/// <summary>
        /// For textures that require their contents to be
        /// sampled check to see if read/write is enabled.
        /// </summary>
        protected void CheckCanSampleTex(Texture tex, string name)
        {
            if (tex == null)
            {
                return;
            }

            if (!(tex is Texture2D))//OYM:  新技巧get
            {
                Ocean.LogWarning("Can not query overlays " + name + " if texture is not Texture2D");
                return;
            }

            Texture2D t = tex as Texture2D;

            //Is there a better way to do this?
            try
            {
                Color c = t.GetPixel(0, 0);
            }
            catch
            {
                Ocean.LogWarning("Can not query overlays " + name + " if read/write is not enabled");
            }
        }
Beispiel #2
0
        public void CreateAndCacheCondition(int fourierSize, float windSpeed, float windDir, float waveAge)
        {
            if (this.m_conditionCache == null)
            {
                return;
            }
            if (this.m_conditionCache.Count >= this.m_maxConditionCacheSize)
            {
                Ocean.LogWarning("Condition cache full. Condition not cached.");
                return;
            }
            if (!Mathf.IsPowerOfTwo(fourierSize) || fourierSize < 32 || fourierSize > 512)
            {
                Ocean.LogWarning("Fourier size must be a pow2 number from 32 to 512. Condition not cached.");
                return;
            }
            WaveSpectrumCondition waveSpectrumCondition = this.NewSpectrumCondition(fourierSize, windSpeed, windDir, waveAge);

            if (this.m_conditionCache.ContainsKey(waveSpectrumCondition.Key))
            {
                return;
            }
            IThreadedTask createSpectrumConditionTask = waveSpectrumCondition.GetCreateSpectrumConditionTask();

            createSpectrumConditionTask.Start();
            createSpectrumConditionTask.Run();
            createSpectrumConditionTask.End();
            this.m_conditionCache.AddFirst(waveSpectrumCondition.Key, waveSpectrumCondition);
        }
Beispiel #3
0
        void Start()
        {
            try
            {
                //Needs at least SM3 for vertex texture fetches.
                if (SystemInfo.graphicsShaderLevel < 30)
                {
                    throw new InvalidOperationException("The projected grids needs at least SM3 to render.");
                }

                if (oceanTopSideMat == null)
                {
                    Ocean.LogWarning("Top side material is null. There will be no top ocean mesh rendered");
                }

                if (oceanUnderSideMat == null)
                {
                    Ocean.LogWarning("Under side material is null. There will be no under ocean mesh rendered");
                }
            }
            catch (Exception e)
            {
                Ocean.LogError(e.ToString());
                WasError = true;
                enabled  = false;
            }
        }
Beispiel #4
0
        private void GetFourierSize(out int size, out bool isCpu)
        {
            switch (this.fourierSize)
            {
            case FOURIER_SIZE.LOW_32_CPU:
                size  = 32;
                isCpu = true;
                break;

            case FOURIER_SIZE.LOW_32_GPU:
                size  = 32;
                isCpu = false;
                break;

            case FOURIER_SIZE.MEDIUM_64_CPU:
                size  = 64;
                isCpu = true;
                break;

            case FOURIER_SIZE.MEDIUM_64_GPU:
                size  = 64;
                isCpu = false;
                break;

            case FOURIER_SIZE.HIGH_128_CPU:
                size  = 128;
                isCpu = true;
                break;

            case FOURIER_SIZE.HIGH_128_GPU:
                size  = 128;
                isCpu = false;
                break;

            case FOURIER_SIZE.ULTRA_256_GPU:
                size  = 256;
                isCpu = false;
                break;

            case FOURIER_SIZE.EXTREME_512_GPU:
                size  = 512;
                isCpu = false;
                break;

            default:
                size  = 64;
                isCpu = true;
                break;
            }
            bool flag = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;

            if (!isCpu && !this.disableReadBack && !flag)
            {
                Ocean.LogWarning("You card does not support dx11. Fourier can not be GPU. Changing to CPU. Disable read backs to use GPU but with no height querys.");
                this.fourierSize = FOURIER_SIZE.MEDIUM_64_CPU;
                size             = 64;
                isCpu            = true;
            }
        }
Beispiel #5
0
        private void GenerateFoam(float time)
        {
            Vector4 vector = this.Choppyness;

            if (!this.disableFoam && SystemInfo.graphicsShaderLevel < 30)
            {
                Ocean.LogWarning("Spectrum foam needs at least SM3 to run. Disabling foam.");
                this.disableFoam = true;
            }
            float sqrMagnitude = vector.sqrMagnitude;

