public override Vector3d2 DeformedToLocal(Vector3d2 deformedPt) { double l = deformedPt.Magnitude(); if (deformedPt.z >= Math.Abs(deformedPt.x) && deformedPt.z >= Math.Abs(deformedPt.y)) { return(new Vector3d2(deformedPt.x / deformedPt.z * R, deformedPt.y / deformedPt.z * R, l - R)); } if (deformedPt.z <= -Math.Abs(deformedPt.x) && deformedPt.z <= -Math.Abs(deformedPt.y)) { return(new Vector3d2(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity)); } if (deformedPt.y >= Math.Abs(deformedPt.x) && deformedPt.y >= Math.Abs(deformedPt.z)) { return(new Vector3d2(deformedPt.x / deformedPt.y * R, (2.0 - deformedPt.z / deformedPt.y) * R, l - R)); } if (deformedPt.y <= -Math.Abs(deformedPt.x) && deformedPt.y <= -Math.Abs(deformedPt.z)) { return(new Vector3d2(-deformedPt.x / deformedPt.y * R, (-2.0 - deformedPt.z / deformedPt.y) * R, l - R)); } if (deformedPt.x >= Math.Abs(deformedPt.y) && deformedPt.x >= Math.Abs(deformedPt.z)) { return(new Vector3d2((2.0 - deformedPt.z / deformedPt.x) * R, deformedPt.y / deformedPt.x * R, l - R)); } if (deformedPt.x <= -Math.Abs(deformedPt.y) && deformedPt.x <= -Math.Abs(deformedPt.z)) { return(new Vector3d2((-2.0 - deformedPt.z / deformedPt.x) * R, -deformedPt.y / deformedPt.x * R, l - R)); } //should never reach here Debug.Log("Proland::SpericalDeformation::DeformToLocal - fail"); return(new Vector3d2()); }
public override Vector3d2 DeformedToLocal(Vector3d2 deformedPt) { double l = deformedPt.Magnitude(); if (deformedPt.z >= Math.Abs(deformedPt.x) && deformedPt.z >= Math.Abs(deformedPt.y)) { return new Vector3d2(deformedPt.x / deformedPt.z * R, deformedPt.y / deformedPt.z * R, l - R); } if (deformedPt.z <= -Math.Abs(deformedPt.x) && deformedPt.z <= -Math.Abs(deformedPt.y)) { return new Vector3d2(double.PositiveInfinity, double.PositiveInfinity, double.PositiveInfinity); } if (deformedPt.y >= Math.Abs(deformedPt.x) && deformedPt.y >= Math.Abs(deformedPt.z)) { return new Vector3d2(deformedPt.x / deformedPt.y * R, (2.0 - deformedPt.z / deformedPt.y) * R, l - R); } if (deformedPt.y <= -Math.Abs(deformedPt.x) && deformedPt.y <= -Math.Abs(deformedPt.z)) { return new Vector3d2(-deformedPt.x / deformedPt.y * R, (-2.0 - deformedPt.z / deformedPt.y) * R, l - R); } if (deformedPt.x >= Math.Abs(deformedPt.y) && deformedPt.x >= Math.Abs(deformedPt.z)) { return new Vector3d2((2.0 - deformedPt.z / deformedPt.x) * R, deformedPt.y / deformedPt.x * R, l - R); } if (deformedPt.x <= -Math.Abs(deformedPt.y) && deformedPt.x <= -Math.Abs(deformedPt.z)) { return new Vector3d2((-2.0 - deformedPt.z / deformedPt.x) * R, -deformedPt.y / deformedPt.x * R, l - R); } //should never reach here Debug.Log("Proland::SpericalDeformation::DeformToLocal - fail"); return new Vector3d2(); }
public void updateCameraSpecificUniforms(Material oceanMaterial, Camera inCamera) { cameraToScreen = GL.GetGPUProjectionMatrix(inCamera.projectionMatrix, false); screenToCamera = cameraToScreen.inverse; m_oceanMaterial.SetMatrix("_Globals_CameraToScreen", cameraToScreen); m_oceanMaterial.SetMatrix("_Globals_ScreenToCamera", screenToCamera); //Calculates the required data for the projected grid // compute ltoo = localToOcean transform, where ocean frame = tangent space at // camera projection on sphere radius in local space //move these to dedicated projected grid class? Matrix4x4 ctol1 = inCamera.cameraToWorldMatrix; Matrix4x4d cameraToWorld = new