totalTime = localTime % (first.y + second.y); + + o.lifetime.x = saturate(totalTime / first.y); + o.lifetime.y = saturate((totalTime - first.y) / second.y); + //o.lifetime.y = 1; + + o.lifetime.z = saturate(v.normal.y * 1000.0); + + //UNITY_BRANCH + if (o.lifetime.z > 0.5) { + + if (o.lifetime.x < 1.0) { + float4 vel = float4(UNITY_ACCESS_INSTANCED_PROP(_Velocity_arr, _Velocity).xyz, 0); + //vel.x *= -1; + vel = mul(unity_WorldToObject, vel); + //vel.z *= -1; + + v.vertex.xyz *= lerp(first.z, second.z, o.lifetime.x); + v.vertex.xyz -= vel.xyz * (o.lifetime.x); + + } + } + else { + v.normal.y = -v.normal.y; + if (o.lifetime.y < 1.0) { + float4 vel = float4(UNITY_ACCESS_INSTANCED_PROP(_Velocity_arr, _Velocity).xyz, 0); + //vel.x *= -1; + vel = mul(unity_WorldToObject, vel); + //vel.z *= -1; + v.vertex.xyz *= lerp(first.z, second.z, o.lifetime.y); + v.vertex.xyz -= vel.xyz * (o.lifetime.y); + + //v.vertex.xyz *= second.z * 2; + + + } + } + + o.vertex = UnityObjectToClipPos(v.vertex); + o.texcoord = TRANSFORM_TEX(v.texcoord, _MainTex); + + return o; + } + + fixed4 frag (v2f i) : SV_Target + { + //UNITY_SETUP_INSTANCE_ID(i); + fixed4 col = tex2D(_MainTex, i.texcoord); + fixed4 ramp = tex2D(_Ramp, float2((i.lifetime.z > 0.5) ? i.lifetime.x : i.lifetime.y, 0.5)); + + //col.rgb *= _Color.rgb; + + col.a *= ramp.a; + + col.rgb *= col.a; + + //clip(col.a - _Cutoff); + + + return col; + } + ENDCG + } +} + +} \ No newline at end of file diff --git a/Assets/GFX/Shaders/WaveShader.shader.meta b/Assets/GFX/Shaders/WaveShader.shader.meta new file mode 100644 index 00000000..c45b6339 --- /dev/null +++ b/Assets/GFX/Shaders/WaveShader.shader.meta @@ -0,0 +1,9 @@ +fileFormatVersion: 2 +guid: c7ba0d5178152f44f8655319ce96939f +ShaderImporter: + externalObjects: {} + defaultTextures: [] + nonModifiableTextures: [] + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/GFX/Terrain/TerrainShader.mat b/Assets/GFX/Terrain/TerrainShader.mat index 4a65e30d..ca359572 100644 --- a/Assets/GFX/Terrain/TerrainShader.mat +++ b/Assets/GFX/Terrain/TerrainShader.mat @@ -253,8 +253,8 @@ Material: - _Brush: 0 - _BrushPainting: 0 - _BrushSize: 0 - - _BrushUvX: 0.12511635 - - _BrushUvY: 0.43050808 + - _BrushUvX: 0.5249967 + - _BrushUvY: 0.9839142 - _BuildGrid: 0 - _DeepLevel: 1.675625 - _DepthLevel: 1.5 diff --git a/Assets/GFX/Terrain/WaterWaves.mat b/Assets/GFX/Terrain/WaterWaves.mat index 108f96fe..6df1d635 100644 --- a/Assets/GFX/Terrain/WaterWaves.mat +++ b/Assets/GFX/Terrain/WaterWaves.mat @@ -8,91 +8,30 @@ Material: m_PrefabInstance: {fileID: 0} m_PrefabAsset: {fileID: 0} m_Name: WaterWaves - 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Added support for procedural skybox instead - of simple skybox texture. + text: ForgetAlliance updated file format. Only difference is support for procedural + skybox instead of simple skybox texture. 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Disable for custom areas + used in scripts. --- !u!1 &377148454 GameObject: m_ObjectHideFlags: 0 @@ -30935,7 +31158,7 @@ PrefabInstance: objectReference: {fileID: 0} - target: {fileID: 1592578451337126, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_IsActive - value: 0 + value: 1 objectReference: {fileID: 0} - target: {fileID: 114415053776304616, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -30970,7 +31193,7 @@ PrefabInstance: - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_RootOrder - value: 14 + value: 17 objectReference: {fileID: 0} - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -30995,7 +31218,7 @@ PrefabInstance: - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_SizeDelta.x - value: 295.7 + value: 279.7 objectReference: {fileID: 0} - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -31040,12 +31263,12 @@ PrefabInstance: - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_AnchoredPosition.x - value: 147.84998 + value: 139.85 objectReference: {fileID: 0} - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_AnchoredPosition.y - value: -736 + value: -906 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -31972,6 +32195,25 @@ MonoBehaviour: m_FlexibleWidth: -1 m_FlexibleHeight: -1 m_LayoutPriority: 1 +--- !u!1 &394121914 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1730364810994220, guid: 68fafd7a5360ad641b9b8c717485f698, + type: 3} + m_PrefabInstance: {fileID: 31739634} + m_PrefabAsset: {fileID: 0} +--- !u!114 &394121919 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 394121914} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: Bottom position (Y axis) --- !u!1 &394412732 stripped GameObject: m_CorrespondingSourceObject: {fileID: 1818693640227786, guid: a6a6061d2e66f594291d301519f8be28, @@ -33242,6 +33484,26 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 408336963} m_CullTransparentMesh: 0 +--- !u!1 &408614695 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1583144015961972, guid: 42ecef83ed2fc73438f171b60a7ecf23, + type: 3} + m_PrefabInstance: {fileID: 533528635} + m_PrefabAsset: {fileID: 0} +--- !u!114 &408614696 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 408614695} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: Minimum height of the terrain under brush. This value will clamp terrain + that is under this height. Default value is 0. --- !u!1 &410084041 GameObject: m_ObjectHideFlags: 0 @@ -33904,7 +34166,7 @@ PrefabInstance: - target: {fileID: 114621995600585708, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_Interactable - value: 0 + value: 1 objectReference: {fileID: 0} - target: {fileID: 114621995600585708, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -33934,7 +34196,7 @@ PrefabInstance: - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_RootOrder - value: 13 + value: 16 objectReference: {fileID: 0} - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -34009,7 +34271,7 @@ PrefabInstance: - target: {fileID: 224414395284792190, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} propertyPath: m_AnchoredPosition.y - value: -814 + value: -884 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: 0cbe5a6c3afdfd147a4011b19eead070, type: 3} @@ -43484,6 +43746,25 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 523650148} m_CullTransparentMesh: 0 +--- !u!1 &524141194 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1822058447359452, guid: b68527975f2edce489c9336fa9650c39, + type: 3} + m_PrefabInstance: {fileID: 626248048} + m_PrefabAsset: {fileID: 0} +--- !u!114 &524141195 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 524141194} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: Enable water on this map. --- !u!1 &524713781 GameObject: m_ObjectHideFlags: 0 @@ -45514,7 +45795,7 @@ Camera: serializedVersion: 2 m_Bits: 2560 m_RenderingPath: 1 - m_TargetTexture: {fileID: 1948107890} + m_TargetTexture: {fileID: 31755700} m_TargetDisplay: 0 m_TargetEye: 3 m_HDR: 0 @@ -45552,7 +45833,7 @@ PrefabInstance: - target: {fileID: 224245749221985618, guid: b9c991c271c736249a3262b1b5a7d7d4, type: 3} propertyPath: m_RootOrder - value: 12 + value: 15 objectReference: {fileID: 0} - target: {fileID: 224245749221985618, guid: b9c991c271c736249a3262b1b5a7d7d4, type: 3} @@ -45627,7 +45908,7 @@ PrefabInstance: - target: {fileID: 224245749221985618, guid: b9c991c271c736249a3262b1b5a7d7d4, type: 3} propertyPath: m_AnchoredPosition.y - value: -809 + value: -879 objectReference: {fileID: 0} m_RemovedComponents: [] m_SourcePrefab: {fileID: 100100000, guid: b9c991c271c736249a3262b1b5a7d7d4, type: 3} @@ -46650,6 +46931,26 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 550988689} m_CullTransparentMesh: 0 +--- !u!1 &551236329 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1583144015961972, guid: 42ecef83ed2fc73438f171b60a7ecf23, + type: 3} + m_PrefabInstance: {fileID: 1203598373} + m_PrefabAsset: {fileID: 0} +--- !u!114 &551236330 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 