            this.m_jacobianBuffer.EnableBuffer(-1);
            if (this.disableFoam || this.foamAmount == 0f || sqrMagnitude == 0f || !this.m_conditions[0].SupportsJacobians)
            {
                this.m_jacobianBuffer.DisableBuffer(-1);
            }
            if (this.m_jacobianBuffer.EnabledBuffers() == 0)
            {
                Shader.SetGlobalTexture("Ceto_FoamMap0", Texture2D.blackTexture);
            }
            else
            {
                int numGrids = this.m_conditions[0].Key.NumGrids;
                if (numGrids == 1)
                {
                    this.m_jacobianBuffer.DisableBuffer(1);
                    this.m_jacobianBuffer.DisableBuffer(2);
                }
                else if (numGrids == 2)
                {
                    this.m_jacobianBuffer.DisableBuffer(2);
                }
                if (!this.m_jacobianBuffer.HasRun || this.m_jacobianBuffer.TimeValue != time)
                {
                    this.m_foamInitMat.SetFloat("Ceto_FoamAmount", this.foamAmount);
                    this.m_jacobianBuffer.InitMaterial = this.m_foamInitMat;
                    this.m_jacobianBuffer.InitPass     = numGrids - 1;
                    this.m_jacobianBuffer.Run(this.m_conditions[0], time);
                }
                if (!this.m_jacobianBuffer.BeenSampled)
                {
                    this.m_jacobianBuffer.EnableSampling();
                    this.m_foamCopyMat.SetTexture("Ceto_JacobianBuffer0", this.m_jacobianBuffer.GetTexture(0));
                    this.m_foamCopyMat.SetTexture("Ceto_JacobianBuffer1", this.m_jacobianBuffer.GetTexture(1));
                    this.m_foamCopyMat.SetTexture("Ceto_JacobianBuffer2", this.m_jacobianBuffer.GetTexture(2));
                    this.m_foamCopyMat.SetTexture("Ceto_HeightBuffer", this.m_displacementBuffer.GetTexture(0));
                    this.m_foamCopyMat.SetVector("Ceto_FoamChoppyness", vector);
                    this.m_foamCopyMat.SetFloat("Ceto_FoamCoverage", this.foamCoverage);
                    Graphics.Blit(null, this.m_foamMaps[0], this.m_foamCopyMat, numGrids - 1);
                    Shader.SetGlobalTexture("Ceto_FoamMap0", this.m_foamMaps[0]);
                    this.m_jacobianBuffer.DisableSampling();
                    this.m_jacobianBuffer.BeenSampled = true;
                }
            }
        }
Beispiel #6
0
 private void Update()
 {
     try
     {
         Shader.SetGlobalFloat("Ceto_GridEdgeBorder", Mathf.Max(0f, this.borderLength));
         int     num = this.ResolutionToNumber(this.resolution);
         Vector2 v   = new Vector2((float)num / (float)this.ScreenWidth(), (float)num / (float)this.ScreenHeight());
         Shader.SetGlobalVector("Ceto_ScreenGridSize", v);
         this.CreateGrid(this.resolution);
         Dictionary <MESH_RESOLUTION, ProjectedGrid.Grid> .Enumerator enumerator = this.m_grids.GetEnumerator();
         while (enumerator.MoveNext())
         {
             KeyValuePair <MESH_RESOLUTION, ProjectedGrid.Grid> current = enumerator.Current;
             ProjectedGrid.Grid value = current.Value;
             KeyValuePair <MESH_RESOLUTION, ProjectedGrid.Grid> current2 = enumerator.Current;
             bool flag = current2.Key == this.resolution;
             if (flag)
             {
                 this.UpdateGrid(value);
                 this.Activate(value.top, true);
                 this.Activate(value.under, true);
             }
             else
             {
                 this.Activate(value.top, false);
                 this.Activate(value.under, false);
             }
         }
         if (this.m_ocean.UnderWater == null || this.m_ocean.UnderWater.Mode == UNDERWATER_MODE.ABOVE_ONLY)
         {
             enumerator = this.m_grids.GetEnumerator();
             while (enumerator.MoveNext())
             {
                 KeyValuePair <MESH_RESOLUTION, ProjectedGrid.Grid> current3 = enumerator.Current;
                 this.Activate(current3.Value.under, false);
             }
         }
         if (this.oceanTopSideMat != null && this.m_ocean.UnderWater != null && this.m_ocean.UnderWater.DepthMode == DEPTH_MODE.USE_DEPTH_BUFFER && this.oceanTopSideMat.shader.isSupported && this.oceanTopSideMat.renderQueue <= 2500)
         {
             Ocean.LogWarning("Underwater depth mode must be USE_OCEAN_DEPTH_PASS if using opaque material. Underwater effect will not look correct.");
         }
     }
     catch (Exception ex)
     {
         Ocean.LogError(ex.ToString());
         base.WasError = true;
         base.enabled  = false;
     }
 }
Beispiel #7
0
        private void ReadFromGPU(int numGrids)
        {
            if (!this.disableReadBack && this.readSdr == null)
            {
                Ocean.LogWarning("Trying to read GPU displacement data but the read shader is null");
            }
            bool flag = SystemInfo.graphicsShaderLevel >= 50 && SystemInfo.supportsComputeShaders;