Matrix4x4d(ctol1.m00, ctol1.m01, ctol1.m02, ctol1.m03, ctol1.m10, ctol1.m11, ctol1.m12, ctol1.m13, ctol1.m20, ctol1.m21, ctol1.m22, ctol1.m23, ctol1.m30, ctol1.m31, ctol1.m32, ctol1.m33); Vector3d translation = m_manager.parentLocalTransform.position; Matrix4x4d worldToLocal = new Matrix4x4d(1, 0, 0, -translation.x, 0, 1, 0, -translation.y, 0, 0, 1, -translation.z, 0, 0, 0, 1); Matrix4x4d camToLocal = worldToLocal * cameraToWorld; Matrix4x4d localToCam = camToLocal.Inverse(); // camera in local space relative to planet's origin Vector3d2 cl = new Vector3d2(); cl = camToLocal * Vector3d2.Zero(); double radius = m_manager.GetRadius(); uz = cl.Normalized(); // unit z vector of ocean frame, in local space if (m_oldlocalToOcean != Matrix4x4d.Identity()) { ux = (new Vector3d2(m_oldlocalToOcean.m [1, 0], m_oldlocalToOcean.m [1, 1], m_oldlocalToOcean.m [1, 2])).Cross(uz).Normalized(); } else { ux = Vector3d2.UnitZ().Cross(uz).Normalized(); } uy = uz.Cross(ux); // unit y vector oo = uz * (radius); // origin of ocean frame, in local space //local to ocean transform //computed from oo and ux, uy, uz should be correct Matrix4x4d localToOcean = new Matrix4x4d( ux.x, ux.y, ux.z, -ux.Dot(oo), uy.x, uy.y, uy.z, -uy.Dot(oo), uz.x, uz.y, uz.z, -uz.Dot(oo), 0.0, 0.0, 0.0, 1.0); Matrix4x4d cameraToOcean = localToOcean * camToLocal; Matrix4x4d worldToOcean = localToOcean * worldToLocal; Vector3d2 delta = new Vector3d2(0, 0, 0); if (m_oldlocalToOcean != Matrix4x4d.Identity()) { delta = localToOcean * (m_oldlocalToOcean.Inverse() * Vector3d2.Zero()); m_offset += delta; } //reset offset when bigger than 20000 to avoid floating point issues when later casting the offset to float if (Mathf.Max(Mathf.Abs((float)m_offset.x), Mathf.Abs((float)m_offset.y)) > 20000f) { m_offset.x = 0.0; m_offset.y = 0.0; } m_oldlocalToOcean = localToOcean; // Matrix4x4d ctos = ModifiedProjectionMatrix (inCamera); //moved to command buffer // Matrix4x4d stoc = ctos.Inverse (); Vector3d2 oc = cameraToOcean * Vector3d2.Zero(); h = oc.z; offset = new Vector3d2(-m_offset.x, -m_offset.y, h); //old horizon code //This breaks down when you tilt the camera by 90 degrees in any direction //I made some new horizon code down, scroll down // Vector4d stoc_w = (stoc * Vector4d.UnitW ()).XYZ0 (); // Vector4d stoc_x = (stoc * Vector4d.UnitX ()).XYZ0 (); // Vector4d stoc_y = (stoc * Vector4d.UnitY ()).XYZ0 (); // // Vector3d2 A0 = (cameraToOcean * stoc_w).XYZ (); // Vector3d2 dA = (cameraToOcean * stoc_x).XYZ (); // Vector3d2 B = (cameraToOcean * stoc_y).XYZ (); // // Vector3d2 horizon1, horizon2; // // double h1 = h * (h + 2.0 * radius); // double h2 = (h + radius) * (h + radius); // double alpha = B.Dot (B) * h1 - B.z * B.z * h2; // // double beta0 = (A0.Dot (B) * h1 - B.z * A0.z * h2) / alpha; // double beta1 = (dA.Dot (B) * h1 - B.z * dA.z * h2) / alpha; // // double gamma0 = (A0.Dot (A0) * h1 - A0.z * A0.z * h2) / alpha; // double gamma1 = (A0.Dot (dA) * h1 - A0.z * dA.z * h2) / alpha; // double gamma2 = (dA.Dot (dA) * h1 - dA.z * dA.z * h2) / alpha; // // horizon1 = new Vector3d2 (-beta0, -beta1, 0.0); // horizon2 = new Vector3d2 (beta0 * beta0 - gamma0, 2.0 * (beta0 * beta1 - gamma1), beta1 * beta1 - gamma2); Vector3d2 sunDir = new Vector3d2(m_manager.getDirectionToSun().normalized); Vector3d2 oceanSunDir = localToOcean.ToMatrix3x3d() * sunDir; oceanMaterial.SetMatrix(ShaderProperties._Globals_CameraToWorld_PROPERTY, cameraToWorld.ToMatrix4x4()); oceanMaterial.SetVector(ShaderProperties._Ocean_SunDir_PROPERTY, oceanSunDir.ToVector3()); oceanMaterial.SetMatrix(ShaderProperties._Ocean_CameraToOcean_PROPERTY, cameraToOcean.ToMatrix4x4()); oceanMaterial.SetMatrix(ShaderProperties._Ocean_OceanToCamera_PROPERTY, cameraToOcean.Inverse().ToMatrix4x4()); // oceanMaterial.SetMatrix (ShaderProperties._Globals_CameraToScreen_PROPERTY, ctos.ToMatrix4x4 ()); // oceanMaterial.SetMatrix (ShaderProperties._Globals_ScreenToCamera_PROPERTY, stoc.ToMatrix4x4 ()); oceanMaterial.SetMatrix(ShaderProperties._Globals_WorldToOcean_PROPERTY, worldToOcean.ToMatrix4x4()); oceanMaterial.SetMatrix(ShaderProperties._Globals_OceanToWorld_PROPERTY, worldToOcean.Inverse().ToMatrix4x4()); oceanMaterial.SetVector(ShaderProperties._Ocean_CameraPos_PROPERTY, offset.ToVector3()); //horizon calculations //these are used to find where the horizon line is on screen //and "clamp" vertexes that are above it back to it //as the grid is projected on the whole screen, vertexes over the horizon need to be dealt with //simply passing a flag to drop fragments or moving these vertexes offscreen will cause issues //as the horizon line can be between two vertexes and the horizon line will appear "pixelated" //as whole chunks go missing //these need to be done here //1)for double precision //2)for speed Vector3d2 sphereDir = localToCam * Vector3d2.Zero(); //vector to center of planet double OHL = sphereDir.Magnitude(); //distance to center of planet sphereDir = sphereDir.Normalized(); //direction to center of planet double rHorizon = Math.Sqrt((OHL)*(OHL)-(radius * radius)); //distance to the horizon, i.e distance to ocean sphere tangent //basic geometry yo //Theta=angle to horizon, now all that is left to do is check the viewdir against this angle in the shader double cosTheta = rHorizon / (OHL); double sinTheta = Math.Sqrt(1 - cosTheta * cosTheta); oceanMaterial.SetVector(ShaderProperties.sphereDir_PROPERTY, sphereDir.ToVector3()); oceanMaterial.SetFloat(ShaderProperties.cosTheta_PROPERTY, (float)cosTheta); oceanMaterial.SetFloat(ShaderProperties.sinTheta_PROPERTY, (float)sinTheta); //planetshine properties if (Scatterer.Instance.mainSettings.usePlanetShine) { Matrix4x4 planetShineSourcesMatrix = m_manager.m_skyNode.planetShineSourcesMatrix; Vector3d2 oceanSunDir2; for (int i = 0; i < 4; i++) { Vector4 row = planetShineSourcesMatrix.GetRow(i); oceanSunDir2 = localToOcean.ToMatrix3x3d() * new Vector3d2(row.x, row.y, row.z); planetShineSourcesMatrix.SetRow(i, new Vector4((float)oceanSunDir2.x, (float)oceanSunDir2.y, (float)oceanSunDir2.z, row.w)); } oceanMaterial.SetMatrix("planetShineSources", planetShineSourcesMatrix); //this can become shared code to not recompute oceanMaterial.SetMatrix("planetShineRGB", m_manager.m_skyNode.planetShineRGBMatrix); } if (!ReferenceEquals(causticsShadowMaskModulator, null)) { causticsShadowMaskModulator.CausticsShadowMaskModulateMaterial.SetMatrix("CameraToWorld", inCamera.cameraToWorldMatrix); causticsShadowMaskModulator.CausticsShadowMaskModulateMaterial.SetMatrix("WorldToLight", Scatterer.Instance.sunLight.transform.worldToLocalMatrix); causticsShadowMaskModulator.CausticsShadowMaskModulateMaterial.SetVector("PlanetOrigin", m_manager.parentLocalTransform.position); float warpTime = (TimeWarp.CurrentRate > 1) ? (float)Planetarium.GetUniversalTime() : 0f; causticsShadowMaskModulator.CausticsShadowMaskModulateMaterial.SetFloat("warpTime", warpTime); } }