551236329} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: Maximum height of the terrain under brush. This value will clamp terrain + that is over this height. Default value is 256. --- !u!1 &551348383 GameObject: m_ObjectHideFlags: 0 @@ -49625,6 +49926,28 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 584475136} m_CullTransparentMesh: 0 +--- !u!1 &586794143 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1583144015961972, guid: 42ecef83ed2fc73438f171b60a7ecf23, + type: 3} + m_PrefabInstance: {fileID: 1150970569} + m_PrefabAsset: {fileID: 0} +--- !u!114 &586794144 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 586794143} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: 'Height that brush is moving terrain heights into. Default value is 256. + + Use + this instead of Max Height to gently paint to the desired height.' --- !u!1 &589593324 GameObject: m_ObjectHideFlags: 0 @@ -50246,9 +50569,12 @@ RectTransform: - {fileID: 619098935} - {fileID: 1361693378} - {fileID: 612441900} + - {fileID: 1730950583} - {fileID: 1334620183} + - {fileID: 2127491540} + - {fileID: 739957199} + - {fileID: 1032213093} - {fileID: 916278378} - - {fileID: 2144001416} - {fileID: 540716263} - {fileID: 420070848} - {fileID: 382770139} @@ -50259,7 +50585,7 @@ RectTransform: m_AnchorMin: {x: 0, y: 0} m_AnchorMax: {x: 1, y: 1} m_AnchoredPosition: {x: -8, y: 0} - m_SizeDelta: {x: -16, y: 9} + m_SizeDelta: {x: -16, y: 129} m_Pivot: {x: 0.5, y: 1} --- !u!114 &598063164 MonoBehaviour: @@ -53012,7 +53338,7 @@ MonoBehaviour: type: 3} m_PrefabInstance: {fileID: 626248048} m_PrefabAsset: {fileID: 0} - m_GameObject: {fileID: 0} + m_GameObject: {fileID: 524141194} m_Enabled: 1 m_EditorHideFlags: 0 m_Script: {fileID: 11500000, guid: 9085046f02f69544eb97fd06b6048fe2, type: 3} @@ -55835,6 +56161,25 @@ CanvasRenderer: m_PrefabAsset: {fileID: 0} m_GameObject: {fileID: 674920177} m_CullTransparentMesh: 0 +--- !u!1 &676396933 stripped +GameObject: + m_CorrespondingSourceObject: {fileID: 1703114299937992, guid: dcfeadd71d056b146820dc139825d829, + type: 3} + m_PrefabInstance: {fileID: 1334620182} + m_PrefabAsset: {fileID: 0} +--- !u!114 &676396937 +MonoBehaviour: + m_ObjectHideFlags: 0 + m_CorrespondingSourceObject: {fileID: 0} + m_PrefabInstance: {fileID: 0} + m_PrefabAsset: {fileID: 0} + m_GameObject: {fileID: 676396933} + m_Enabled: 1 + m_EditorHideFlags: 0 + m_Script: {fileID: 11500000, guid: aa1a2693f2ccf724ead028a0f6f4299e, type: 3} + m_Name: + m_EditorClassIdentifier: + text: Search terrain the cell whose verts are between Water Elevation - 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depth) / terrainSizeY; + + + for (int x = 1; x < heightmapWidth; x++) + { + for (int y = 1; y < heightmapHeight; y++) + { + int x0 = x - 1; + int y0 = y - 1; + + float h0 = heights[x0, y0]; + float h1 = heights[x, y0]; + float h2 = heights[x, y]; + float h3 = heights[x0, y]; + + bool isOverWater0 = h0 > shoreDepthLevel; + bool isOverWater1 = h1 > shoreDepthLevel; + bool isOverWater2 = h2 > shoreDepthLevel; + bool isOverWater3 = h3 > shoreDepthLevel; + + if (isOverWater0 != isOverWater1 || isOverWater1 != isOverWater2 || isOverWater2 != isOverWater3) + { + // Shore Detected! + + float p0x = x0 / (heightmapWidth - 1f); + float p1x = x / (heightmapWidth - 1f); + float p0y = y0 / (heightmapHeight - 1f); + float p1y = y / (heightmapHeight - 1f); + + Vector3 point0 = new Vector3(p0y * terrainSizeX, h0 * terrainSizeY, p0x * terrainSizeZ - terrainSizeZ); + Vector3 point1 = new Vector3(p0y * terrainSizeX, h1 * terrainSizeY, p1x * terrainSizeZ - terrainSizeZ); + Vector3 point2 = new Vector3(p1y * terrainSizeX, h2 * terrainSizeY, p1x * terrainSizeZ - terrainSizeZ); + Vector3 point3 = new Vector3(p1y * terrainSizeX, h3 * terrainSizeY, p0x * terrainSizeZ - terrainSizeZ); + + Vector3 center = (point1 + point3) / 2f; + center.y = worldWaterLevel; + + Vector3 normal0 = Vector3.Cross((point3 - point0).normalized, (point1 - point0).normalized).normalized; + Vector3 normal1 = Vector3.Cross((point1 - point2).normalized, (point3 - point2).normalized).normalized; + Vector3 finalNormal = (normal0 + normal1) / 2f; + + float angle = Quaternion.LookRotation(finalNormal.normalized).eulerAngles.y; + + while (angle < 0f) + angle += 360f; + while (angle > 360f) + angle -= 360f; + + + + if (Mathf.Abs(Mathf.DeltaAngle(angle - 180f, angleRange.x)) <= angleRange.y) + points.Add(new ShoreDepthPoint(center, angle)); + } + } + } + + return points; + } + + + } +} diff --git a/Assets/Scripts/GFX/Waves/WavesRenderer.ShoreDepth.cs.meta b/Assets/Scripts/GFX/Waves/WavesRenderer.ShoreDepth.cs.meta new file mode 100644 index 00000000..b7ef3a72 --- /dev/null +++ b/Assets/Scripts/GFX/Waves/WavesRenderer.ShoreDepth.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: aa85ac2c1c21147488fe42f0ca728210 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/GFX/Waves/WavesRenderer.Shoreline.cs b/Assets/Scripts/GFX/Waves/WavesRenderer.Shoreline.cs index 97db3510..4b7dfaa9 100644 --- a/Assets/Scripts/GFX/Waves/WavesRenderer.Shoreline.cs +++ b/Assets/Scripts/GFX/Waves/WavesRenderer.Shoreline.cs @@ -355,6 +355,8 @@ void GetPoint(float h0, float h1, int x0, int y0, int x1, int y1) } } + Vector3[] EdgeArray = new Vector3[2]; + private void OnRenderObject() { if (ShoreLineTask != null || !DrawShoreLine) @@ -371,6 +373,11 @@ private void OnRenderObject() GL.PushMatrix(); GL.MultMatrix(Matrix4x4.identity); shoreLineMaterial.SetPass(0); + + Matrix4x4 boundsMatrix = Matrix4x4.identity; + + var planes = GeometryUtility.CalculateFrustumPlanes(RenderCamera); + for (int i = 0; i < ShoreLines.Count; i++) { GL.Begin(GL.LINES); @@ -380,12 +387,22 @@ private void OnRenderObject() //Color shorelineColor = Color.cyan; for (int e = 0; e < edgesCount; e++) { - Vector3 center = (ShoreLines[i].Edges[e].point0 + ShoreLines[i].Edges[e].point1) / 2f; + //Vector3 center = (ShoreLines[i].Edges[e].point0 + ShoreLines[i].Edges[e].point1) / 2f; - Vector3 viewportPos = RenderCamera.WorldToViewportPoint(center); + Vector3 viewportPos = RenderCamera.WorldToViewportPoint(ShoreLines[i].Edges[e].point0); if (viewportPos.x < -0.01f || viewportPos.x > 1.01f || viewportPos.y < -0.01f || viewportPos.y > 1.01f || viewportPos.z < 0) continue; + /*EdgeArray[0] = ShoreLines[i].Edges[e].point0; + EdgeArray[1] = ShoreLines[i].Edges[e].point1; + + Bounds bounds = GeometryUtility.CalculateBounds(EdgeArray, boundsMatrix); + if (!GeometryUtility.TestPlanesAABB(planes, bounds)) + { + continue; + }*/ + + GL.Vertex(ShoreLines[i].Edges[e].point0); GL.Vertex(ShoreLines[i].Edges[e].point1); diff --git a/Assets/Scripts/GFX/Waves/WavesRenderer.cs b/Assets/Scripts/GFX/Waves/WavesRenderer.cs index bd1adc39..ee853033 100644 --- a/Assets/Scripts/GFX/Waves/WavesRenderer.cs +++ b/Assets/Scripts/GFX/Waves/WavesRenderer.cs @@ -20,41 +20,57 @@ public static Mesh waveMesh _waveMesh.vertices = new Vector3[] { - new Vector3(-1, 0, -1), - new Vector3(1, 0, -1), - new Vector3(1, 0, 1), - new Vector3(-1, 0, 1) + new Vector3(-1, 0, -1) * 0.1f, + new Vector3(1, 0, -1) * 0.1f, + new Vector3(1, 0, 1) * 0.1f, + new Vector3(-1, 0, 1) * 0.1f, + new Vector3(-1, 0, -1) * 0.1f, + new Vector3(1, 0, -1) * 0.1f, + new Vector3(1, 0, 1) * 0.1f, + new Vector3(-1, 0, 1) * 0.1f }; _waveMesh.normals = new Vector3[] { - Vector3.up, Vector3.up, Vector3.up, Vector3.up + Vector3.up, Vector3.up, Vector3.up, Vector3.up, Vector3.down, Vector3.down, Vector3.down, Vector3.down }; _waveMesh.uv = new Vector2[] { - new Vector2(0, 0), + new Vector2(0, 1), + new Vector2(1, 1), new Vector2(1, 0), + new Vector2(0, 0), + new Vector2(0, 1), new Vector2(1, 1), - new Vector2(0, 1) + new Vector2(1, 0), + new Vector2(0, 0) }; _waveMesh.triangles = new int[] { - 0, 3, 1, 2, 1, 3 + 0, 3, 1, 2, 1, 3, + 4, 7, 5, 6, 5, 7 }; } return _waveMesh; } } - //public Material loadedMaterial; + public Material loadedMaterial; - const int MAX_MEMORY_ALLOCATION = 1023 * 4; + const int MAX_MEMORY_ALLOCATION = 1023 * 10; const int MAX_STORED_ALLOCATION = 1023; + static readonly int SHADER_SUPCOMTIME = Shader.PropertyToID("_SupComTime"); static readonly int SHADER_ALBEDO = Shader.PropertyToID("_MainTex"); + static readonly int SHADER_RAMP = Shader.PropertyToID("_Ramp"); + static readonly int SHADER_VELOCITY = Shader.PropertyToID("_Velocity"); + static readonly int SHADER_FIRST = Shader.PropertyToID("_First"); + static readonly int SHADER_SECOND = Shader.PropertyToID("_Second"); + static readonly int SHADER_FRAMES = Shader.PropertyToID("_Frames"); public class WaveRenderer { public Texture2D waveTexture; + public Texture2D rampTexture; public Material waveMaterial; public WaveRenderer(WaveGenerator wave) @@ -62,12 +78,22 @@ public WaveRenderer(WaveGenerator wave) Debug.Log(wave.TextureName); waveTexture = GetGamedataFile.LoadTexture2DFromGamedata(GetGamedataFile.EnvScd, wave.TextureName, false, true, true); + rampTexture = GetGamedataFile.LoadTexture2DFromGamedata(GetGamedataFile.EnvScd, wave.RampName, false, true, true); + + waveTexture.wrapMode = TextureWrapMode.Clamp; + rampTexture.wrapMode = TextureWrapMode.Clamp; + waveTexture.mipMapBias = -0.5f; + mpb = new MaterialPropertyBlock(); waveMaterial = new Material(Instance.waveMaterial); waveMaterial.SetTexture(SHADER_ALBEDO, waveTexture); + waveMaterial.SetTexture(SHADER_RAMP, rampTexture); + + //waveMaterial.SetVector(SHADER_VELOCITY, wave.Velocity); - //Instance.loadedMaterial = waveMaterial; + + Instance.loadedMaterial = waveMaterial; instancesCount = 0; count = 0; @@ -78,10 +104,23 @@ public WaveRenderer(WaveGenerator wave) int instancesCount = 0; public Matrix4x4[] instances = new Matrix4x4[MAX_MEMORY_ALLOCATION]; + public Vector4[] velocity = new Vector4[MAX_MEMORY_ALLOCATION]; + public Vector4[] first = new Vector4[MAX_MEMORY_ALLOCATION]; + public Vector4[] second = new Vector4[MAX_MEMORY_ALLOCATION]; + public Vector4[] frames = new Vector4[MAX_MEMORY_ALLOCATION]; + //public float[] lifetime = new float[MAX_MEMORY_ALLOCATION]; BoundingSphere[] spheres = new BoundingSphere[MAX_MEMORY_ALLOCATION]; + CullingGroup group; + + HashSet visible = new HashSet(); int count = 0; + bool isDirty = false; public Matrix4x4[] stored = new Matrix4x4[MAX_STORED_ALLOCATION]; + public Vector4[] storedVelocity = new Vector4[MAX_STORED_ALLOCATION]; + public Vector4[] storedFirst = new Vector4[MAX_STORED_ALLOCATION]; + public Vector4[] storedSecond = new Vector4[MAX_STORED_ALLOCATION]; + public Vector4[] storedFrames = new Vector4[MAX_STORED_ALLOCATION]; MaterialPropertyBlock mpb; public void AddInstance(WaveGenerator wave) @@ -91,29 +130,124 @@ public void AddInstance(WaveGenerator wave) return; } - Vector3 position = ScmapEditor.ScmapPosToWorld(ScmapEditor.Current.map.WaveGenerators[instancesCount].Position); - Quaternion rotation = Quaternion.Euler(0f, ScmapEditor.Current.map.WaveGenerators[instancesCount].Rotation * Mathf.Rad2Deg, 0f); - Vector3 scale = Vector3.one * Mathf.Max(ScmapEditor.Current.map.WaveGenerators[instancesCount].ScaleFirst, ScmapEditor.Current.map.WaveGenerators[instancesCount].ScaleSecond) * 0.1f; + Vector3 position = ScmapEditor.ScmapPosToWorld(wave.Position); + Quaternion rotation = Quaternion.Euler(0f, wave.Rotation * Mathf.Rad2Deg, 0f); + //Vector3 scale = Vector3.one * Mathf.Max(wave.ScaleFirst, wave.ScaleSecond) * 0.1f; + instances[instancesCount] = Matrix4x4.TRS(position, rotation, Vector3.one); // + rotation * Vector3.back * Random.Range(0.1f, 0.4f) Offset them for debuging + velocity[instancesCount] = new Vector4(wave.Velocity.x * -10f, wave.Velocity.y * 10f, wave.Velocity.z * 10f); + first[instancesCount] = new Vector4(wave.LifetimeFirst, wave.PeriodFirst, wave.ScaleFirst, wave.FrameRateFirst); + second[instancesCount] = new Vector4(wave.LifetimeSecond, wave.PeriodSecond, wave.ScaleSecond, wave.FrameRateSecond); + frames[instancesCount] = new