            if (!this.disableReadBack && this.readSdr != null && this.m_readBuffer != null && flag)
            {
                InterpolatedArray2f[] readDisplacements = this.DisplacementBuffer.GetReadDisplacements();
                if (numGrids > 0)
                {
                    CBUtility.ReadFromRenderTexture(this.m_displacementMaps[0], 3, this.m_readBuffer, this.readSdr);
                    this.m_readBuffer.GetData(readDisplacements[0].Data);
                }
                else
                {
                    readDisplacements[0].Clear();
                }
                if (numGrids > 1)
                {
                    CBUtility.ReadFromRenderTexture(this.m_displacementMaps[1], 3, this.m_readBuffer, this.readSdr);
                    this.m_readBuffer.GetData(readDisplacements[1].Data);
                }
                else
                {
                    readDisplacements[1].Clear();
                }
                if (numGrids > 2)
                {
                    CBUtility.ReadFromRenderTexture(this.m_displacementMaps[2], 3, this.m_readBuffer, this.readSdr);
                    this.m_readBuffer.GetData(readDisplacements[2].Data);
                }
                else
                {
                    readDisplacements[2].Clear();
                }
                if (numGrids > 3)
                {
                }
            }
        }
        protected void CheckCanSampleTex(Texture tex, string name)
        {
            if (tex == null)
            {
                return;
            }
            if (!(tex is Texture2D))
            {
                Ocean.LogWarning("Can not query overlays " + name + " if texture is not Texture2D");
                return;
            }
            Texture2D texture2D = tex as Texture2D;

            try
            {
                Color pixel = texture2D.GetPixel(0, 0);
            }
            catch
            {
                Ocean.LogWarning("Can not query overlays " + name + " if read/write is not enabled");
            }
        }
Beispiel #9
0
        private WaveSpectrumConditionKey NewSpectrumConditionKey(int fourierSize, float windSpeed, float windDir, float waveAge)
        {
            WaveSpectrumConditionKey result;

            switch (this.spectrumType)
            {
            case SPECTRUM_TYPE.UNIFIED:
                result = new UnifiedSpectrumConditionKey(windSpeed, waveAge, fourierSize, windDir, this.spectrumType, this.numberOfGrids);
                break;

            case SPECTRUM_TYPE.PHILLIPS:
                result = new PhillipsSpectrumConditionKey(windSpeed, fourierSize, windDir, this.spectrumType, this.numberOfGrids);
                break;

            case SPECTRUM_TYPE.UNIFIED_PHILLIPS:
                result = new UnifiedSpectrumConditionKey(windSpeed, waveAge, fourierSize, windDir, this.spectrumType, this.numberOfGrids);
                break;

            case SPECTRUM_TYPE.CUSTOM:
                if (base.CustomWaveSpectrum == null)
                {
                    Ocean.LogWarning("Custom spectrum type selected but no custom spectrum interface has been added to the wave spectrum. Defaulting to Unified Spectrum");
                    this.spectrumType = SPECTRUM_TYPE.UNIFIED;
                    result            = new UnifiedSpectrumConditionKey(windSpeed, waveAge, fourierSize, windDir, this.spectrumType, this.numberOfGrids);
                }
                else
                {
                    result = base.CustomWaveSpectrum.CreateKey(fourierSize, windDir, this.spectrumType, this.numberOfGrids);
                }
                break;

            default:
                throw new InvalidOperationException("Invalid spectrum type = " + this.spectrumType);
            }
            return(result);
        }
Beispiel #10
0
 private void Start()
 {
     try
     {
         if (SystemInfo.graphicsShaderLevel < 30)
         {
             throw new InvalidOperationException("The projected grids needs at least SM3 to render.");
         }
         if (this.oceanTopSideMat == null)
         {
             Ocean.LogWarning("Top side material is null. There will be no top ocean mesh rendered");
         }
         if (this.m_ocean.UnderWater != null && this.m_ocean.UnderWater.Mode == UNDERWATER_MODE.ABOVE_AND_BELOW && this.oceanUnderSideMat == null)
         {
             Ocean.LogWarning("Under side material is null. There will be no under ocean mesh rendered");
         }
     }
     catch (Exception ex)
     {
         Ocean.LogError(ex.ToString());
         base.WasError = true;
         base.enabled  = false;
     }
 }
        void CreateShoreMasks()
        {
            //float t = Time.realtimeSinceStartup;

