Exemple #1
0
        public void UpdateMatrices()
        {
            var worldToLocal = new Matrix4x4d(1.0, 0.0, 0.0, -Origin.x,
                                              0.0, 1.0, 0.0, -Origin.y,
                                              0.0, 0.0, 1.0, -Origin.z,
                                              0.0, 0.0, 0.0, 1.0);
            var cameraToLocal = worldToLocal * CameraToWorld;
            var localToCamera = cameraToLocal.Inverse();
            var oceanFrame    = cameraToLocal * Vector3d.zero;
            var radius        = ParentBody.Size;

            uz = oceanFrame.Normalized();

            ux = OldLocalToOcean != Matrix4x4d.identity ? new Vector3d(OldLocalToOcean.m[1, 0], OldLocalToOcean.m[1, 1], OldLocalToOcean.m[1, 2]).Cross(uz).Normalized() :
                 Vector3d.forward.Cross(uz).Normalized();

            uy = uz.Cross(ux);
            oo = (uz * radius);

            var 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);
            var cameraToOcean = localToOcean * cameraToLocal;

            //var worldToOcean = localToOcean * worldToLocal;

            if (OldLocalToOcean != Matrix4x4d.identity)
            {
                var delta = localToOcean * (OldLocalToOcean.Inverse() * Vector3d.zero);

                Offset += VectorHelper.MakeFrom(delta, 0.0f);
            }

            if (Mathf.Max(Mathf.Abs(Offset.x), Mathf.Abs(Offset.y)) > 20000.0f)
            {
                Offset.x = 0.0f;
                Offset.y = 0.0f;
            }

            OldLocalToOcean = localToOcean;

            var oc = cameraToOcean * Vector3d.zero;

            H = oc.z;

            if (double.IsNaN(H))
            {
                H = 1.0;
            }

            var offset = new Vector3d(-Offset.x, -Offset.y, H);

            // TODO : Up to four light sources support...
            var sun          = ParentBody.Suns.FirstOrDefault();
            var sunDirection = sun != null?ParentBody.GetSunDirection(sun) : Vector3.zero;

            var oceanSunDirection = localToOcean.ToMatrix3x3d() * sunDirection;

            var sphereDirection = (localToCamera * Vector3d.zero).Normalized();   // Direction to center of planet
            var OHL             = (localToCamera * Vector3d.zero).Magnitude();    // Distance to center of planet
            var rHorizon        = Math.Sqrt(OHL * OHL - radius * radius);         // Distance to the horizon, i.e distance to ocean sphere tangent

            // Theta equals angle to horizon, now all that is left to do is check the view direction against this angle
            var cosTheta            = rHorizon / OHL;
            var sinTheta            = Math.Sqrt(1.0 - cosTheta * cosTheta);
            var oceanGridResolution = GodManager.Instance.OceanGridResolution;

            OceanMaterial.SetVector("_SphereDirection", sphereDirection.ToVector3());
            OceanMaterial.SetFloat("_CosTheta", (float)cosTheta);
            OceanMaterial.SetFloat("_SinTheta", (float)sinTheta);

            OceanMaterial.SetVector("_Ocean_SunDir", oceanSunDirection.ToVector3());
            OceanMaterial.SetMatrix("_Ocean_CameraToOcean", cameraToOcean.ToMatrix4x4());
            OceanMaterial.SetMatrix("_Ocean_OceanToCamera", cameraToOcean.Inverse().ToMatrix4x4());
            OceanMaterial.SetMatrix("_Ocean_WorldToLocal", worldToLocal.ToMatrix4x4());
            OceanMaterial.SetMatrix("_Ocean_LocalToOcean", localToOcean.ToMatrix4x4());
            OceanMaterial.SetVector("_Ocean_CameraPos", offset.ToVector3());
            OceanMaterial.SetVector("_Ocean_Color", UpwellingColor * 0.1f);
            OceanMaterial.SetVector("_Ocean_ScreenGridSize", new Vector2((float)oceanGridResolution / (float)Screen.width, (float)oceanGridResolution / (float)Screen.height));
            OceanMaterial.SetFloat("_Ocean_Radius", radius);
            OceanMaterial.SetFloat("_Ocean_Wave_Level", OceanWaveLevel);

            // TODO : Complete ocean matrices calculation for a cyllindrical worlds...
        }
Exemple #2
0
        public void updateStuff(Material oceanMaterial, Camera inCamera)
        {
            //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

            Matrix4x4 ctol1 = inCamera.cameraToWorldMatrix;

            //position relative to kerbin
//			Vector3d tmp = (inCamera.transform.position) - m_manager.parentCelestialBody.transform.position;


            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);