Vector4(wave.FrameCount, wave.StripCount, Random.Range(0, Mathf.Max(wave.PeriodFirst, wave.ScaleSecond)), 0); + //lifetime[instancesCount] = 0; - instances[instancesCount] = Matrix4x4.TRS(position + rotation * Vector3.back * Random.Range(0.1f, 0.4f), rotation, scale); // Offset them for debuging + spheres[instancesCount] = new BoundingSphere(position, 2f); instancesCount++; } + public void Clear() + { + if(group != null) + group.Dispose(); + instancesCount = 0; + mpb.Clear(); + isDirty = false; + count = 0; + visible.Clear(); + } + + public void Init() + { + group = new CullingGroup(); + + group.SetBoundingDistances(new float[] { 35f, 70f }); + group.SetBoundingSpheres(spheres); + group.SetBoundingSphereCount(instancesCount); + group.onStateChanged += OnStateChanged; + + group.targetCamera = CameraControler.Current.Cam; + group.SetDistanceReferencePoint(CameraControler.Current.transform); + + isDirty = true; + } + + void OnStateChanged(CullingGroupEvent evt) + { + if(evt.isVisible != evt.wasVisible || evt.currentDistance != evt.previousDistance) + { + if (evt.isVisible && evt.currentDistance == 0) + { + if (visible.Add(evt.index)) + { + //if (lifetime[evt.index] < Time.time) + //{ + frames[evt.index].w = Time.time + frames[evt.index].z; + //} + isDirty = true; + } + } + else if(!evt.isVisible || evt.currentDistance > 1) + { + if (visible.Remove(evt.index)){ + isDirty = true; + /*if (lifetime[evt.index] < Time.time) + { + lifetime[evt.index] = Time.time + 10; + }*/ + } + } + } + } + public void FillMatrixes() { + //mpb.Clear(); count = 0; - for (int i = 0; i < instancesCount && i < MAX_STORED_ALLOCATION; i++) + + var indexesEnum = visible.GetEnumerator(); + isDirty = false; + + while (indexesEnum.MoveNext()) { - stored[i] = instances[i]; + int i = indexesEnum.Current; + + stored[count] = instances[i]; + storedVelocity[count] = velocity[i]; + storedFirst[count] = first[i]; + storedSecond[count] = second[i]; + storedFrames[count] = frames[i]; count++; - // TODO fill MPB Arrays + + if (count >= MAX_STORED_ALLOCATION) + break; } + indexesEnum.Dispose(); + + /*for (int i = 0; i < instancesCount && i < MAX_STORED_ALLOCATION; i++) + { + stored[i] = instances[i]; + storedVelocity[i] = velocity[i]; + storedFirst[i] = first[i]; + storedSecond[i] = second[i]; + storedFrames[i] = frames[i]; + count++; + }*/ + + mpb.SetVectorArray(SHADER_VELOCITY, storedVelocity); + mpb.SetVectorArray(SHADER_FIRST, storedFirst); + mpb.SetVectorArray(SHADER_SECOND, storedSecond); + mpb.SetVectorArray(SHADER_FRAMES, storedFrames); + } public void Draw() { + if (isDirty) + { + FillMatrixes(); + } + if (count > 0) { Graphics.DrawMeshInstanced(waveMesh, 0, waveMaterial, stored, count, mpb, ShadowCastingMode.Off, false, 0, null, LightProbeUsage.Off, null); @@ -123,18 +257,24 @@ public void Draw() static Dictionary renderers = new Dictionary(); - void LoadWaves() + + public static void ReloadWaves() { if (!MapLuaParser.IsMapLoaded) return; - renderers = new Dictionary(); + //renderers.Clear(); + + foreach (var rend in renderers) + { + rend.Value.Clear(); + } int wavesCount = ScmapEditor.Current.map.WaveGenerators.Count; for (int i = 0; i < wavesCount; i++) { - int id = Shader.PropertyToID(ScmapEditor.Current.map.WaveGenerators[i].TextureName); + int id = ScmapEditor.Current.map.WaveGenerators[i].propertyID; if (!renderers.ContainsKey(id)) { @@ -145,8 +285,12 @@ void LoadWaves() renderers[id].AddInstance(ScmapEditor.Current.map.WaveGenerators[i]); } } - } + foreach (var rend in renderers) + { + rend.Value.Init(); + } + } private void Awake() { @@ -154,19 +298,62 @@ private void Awake() LoadWavePatterns(); } + public Vector3[] TestPoints; + private void OnEnable() { - LoadWaves(); + ReloadWaves(); - foreach (var rend in renderers) + /*foreach (var rend in renderers) { rend.Value.FillMatrixes(); - } + }*/ + + Vector3 normal0 = Vector3.Cross((TestPoints[3] - TestPoints[0]).normalized, (TestPoints[1] - TestPoints[0]).normalized).normalized; + Vector3 