            Release();

            Terrain terrain = GetComponent <Terrain>();

            if (terrain == null)
            {
                //If there gameobject has not terrain print a warning and return.
                //Do this rather than have a terrain as a required component as it would be
                //rather annoying for the script to create a terrain if added to wrong gameobject.
                Ocean.LogWarning("The AddAutoShoreMask script must be attached to a component with a Terrain. The shore mask will not be created.");
                enabled = false;
                return;
            }

            if (terrain.terrainData == null)
            {
                //This can happen if the terrain data in asset folder is deleted
                Ocean.LogWarning("The terrain data is null. The shore mask will not be created.");
                enabled = false;
                return;
            }

            Vector3 size = terrain.terrainData.size;

            resolution = Mathf.Clamp(resolution, 32, 4096);

            m_width  = size.x;
            m_height = size.z;

            float level = Ocean.Instance.level;

            float[] data = ShoreMaskGenerator.CreateHeightMap(terrain);

            int actualResolution          = terrain.terrainData.heightmapResolution;
            InterpolatedArray2f heightMap = new InterpolatedArray2f(data, actualResolution, actualResolution, 1, false);

            if (useHeightMask || useNormalMask || useFoamMask)
            {
                m_heightMask = ShoreMaskGenerator.CreateMask(heightMap, resolution, resolution, level, heightSpread, TextureFormat.ARGB32);
            }

            if (useEdgeFoam)
            {
                m_edgeFoam = ShoreMaskGenerator.CreateMask(heightMap, resolution, resolution, level, foamSpread, TextureFormat.ARGB32);
            }

            if (useClipMask)
            {
                m_clipMask = ShoreMaskGenerator.CreateClipMask(heightMap, resolution, resolution, level + clipOffset, TextureFormat.ARGB32);
            }

            if (useHeightMask)
            {
                m_overlays[0].HeightTex.mask = m_heightMask;
            }

            if (useNormalMask)
            {
                m_overlays[0].NormalTex.mask = m_heightMask;
            }

            if (useFoamMask)
            {
                m_overlays[0].FoamTex.mask = m_heightMask;
            }

            if (useEdgeFoam)
            {
                m_overlays[0].FoamTex.tex = m_edgeFoam;
            }

            if (useClipMask)
            {
                m_overlays[0].ClipTex.tex = m_clipMask;
            }

            if (!m_registered)
            {
                Ocean.Instance.OverlayManager.Add(m_overlays[0]);
                m_registered = true;
            }

            m_heightSpread = heightSpread;
            m_foamSpread   = foamSpread;
            m_clipOffset   = clipOffset;
            m_resolution   = resolution;

            //Debug.Log("Shore mask creation time = " + (Time.realtimeSinceStartup - t) * 1000.0f);
        }
Beispiel #12
0
        void Update()
        {
            try
            {
                Shader.SetGlobalFloat("Ceto_GridEdgeBorder", Mathf.Max(0.0f, borderLength));

                int     r = ResolutionToNumber(resolution);
                Vector2 screenGridSize = new Vector2(r / (float)ScreenWidth(), r / (float)ScreenHeight());
                Shader.SetGlobalVector("Ceto_ScreenGridSize", screenGridSize);

                //Check to see if the mesh has been created for this resolution setting.
                //If not create it.
                CreateGrid(resolution);

                var e = m_grids.GetEnumerator();
                while (e.MoveNext())
                {
                    Grid grid = e.Current.Value;
                    //If this mesh is the one for the current resolution setting.
                    bool active = e.Current.Key == resolution;

                    if (active)
                    {
                        UpdateGrid(grid);
                        Activate(grid.top, true);
                        Activate(grid.under, true);
                    }
                    else
                    {
                        //Else it is not being rendered, disable it.
                        Activate(grid.top, false);
                        Activate(grid.under, false);
                    }
                }

                //If the underwater mode is set to above only the under side will not
                //be rendered so disable it.
                if (m_ocean.UnderWater == null || m_ocean.UnderWater.Mode == UNDERWATER_MODE.ABOVE_ONLY)
                {
                    e = m_grids.GetEnumerator();
                    while (e.MoveNext())
                    {
                        Activate(e.Current.Value.under, false);
                    }
                }