            //Looking back, I have no idea how I figured this crap out
            Vector4 translation = m_manager.parentCelestialBody.transform.worldToLocalMatrix.inverse.GetColumn(3);

            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;


            // camera in local space relative to planet's origin
            Vector3d2 cl = new Vector3d2();

            cl = camToLocal * Vector3d2.Zero();

//			double radius = m_manager.GetRadius ();
            double radius = m_manager.GetRadius() + m_oceanLevel;

//			Vector3d2 ux, uy, uz, oo;

            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;


            //Couldn't figure out how to change the wind's direction in all that math so I tried to do the easy thing
            //And Rotated the ocean and the sun
            //This didn't work

            //deleted rotation code here



            Vector3d2 delta = new Vector3d2(0, 0, 0);

            if (m_oldlocalToOcean != Matrix4x4d.Identity())
            {
                delta     = localToOcean * (m_oldlocalToOcean.Inverse() * Vector3d2.Zero());
                m_offset += delta;
            }

            m_oldlocalToOcean = localToOcean;

            Matrix4x4d ctos = ModifiedProjectionMatrix(inCamera);
            Matrix4x4d stoc = ctos.Inverse();

            Vector3d2 oc = cameraToOcean * Vector3d2.Zero();

            h = oc.z;

            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;

//			Vector3d2 offset = new Vector3d2 (-m_offset.x, -m_offset.y, h);
            offset = new Vector3d2(-m_offset.x, -m_offset.y, h);
//			Vector3d2 offset = new Vector3d2 (0f, 0f, h);

            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.SetVector("_Ocean_SunDir", oceanSunDir.ToVector3());

            oceanMaterial.SetVector("_Ocean_Horizon1", horizon1.ToVector3());
            oceanMaterial.SetVector("_Ocean_Horizon2", horizon2.ToVector3());

            oceanMaterial.SetMatrix("_Ocean_CameraToOcean", cameraToOcean.ToMatrix4x4());
            oceanMaterial.SetMatrix("_Ocean_OceanToCamera", cameraToOcean.Inverse().ToMatrix4x4());

            oceanMaterial.SetMatrix("_Globals_CameraToScreen", ctos.ToMatrix4x4());
            oceanMaterial.SetMatrix("_Globals_ScreenToCamera", stoc.ToMatrix4x4());

            oceanMaterial.SetVector("_Ocean_CameraPos", offset.ToVector3());

            oceanMaterial.SetVector("_Ocean_Color", new Color(m_oceanUpwellingColor.x, m_oceanUpwellingColor.y, m_oceanUpwellingColor.z) /*  *0.1f   */);
            oceanMaterial.SetVector("_Ocean_ScreenGridSize", new Vector2((float)m_resolution / (float)Screen.width, (float)m_resolution / (float)Screen.height));
            oceanMaterial.SetFloat("_Ocean_Radius", (float)radius);

            //			oceanMaterial.SetFloat("scale", 1);
            oceanMaterial.SetFloat("scale", oceanScale);

            oceanMaterial.SetFloat("_OceanAlpha", oceanAlpha);
            oceanMaterial.SetFloat("alphaRadius", alphaRadius);


            oceanMaterial.SetFloat("sunReflectionMultiplier", sunReflectionMultiplier);
            oceanMaterial.SetFloat("skyReflectionMultiplier", skyReflectionMultiplier);
            oceanMaterial.SetFloat("seaRefractionMultiplier", seaRefractionMultiplier);


            m_manager.GetSkyNode().SetOceanUniforms(oceanMaterial);
        }
Exemple #3
0
        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);
            }
        }
Exemple #4
0
        public void updateStuff(Material oceanMaterial, Camera inCamera)
        {
//			m_manager.GetSkyNode ().SetOceanUniforms (m_oceanMaterial);

            //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

            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);


            //Looking back, I have no idea how I figured this crap out
            //I probably did the math wrong anyway and it worked by sheer luck and incessant tries

//			Vector4 translation = m_manager.parentCelestialBody.transform.localToWorldMatrix.GetColumn (3);
            Vector3d translation = m_manager.parentCelestialBody.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() + m_oceanLevel;

            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;

            //				m_skyMaterialLocal.EnableKeyword ("ECLIPSES_ON");
            //				m_skyMaterialLocal.DisableKeyword ("ECLIPSES_OFF");

            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());