normal1 = Vector3.Cross((TestPoints[1] - TestPoints[2]).normalized, (TestPoints[3] - TestPoints[2]).normalized).normalized; + + /*Vector3 normal0 = (TestPoints[0] - TestPoints[1]).normalized; + Vector3 normal1 = (TestPoints[1] - TestPoints[2]).normalized; + Vector3 normal2 = (TestPoints[2] - TestPoints[3]).normalized; + Vector3 normal3 = (TestPoints[3] - TestPoints[0]).normalized; + + if (normal0.y > 0) + normal0 *= -1; + if (normal1.y > 0) + normal1 *= -1; + if (normal2.y > 0) + normal2 *= -1; + if (normal3.y > 0) + normal3 *= -1; + + Debug.Log(normal0); + Debug.Log(normal1); + Debug.Log(normal2); + Debug.Log(normal3);*/ + + Vector3 finalNormal = (normal0 + normal1) / 2f; + + Debug.Log(finalNormal); + + //finalNormal.x = 0; + //finalNormal.z = 0; + finalNormal.y = 0; + Debug.Log("Angle0: " + Quaternion.LookRotation(normal0.normalized).eulerAngles.y); + Debug.Log("Angle1: " + Quaternion.LookRotation(normal1.normalized).eulerAngles.y); + Debug.Log("Angle10: " + Quaternion.LookRotation(finalNormal.normalized).eulerAngles.y); //Debug.Log(renderers.Count); } + private void OnDisable() + { + foreach (var rend in renderers) + { + rend.Value.Clear(); + } + } + private void Update() { //mpb.arra @@ -177,18 +364,20 @@ private void Update() } //DrawGizmos(); + + Shader.SetGlobalFloat(SHADER_SUPCOMTIME, Time.time); } - private void OnDrawGizmos() + /*private void OnDrawGizmos() { foreach (var rend in renderers) { for (int i = 0; i < rend.Value.instances.Length; i++) { Gizmos.matrix = rend.Value.instances[i]; - Gizmos.DrawWireCube(Vector3.zero, new Vector3(1, 0, 0.25f)); + Gizmos.DrawWireCube(Vector3.zero, new Vector3(0.2f, 0, 0.05f)); } } - } + }*/ } } \ No newline at end of file diff --git a/Assets/Scripts/HazardX SCMAP Code/Map.cs b/Assets/Scripts/HazardX SCMAP Code/Map.cs index 8ce602ea..a7981ca7 100644 --- a/Assets/Scripts/HazardX SCMAP Code/Map.cs +++ b/Assets/Scripts/HazardX SCMAP Code/Map.cs @@ -67,7 +67,7 @@ public class Map [HideInInspector] public byte[] TerrainTypeData; - [HideInInspector] + //[HideInInspector] public List WaveGenerators = new List(); public List Layers = new List(); public List Decals = new List(); diff --git a/Assets/Scripts/HazardX SCMAP Code/WaveGenerator.cs b/Assets/Scripts/HazardX SCMAP Code/WaveGenerator.cs index f5ec7cc2..15c129a6 100644 --- a/Assets/Scripts/HazardX SCMAP Code/WaveGenerator.cs +++ b/Assets/Scripts/HazardX SCMAP Code/WaveGenerator.cs @@ -10,6 +10,8 @@ public class WaveGenerator { + public int propertyID; + public Vector3 Position; public float Rotation; @@ -30,8 +32,8 @@ public class WaveGenerator public float FrameCount; public float FrameRateFirst; public float FrameRateSecond; - public float StripCount; + public void Load(BinaryReader Stream) { TextureName = Stream.ReadStringNull(); @@ -52,9 +54,11 @@ public void Load(BinaryReader Stream) FrameRateFirst = Stream.ReadSingle(); FrameRateSecond = Stream.ReadSingle(); StripCount = Stream.ReadSingle(); - } - public static void Skip(BinaryReader Stream) + propertyID = Shader.PropertyToID(TextureName + RampName); + } + + public static void Skip(BinaryReader Stream) { Stream.SeekSkipNull(); Stream.SeekSkipNull(); diff --git a/Assets/Scripts/Ozone SCMAP Code/ScmapEditor.cs b/Assets/Scripts/Ozone SCMAP Code/ScmapEditor.cs index 343e4095..d36d846b 100644 --- a/Assets/Scripts/Ozone SCMAP Code/ScmapEditor.cs +++ b/Assets/Scripts/Ozone SCMAP Code/ScmapEditor.cs @@ -199,6 +199,8 @@ public IEnumerator LoadScmapFile() SetTextures(); + EditMap.WavesRenderer.ReloadWaves(); + if (Slope) { ToogleSlope(Slope); diff --git a/Assets/Scripts/UI/Tools/WaterInfo.cs b/Assets/Scripts/UI/Tools/WaterInfo.cs index 45e53713..f7530890 100644 --- a/Assets/Scripts/UI/Tools/WaterInfo.cs +++ b/Assets/Scripts/UI/Tools/WaterInfo.cs @@ -44,13 +44,16 @@ private void OnEnable() { Current = this; ReloadValues(); - WavesRenderer.GenerateShoreline(); - WavesRenderer.Instance.DrawShoreLine = true; + //WavesRenderer.GenerateShoreline(); + } + + private