                //Check to see if the correct depth mode is being used for the opaque material.
                if (oceanTopSideMat != null && m_ocean.UnderWater != null && m_ocean.UnderWater.DepthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
                {
                    if (oceanTopSideMat.shader.isSupported && oceanTopSideMat.renderQueue <= 2500)
                    {
                        Ocean.LogWarning("Underwater depth mode must be USE_OCEAN_DEPTH_PASS if using opaque material. Underwater effect will not look correct.");
                    }
                }
            }
            catch (Exception e)
            {
                Ocean.LogError(e.ToString());
                WasError = true;
                enabled  = false;
            }
        }
Beispiel #13
0
 private void GenerateDisplacement(float time)
 {
     if (!this.disableDisplacements && SystemInfo.graphicsShaderLevel < 30 && this.m_displacementBuffer.IsGPU)
     {
         Ocean.LogWarning("Spectrum displacements needs at least SM3 to run on GPU. Disabling displacement.");
         this.disableDisplacements = true;
     }
     this.m_displacementBuffer.EnableBuffer(-1);
     if (this.disableDisplacements)
     {
         this.m_displacementBuffer.DisableBuffer(-1);
     }
     if (!this.disableDisplacements && this.choppyness == 0f)
     {
         this.m_displacementBuffer.DisableBuffer(1);
         this.m_displacementBuffer.DisableBuffer(2);
     }
     if (!this.disableDisplacements && this.choppyness > 0f)
     {
         this.m_displacementBuffer.EnableBuffer(1);
         this.m_displacementBuffer.EnableBuffer(2);
     }
     if (this.m_displacementBuffer.EnabledBuffers() == 0)
     {
         Shader.SetGlobalTexture("Ceto_DisplacementMap0", Texture2D.blackTexture);
         Shader.SetGlobalTexture("Ceto_DisplacementMap1", Texture2D.blackTexture);
         Shader.SetGlobalTexture("Ceto_DisplacementMap2", Texture2D.blackTexture);
         Shader.SetGlobalTexture("Ceto_DisplacementMap3", Texture2D.blackTexture);
         return;
     }
     if (this.m_displacementBuffer.Done)
     {
         int numGrids = this.m_conditions[0].Key.NumGrids;
         if (numGrids <= 2)
         {
             this.m_displacementBuffer.DisableBuffer(2);
         }
         if (!this.m_displacementBuffer.HasRun || this.m_displacementBuffer.TimeValue != time)
         {
             this.m_displacementBuffer.InitMaterial = this.m_displacementInitMat;
             this.m_displacementBuffer.InitPass     = numGrids - 1;
             this.m_displacementBuffer.Run(this.m_conditions[0], time);
         }
         if (!this.m_displacementBuffer.BeenSampled)
         {
             this.m_displacementBuffer.EnableSampling();
             this.m_displacementCopyMat.SetTexture("Ceto_HeightBuffer", this.m_displacementBuffer.GetTexture(0));
             this.m_displacementCopyMat.SetTexture("Ceto_DisplacementBuffer", this.m_displacementBuffer.GetTexture(1));
             if (numGrids > 0)
             {
                 Graphics.Blit(null, this.m_displacementMaps[0], this.m_displacementCopyMat, (numGrids != 1) ? 0 : 4);
                 Shader.SetGlobalTexture("Ceto_DisplacementMap0", this.m_displacementMaps[0]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_DisplacementMap0", Texture2D.blackTexture);
             }
             if (numGrids > 1)
             {
                 Graphics.Blit(null, this.m_displacementMaps[1], this.m_displacementCopyMat, 1);
                 Shader.SetGlobalTexture("Ceto_DisplacementMap1", this.m_displacementMaps[1]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_DisplacementMap1", Texture2D.blackTexture);
             }
             this.m_displacementCopyMat.SetTexture("Ceto_DisplacementBuffer", this.m_displacementBuffer.GetTexture(2));
             if (numGrids > 2)
             {
                 Graphics.Blit(null, this.m_displacementMaps[2], this.m_displacementCopyMat, 2);
                 Shader.SetGlobalTexture("Ceto_DisplacementMap2", this.m_displacementMaps[2]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_DisplacementMap2", Texture2D.blackTexture);
             }
             if (numGrids > 3)
             {
                 Graphics.Blit(null, this.m_displacementMaps[3], this.m_displacementCopyMat, 3);
                 Shader.SetGlobalTexture("Ceto_DisplacementMap3", this.m_displacementMaps[3]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_DisplacementMap3", Texture2D.blackTexture);
             }
             this.m_displacementBuffer.DisableSampling();
             this.m_displacementBuffer.BeenSampled = true;
             if (this.m_displacementBuffer.IsGPU)
             {
                 this.ReadFromGPU(numGrids);
             }
             this.FindRanges();
         }
     }
 }
Beispiel #14
0
 private void GenerateSlopes(float time)
 {
     if (!this.disableSlopes && SystemInfo.graphicsShaderLevel < 30)
     {
         Ocean.LogWarning("Spectrum slopes needs at least SM3 to run. Disabling slopes.");
         this.disableSlopes = true;
     }
     if (this.disableSlopes)
     {
         this.m_slopeBuffer.DisableBuffer(-1);
     }
     else
     {
         this.m_slopeBuffer.EnableBuffer(-1);
     }
     if (this.m_slopeBuffer.EnabledBuffers() == 0)
     {
         Shader.SetGlobalTexture("Ceto_SlopeMap0", Texture2D.blackTexture);
         Shader.SetGlobalTexture("Ceto_SlopeMap1", Texture2D.blackTexture);
     }
     else
     {
         int numGrids = this.m_conditions[0].Key.NumGrids;
         if (numGrids <= 2)
         {
             this.m_slopeBuffer.DisableBuffer(1);
         }
         if (!this.m_slopeBuffer.HasRun || this.m_slopeBuffer.TimeValue != time)
         {
             this.m_slopeBuffer.InitMaterial = this.m_slopeInitMat;
             this.m_slopeBuffer.InitPass     = numGrids - 1;
             this.m_slopeBuffer.Run(this.m_conditions[0], time);
         }
         if (!this.m_slopeBuffer.BeenSampled)
         {
             this.m_slopeBuffer.EnableSampling();
             if (numGrids > 0)
             {
                 this.m_slopeCopyMat.SetTexture("Ceto_SlopeBuffer", this.m_slopeBuffer.GetTexture(0));
                 Graphics.Blit(null, this.m_slopeMaps[0], this.m_slopeCopyMat, 0);
                 Shader.SetGlobalTexture("Ceto_SlopeMap0", this.m_slopeMaps[0]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_SlopeMap0", Texture2D.blackTexture);
             }
             if (numGrids > 2)
             {
                 this.m_slopeCopyMat.SetTexture("Ceto_SlopeBuffer", this.m_slopeBuffer.GetTexture(1));
                 Graphics.Blit(null, this.m_slopeMaps[1], this.m_slopeCopyMat, 0);
                 Shader.SetGlobalTexture("Ceto_SlopeMap1", this.m_slopeMaps[1]);
             }
             else
             {
                 Shader.SetGlobalTexture("Ceto_SlopeMap1", Texture2D.blackTexture);
             }
             this.m_slopeBuffer.DisableSampling();
             this.m_slopeBuffer.BeenSampled = true;
         }
     }
 }
Beispiel #15
0
        void Update()
        {
            // ####################################################### Modificação #######################################################################
            int    indice = 0;
            string line;

