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185
Packages/com.waveharmonic.crest/Runtime/Scripts/Data/DepthLod.cs
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185
Packages/com.waveharmonic.crest/Runtime/Scripts/Data/DepthLod.cs
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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using UnityEngine;
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using UnityEngine.Experimental.Rendering;
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using UnityEngine.Rendering;
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using WaveHarmonic.Crest.Internal;
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using WaveHarmonic.Crest.Utility;
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namespace WaveHarmonic.Crest
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{
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/// <summary>
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/// Data that gives depth of the water (height of sea level above water floor).
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/// </summary>
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[FilterEnum(nameof(_TextureFormatMode), Filtered.Mode.Exclude, (int)LodTextureFormatMode.Automatic)]
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public sealed partial class DepthLod : Lod<IDepthProvider>
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{
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[@Space(10)]
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[Tooltip("Whether to include the terrain height automatically.\n\nThis will not include terrain details, nor will it produce a signed-distance field. There may also be a slight deviation due to differences in height data and terrain mesh. In these cases, please use the DepthProbe.")]
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[@GenerateAPI]
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[@DecoratedField, SerializeField]
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internal bool _IncludeTerrainHeight = true;
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[Tooltip("Support signed distance field data generated from the depth probes.\n\nRequires a two component texture format.")]
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[@GenerateAPI(Setter.Custom)]
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[@DecoratedField, SerializeField]
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internal bool _EnableSignedDistanceFields = true;
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// NOTE: Must match CREST_WATER_DEPTH_BASELINE in Constants.hlsl.
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internal const float k_DepthBaseline = Mathf.Infinity;
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internal static readonly Color s_GizmoColor = new(1f, 0f, 0f, 0.5f);
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// We want the clear color to be the mininimum terrain height (-1000m).
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// Mathf.Infinity can cause problems for distance.
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static readonly Color s_NullColor = new(-k_DepthBaseline, k_DepthBaseline, 0, 0);
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internal override string ID => "Depth";
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internal override string Name => "Water Depth";
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internal override Color GizmoColor => s_GizmoColor;
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private protected override Color ClearColor => s_NullColor;
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private protected override bool NeedToReadWriteTextureData => true;
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private protected override GraphicsFormat RequestedTextureFormat => _TextureFormatMode switch
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{
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LodTextureFormatMode.Automatic or
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LodTextureFormatMode.Performance => _EnableSignedDistanceFields ? GraphicsFormat.R16G16_SFloat : GraphicsFormat.R16_SFloat,
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LodTextureFormatMode.Precision => _EnableSignedDistanceFields ? GraphicsFormat.R32G32_SFloat : GraphicsFormat.R32_SFloat,
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LodTextureFormatMode.Manual => _TextureFormat,
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_ => throw new System.NotImplementedException(),
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};
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Texture2DArray _NullTexture;
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private protected override Texture2DArray NullTexture
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{
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get
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{
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if (_NullTexture == null)
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{
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var texture = TextureArrayHelpers.CreateTexture2D(s_NullColor, UnityEngine.TextureFormat.RFloat);
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texture.name = $"_Crest_{ID}LodTemporaryDefaultTexture";
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_NullTexture = TextureArrayHelpers.CreateTexture2DArray(texture, k_MaximumSlices);
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_NullTexture.name = $"_Crest_{ID}LodDefaultTexture";
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Helpers.Destroy(texture);
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}
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return _NullTexture;
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}
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}
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internal DepthLod()
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{
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_Enabled = true;
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_TextureFormat = GraphicsFormat.R16G16_SFloat;
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}
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private protected override IDepthProvider CreateProvider(bool enable)
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{
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Queryable?.CleanUp();
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// Depth is GPU only, and can only be queried using the compute path.
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return enable && Enabled ? new DepthQuery(_Water) : IDepthProvider.None;
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}
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internal static readonly SortedList<int, ILodInput> s_Inputs = new(Helpers.DuplicateComparison);
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private protected override SortedList<int, ILodInput> Inputs => s_Inputs;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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static void OnLoad()
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{
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s_Inputs.Clear();
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}
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void SetEnableSignedDistanceFields(bool previous, bool current)
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{
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if (previous == current) return;
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if (_Water == null || !_Water.isActiveAndEnabled || !Enabled) return;
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ReAllocate();
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}
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#if d_Unity_Terrain
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TerrainDepthInput _TerrainDepthInput;
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internal override void Enable()
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{
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base.Enable();
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if (Enabled)
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{
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_TerrainDepthInput ??= new(this);
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Inputs.Add(_TerrainDepthInput.Queue, _TerrainDepthInput);
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}
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}
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internal override void Disable()
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{
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base.Disable();
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Inputs.Remove(_TerrainDepthInput);
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}
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sealed class TerrainDepthInput : ILodInput
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{
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public bool Enabled => _DepthLod._IncludeTerrainHeight;
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public bool IsCompute => true;
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public int Queue => int.MinValue;
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public int Pass => -1;
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public Rect Rect => Rect.zero;
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public MonoBehaviour Component => null;
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public float Filter(WaterRenderer water, int slice) => 1f;
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readonly DepthLod _DepthLod;
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readonly System.Collections.Generic.List<Terrain> _Terrains = new();
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public TerrainDepthInput(DepthLod lod)
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{
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_DepthLod = lod;
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}
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public void Draw(Lod lod, CommandBuffer buffer, RenderTargetIdentifier target, int pass = -1, float weight = 1, int slices = -1)
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{
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var resources = WaterResources.Instance;
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var wrapper = new PropertyWrapperCompute(buffer, resources.Compute._DepthTexture, 0);
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var threads = lod.Resolution / k_ThreadGroupSize;
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wrapper.SetTexture(Crest.ShaderIDs.s_Target, target);
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wrapper.SetVector(Crest.ShaderIDs.s_TextureRotation, new(0, 1));
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wrapper.SetBoolean(DepthLodInput.ShaderIDs.s_SDF, false);
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wrapper.SetKeyword(resources.Keywords.DepthTextureSDF, lod._Water._DepthLod._EnableSignedDistanceFields);
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Terrain.GetActiveTerrains(_Terrains);
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foreach (var terrain in _Terrains)
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{
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var data = terrain.terrainData;
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if (data == null) continue;
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var size = data.size;
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var position = terrain.GetPosition();
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wrapper.SetFloat(DepthLodInput.ShaderIDs.s_HeightOffset, position.y);
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wrapper.SetVector(Crest.ShaderIDs.s_Multiplier, new(size.y * 2f, 1, 1, 1));
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wrapper.SetVector(Crest.ShaderIDs.s_TexturePosition, position.XZ() + (size.XZ() * 0.5f));
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wrapper.SetVector(Crest.ShaderIDs.s_TextureSize, size.XZ());
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wrapper.SetTexture(Crest.ShaderIDs.s_Texture, data.heightmapTexture);
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wrapper.Dispatch(threads, threads, slices);
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}
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}
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}
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#endif // d_Unity_Terrain
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#if UNITY_EDITOR
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[@OnChange]
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private protected override void OnChange(string propertyPath, object previousValue)
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{
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base.OnChange(propertyPath, previousValue);
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switch (propertyPath)
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{
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case nameof(_EnableSignedDistanceFields):
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SetEnableSignedDistanceFields((bool)previousValue, _EnableSignedDistanceFields);
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break;
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}
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}
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#endif
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}
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}
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