void Start() + { + LoadWavesUI(); } private void OnDisable() { - WavesRenderer.Instance.DrawShoreLine = false; } public void ReloadValues(bool Undo = false) @@ -296,12 +299,5 @@ public void ImportWater() } #endregion - - public void ClearWaves() - { - Debug.Log("Clear waves count: " + ScmapEditor.Current.map.WaveGenerators.Count); - ScmapEditor.Current.map.WaveGenerators.Clear(); - - } } } diff --git a/Assets/Scripts/UI/Tools/WaterInfo_Waves.cs b/Assets/Scripts/UI/Tools/WaterInfo_Waves.cs index 650151e4..aa27a525 100644 --- a/Assets/Scripts/UI/Tools/WaterInfo_Waves.cs +++ b/Assets/Scripts/UI/Tools/WaterInfo_Waves.cs @@ -11,6 +11,30 @@ namespace EditMap public partial class WaterInfo : MonoBehaviour { + [Header("Waves")] + public Toggle DrawShorelineToggle; + public UiTextField ShoreDepth; + public UiTextField MinWaveAngle; + public UiTextField MaxWaveAngle; + public Dropdown WavesDropdown; + + bool waveUiLoaded = false; + public void LoadWavesUI() + { + if (waveUiLoaded) + return; + List waveValues = new List(); + + for(int i = 0; i < WavesRenderer.Instance.WavePatterns.Length; i++) + { + waveValues.Add(new Dropdown.OptionData(WavesRenderer.Instance.WavePatterns[i].name)); + } + + WavesDropdown.ClearOptions(); + WavesDropdown.options = waveValues; + waveUiLoaded = true; + } + const string format = "scmwaves"; public void ExportWaves() @@ -59,8 +83,56 @@ public void ImportWaves() string data = File.ReadAllText(paths[0]); ScmapEditor.Current.map.WaveGenerators = JsonUtility.FromJson>(data); + WavesRenderer.ReloadWaves(); + } + public void ClearWaves() + { + Debug.Log("Clear waves count: " + ScmapEditor.Current.map.WaveGenerators.Count); + ScmapEditor.Current.map.WaveGenerators.Clear(); + WavesRenderer.ReloadWaves(); } + + public void GenerateWaves() + { + WavesRenderer.WavePattern pattern = WavesRenderer.Instance.WavePatterns[WavesDropdown.value]; + + Debug.Log("Generate waves: " + pattern.name); + + Vector2 angleRange = Vector2.zero; + angleRange.x = MinWaveAngle.value; + + while (angleRange.x < 0f) + angleRange.x += 360f; + while (angleRange.x > 360f) + angleRange.x -= 360f; + + MinWaveAngle.SetValue(angleRange.x); + + angleRange.y = Mathf.Clamp(MaxWaveAngle.value, 0f, 180f); + MaxWaveAngle.SetValue(angleRange.y); + + var waveShorePoints = WavesRenderer.GetShoreDepthPoints(ShoreDepth.value * 0.1f, angleRange); + + Debug.Log(waveShorePoints.Count); + + for(int i = 0; i < waveShorePoints.Count; i++) + { + Vector3 forward = Quaternion.Euler(0f, waveShorePoints[i].angle, 0f) * Vector3.forward; + Vector3 right = Vector3.Cross(forward, Vector3.up); + Debug.DrawLine(waveShorePoints[i].point, waveShorePoints[i].point + forward * 0.2f, Color.cyan, 10f); + Debug.DrawLine(waveShorePoints[i].point - right * 0.05f, waveShorePoints[i].point + right * 0.05f, Color.cyan, 10f); + + } + + WavesRenderer.ReloadWaves(); + } + + public void ToggleDrawShoreline() + { + WavesRenderer.Instance.DrawShoreLine = DrawShorelineToggle.isOn; + } + [System.Serializable] public class WaveData { diff --git a/Assets/Scripts/UI/Tooltip/TooltipWindow.cs b/Assets/Scripts/UI/Tooltip/TooltipWindow.cs index 4c9d6090..8d19c360 100644 --- a/Assets/Scripts/UI/Tooltip/TooltipWindow.cs +++ b/Assets/Scripts/UI/Tooltip/TooltipWindow.cs @@ -27,6 +27,12 @@ private void Awake() static float hideTime = 0f; public static void Show(Tooltip tip) { + if (string.IsNullOrEmpty(tip.text)) + { + _Hide(); + return; + } + displayedTip = tip; RectTransform rt = tip.GetComponent(); @@ -61,11 +67,16 @@ public static void Hide(Tooltip tip) { if(displayedTip == tip) { - displayedTip = null; - Instance.window.gameObject.SetActive(false); - if(Time.realtimeSinceStartup - showTime > 1f) - hideTime = Time.realtimeSinceStartup; + _Hide(); } } + static void _Hide() + { + displayedTip = null; + Instance.window.gameObject.SetActive(false); + if (Time.realtimeSinceStartup - showTime > 1f) + hideTime = Time.realtimeSinceStartup; + } + }