            System.IO.StreamReader file =
                new System.IO.StreamReader(@"\\VISUALIZADOR_04\server\ultimo_oceano.txt");
            while (((line = file.ReadLine()) != null) && (indice < 30))
            {
                dados [indice] = line;
                indice++;
            }
            file.Close();
            pegaDados();
            // ##############################################################################################################################################
            try
            {
                Shader.SetGlobalFloat("Ceto_GridEdgeBorder", Mathf.Max(0.0f, borderLength));

                int     r = ResolutionToNumber(resolution);
                Vector2 screenGridSize = new Vector2(r / (float)ScreenWidth(), r / (float)ScreenHeight());
                Shader.SetGlobalVector("Ceto_ScreenGridSize", screenGridSize);

                //Check to see if the mesh has been created for this resolution setting.
                //If not create it.
                CreateGrid(resolution);

                var e = m_grids.GetEnumerator();
                while (e.MoveNext())
                {
                    Grid grid = e.Current.Value;
                    //If this mesh is the one for the current resolution setting.
                    bool active = e.Current.Key == (int)resolution;

                    if (active)
                    {
                        UpdateGrid(grid);
                        Activate(grid.top, true);
                        Activate(grid.under, true);
                    }
                    else
                    {
                        //Else it is not being rendered, disable it.
                        Activate(grid.top, false);
                        Activate(grid.under, false);
                    }
                }

                //If the underside not needed disable it.
                if (!UnderSideNeeded())
                {
                    e = m_grids.GetEnumerator();
                    while (e.MoveNext())
                    {
                        Activate(e.Current.Value.under, false);
                    }
                }

                //If the topside not needed disable it.
                if (!TopSideNeeded())
                {
                    e = m_grids.GetEnumerator();
                    while (e.MoveNext())
                    {
                        Activate(e.Current.Value.top, false);
                    }
                }

                //Check to see if the correct depth mode is being used for the opaque material.
                if (oceanTopSideMat != null && m_ocean.UnderWater != null && m_ocean.UnderWater.depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
                {
                    if (oceanTopSideMat.shader.isSupported && oceanTopSideMat.renderQueue <= 2500)
                    {
                        Ocean.LogWarning("Underwater depth mode must be USE_OCEAN_DEPTH_PASS if using opaque material. Underwater effect will not look correct.");
                    }
                }
            }
            catch (Exception e)
            {
                Ocean.LogError(e.ToString());
                WasError = true;
                enabled  = false;
            }
        }
Beispiel #16
0
		private void CreateShoreMasks()
		{
			this.Release();
			Terrain component = base.GetComponent<Terrain>();
			if (component == null)
			{
				Ocean.LogWarning("The AddAutoShoreMask script must be attached to a component with a Terrain. The shore mask will not be created.");
				base.enabled = false;
				return;
			}
			if (component.terrainData == null)
			{
				Ocean.LogWarning("The terrain data is null. The shore mask will not be created.");
				base.enabled = false;
				return;
			}
			Vector3 size = component.terrainData.size;
			this.resolution = Mathf.Clamp(this.resolution, 32, 4096);
			this.m_width = size.x;
			this.m_height = size.z;
			float level = Ocean.Instance.level;
			float[] data = ShoreMaskGenerator.CreateHeightMap(component);
			int heightmapResolution = component.terrainData.heightmapResolution;
			InterpolatedArray2f heightMap = new InterpolatedArray2f(data, heightmapResolution, heightmapResolution, 1, false);
			if (this.useHeightMask || this.useNormalMask || this.useFoamMask)
			{
				this.m_heightMask = ShoreMaskGenerator.CreateMask(heightMap, this.resolution, this.resolution, level, this.heightSpread, TextureFormat.ARGB32);
			}
			if (this.useEdgeFoam)
			{
				this.m_edgeFoam = ShoreMaskGenerator.CreateMask(heightMap, this.resolution, this.resolution, level, this.foamSpread, TextureFormat.ARGB32);
			}
			if (this.useClipMask)
			{
				this.m_clipMask = ShoreMaskGenerator.CreateClipMask(heightMap, this.resolution, this.resolution, level + this.clipOffset, TextureFormat.ARGB32);
			}
			if (this.useHeightMask)
			{
				this.m_overlays[0].HeightTex.mask = this.m_heightMask;
			}
			if (this.useNormalMask)
			{
				this.m_overlays[0].NormalTex.mask = this.m_heightMask;
			}
			if (this.useFoamMask)
			{
				this.m_overlays[0].FoamTex.mask = this.m_heightMask;
			}
			if (this.useEdgeFoam)
			{
				this.m_overlays[0].FoamTex.tex = this.m_edgeFoam;
			}
			if (this.useClipMask)
			{
				this.m_overlays[0].ClipTex.tex = this.m_clipMask;
			}
			if (!this.m_registered)
			{
				Ocean.Instance.OverlayManager.Add(this.m_overlays[0]);
				this.m_registered = true;
			}
			this.m_heightSpread = this.heightSpread;
			this.m_foamSpread = this.foamSpread;
			this.m_clipOffset = this.clipOffset;
			this.m_resolution = (float)this.resolution;
		}
Beispiel #17
0
        void Update()
        {
            try
            {
#if UNITY_WEBGL
                //There is a issue with the webGL projection matrix in the build when converting the
                //depth to world position. Have to use the depth pass instead.
                if (depthMode == DEPTH_MODE.USE_DEPTH_BUFFER)
                {
                    Ocean.LogWarning("Underwater depth mode for WebGL can not be USE_DEPTH_BUFFER. Changing to USE_OCEAN_DEPTH_PASS");
                    depthMode = DEPTH_MODE.USE_OCEAN_DEPTH_PASS;
                }
#endif

                Vector4 absCof   = new Vector4(absorptionR, absorptionG, absorptionB, 1.0f);
                Vector4 sssCof   = absCof;
                Vector4 belowCof = absCof;

                absCof.w   = Mathf.Max(0.0f, aboveAbsorptionModifier.scale);
                sssCof.w   = Mathf.Max(0.0f, subSurfaceScatterModifier.scale);
                belowCof.w = Mathf.Max(0.0f, belowAbsorptionModifier.scale);

                Color absTint   = aboveAbsorptionModifier.tint * Mathf.Max(0.0f, aboveAbsorptionModifier.intensity);
                Color sssTint   = subSurfaceScatterModifier.tint * Mathf.Max(0.0f, subSurfaceScatterModifier.intensity);
                Color belowTint = belowAbsorptionModifier.tint * Mathf.Max(0.0f, belowAbsorptionModifier.intensity);

                Vector4 causticParam = new Vector4();
                causticParam.x = (causticTexture.scale.x != 0.0f) ? 1.0f / causticTexture.scale.x : 1.0f;
                causticParam.y = (causticTexture.scale.y != 0.0f) ? 1.0f / causticTexture.scale.y : 1.0f;
                causticParam.z = 0.0f;
                causticParam.w = Mathf.Clamp01(causticModifier.depthFade);

                Vector2 causticDistortion = new Vector2();
                causticDistortion.x = causticModifier.aboveDistortion;
                causticDistortion.y = causticModifier.belowDistortion;

                Shader.SetGlobalVector("Ceto_AbsCof", absCof);
                Shader.SetGlobalColor("Ceto_AbsTint", absTint);

                Shader.SetGlobalVector("Ceto_SSSCof", sssCof);
                Shader.SetGlobalColor("Ceto_SSSTint", sssTint);

                Shader.SetGlobalVector("Ceto_BelowCof", belowCof);
                Shader.SetGlobalColor("Ceto_BelowTint", belowTint);

                Color aboveInscatterCol = aboveInscatterModifier.color;
                aboveInscatterCol.a = Mathf.Clamp01(aboveInscatterModifier.intensity);

                Shader.SetGlobalFloat("Ceto_AboveInscatterScale", Mathf.Max(0.1f, aboveInscatterModifier.scale));
                Shader.SetGlobalVector("Ceto_AboveInscatterMode", InscatterModeToMask(aboveInscatterModifier.mode));
                Shader.SetGlobalColor("Ceto_AboveInscatterColor", aboveInscatterCol);

                Color belowInscatterCol = belowInscatterModifier.color;
                belowInscatterCol.a = Mathf.Clamp01(belowInscatterModifier.intensity);

                Shader.SetGlobalFloat("Ceto_BelowInscatterScale", Mathf.Max(0.1f, belowInscatterModifier.scale));
                Shader.SetGlobalVector("Ceto_BelowInscatterMode", InscatterModeToMask(belowInscatterModifier.mode));
                Shader.SetGlobalColor("Ceto_BelowInscatterColor", belowInscatterCol);

                Shader.SetGlobalFloat("Ceto_AboveRefractionIntensity", Mathf.Max(0.0f, aboveRefractionIntensity));
                Shader.SetGlobalFloat("Ceto_BelowRefractionIntensity", Mathf.Max(0.0f, belowRefractionIntensity));
                Shader.SetGlobalFloat("Ceto_RefractionDistortion", refractionDistortion * 0.05f);
                Shader.SetGlobalFloat("Ceto_MaxDepthDist", Mathf.Max(0.0f, MAX_DEPTH_DIST));
                Shader.SetGlobalFloat("Ceto_DepthBlend", Mathf.Clamp01(depthBlend));
                Shader.SetGlobalFloat("Ceto_EdgeFade", Mathf.Lerp(20.0f, 2.0f, Mathf.Clamp01(edgeFade)));

                Shader.SetGlobalTexture("Ceto_CausticTexture", ((causticTexture.tex != null) ? causticTexture.tex : Texture2D.blackTexture));
                Shader.SetGlobalVector("Ceto_CausticTextureScale", causticParam);
                Shader.SetGlobalVector("Ceto_CausticDistortion", causticDistortion);
                Shader.SetGlobalColor("Ceto_CausticTint", causticModifier.tint * causticModifier.intensity);

                if (depthMode == DEPTH_MODE.USE_OCEAN_DEPTH_PASS)
                {
                    Shader.EnableKeyword("CETO_USE_OCEAN_DEPTHS_BUFFER");

                    if (underwaterMode == UNDERWATER_MODE.ABOVE_ONLY)
                    {
                        SetBottomActive(m_bottomMask, false);
                    }
                    else
                    {
                        SetBottomActive(m_bottomMask, true);
                        UpdateBottomBounds();
                    }
                }
                else
                {
                    Shader.DisableKeyword("CETO_USE_OCEAN_DEPTHS_BUFFER");

                    if (underwaterMode == UNDERWATER_MODE.ABOVE_ONLY)
                    {
                        SetBottomActive(m_bottomMask, false);
                    }
                    else
                    {
                        SetBottomActive(m_bottomMask, true);
                        UpdateBottomBounds();
                    }
                }
            }
            catch (Exception e)
            {
                Ocean.LogError(e.ToString());
                WasError = true;
                enabled  = false;
            }
        }