            //oceanMaterial.SetVector (ShaderProperties._Ocean_Color_PROPERTY, new Color (m_oceanUpwellingColor.x, m_oceanUpwellingColor.y, m_oceanUpwellingColor.z));
            oceanMaterial.SetVector(ShaderProperties._Ocean_Color_PROPERTY, m_oceanUpwellingColor);
            oceanMaterial.SetVector("_Underwater_Color", m_UnderwaterColor);
            oceanMaterial.SetVector(ShaderProperties._Ocean_ScreenGridSize_PROPERTY, new Vector2((float)m_resolution / (float)Screen.width, (float)m_resolution / (float)Screen.height));
            oceanMaterial.SetFloat(ShaderProperties._Ocean_Radius_PROPERTY, (float)(radius + m_oceanLevel));

            //			oceanMaterial.SetFloat("scale_PROPERTY, 1);
            oceanMaterial.SetFloat(ShaderProperties.scale_PROPERTY, oceanScale);

            oceanMaterial.SetFloat(ShaderProperties._OceanAlpha_PROPERTY, oceanAlpha);
            oceanMaterial.SetFloat(ShaderProperties.alphaRadius_PROPERTY, alphaRadius);

            oceanMaterial.SetFloat(ShaderProperties._GlobalOceanAlpha_PROPERTY, m_manager.m_skyNode.interpolatedSettings._GlobalOceanAlpha);


            m_manager.GetSkyNode().SetOceanUniforms(oceanMaterial);


            //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()).Normalized();         //direction to center of planet
            double    OHL       = (localToCam * Vector3d2.Zero()).Magnitude();          //distance 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);

            if (Core.Instance.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);

                oceanMaterial.SetMatrix("planetShineRGB", m_manager.m_skyNode.planetShineRGBMatrix);
            }

            m_manager.GetSkyNode().UpdatePostProcessMaterial(underwaterPostProcessingMaterial);
            underwaterPostProcessingMaterial.SetVector("_Underwater_Color", m_UnderwaterColor);

            m_oceanMaterial.SetFloat("refractionIndex", refractionIndex);
            m_oceanMaterial.SetFloat("transparencyDepth", transparencyDepth);
            m_oceanMaterial.SetFloat("darknessDepth", darknessDepth);

            underwaterPostProcessingMaterial.SetFloat("transparencyDepth", transparencyDepth);
            underwaterPostProcessingMaterial.SetFloat("darknessDepth", darknessDepth);

            //underwaterPostProcessingMaterial.SetFloat ("refractionIndex", refractionIndex);
        }
Exemple #5
0
		public void updateStuff (Material oceanMaterial, Camera inCamera)
		{
			//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
			
			Matrix4x4 ctol1 = inCamera.cameraToWorldMatrix;
			
			//position relative to kerbin
//			Vector3d tmp = (inCamera.transform.position) - m_manager.parentCelestialBody.transform.position;
			
			
			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);
			
			
			//Looking back, I have no idea how I figured this crap out
			Vector4 translation = m_manager.parentCelestialBody.transform.worldToLocalMatrix.inverse.GetColumn (3);
			
			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;


			// camera in local space relative to planet's origin
			Vector3d2 cl = new Vector3d2 ();
			cl = camToLocal * Vector3d2.Zero ();
			
//			double radius = m_manager.GetRadius ();
			double radius = m_manager.GetRadius ()+m_oceanLevel;

//			Vector3d2 ux, uy, uz, oo;
			
			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;


			//Couldn't figure out how to change the wind's direction in all that math so I tried to do the easy thing
			//And Rotated the ocean and the sun
			//This didn't work

			//deleted rotation code here



			
			Vector3d2 delta = new Vector3d2 (0, 0, 0);
			
			if (m_oldlocalToOcean != Matrix4x4d.Identity ()) {
				delta = localToOcean * (m_oldlocalToOcean.Inverse () * Vector3d2.Zero ());
				m_offset += delta;
			}
			
			m_oldlocalToOcean = localToOcean;
			
			Matrix4x4d ctos = ModifiedProjectionMatrix (inCamera);
			Matrix4x4d stoc = ctos.Inverse ();
			
			Vector3d2 oc = cameraToOcean * Vector3d2.Zero ();
			
			h = oc.z;
			
			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;
			
//			Vector3d2 offset = new Vector3d2 (-m_offset.x, -m_offset.y, h);
			offset = new Vector3d2 (-m_offset.x, -m_offset.y, h);
//			Vector3d2 offset = new Vector3d2 (0f, 0f, h);
			
			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.SetVector ("_Ocean_SunDir", oceanSunDir.ToVector3 ());
			
			oceanMaterial.SetVector ("_Ocean_Horizon1", horizon1.ToVector3 ());
			oceanMaterial.SetVector ("_Ocean_Horizon2", horizon2.ToVector3 ());
			
			oceanMaterial.SetMatrix ("_Ocean_CameraToOcean", cameraToOcean.ToMatrix4x4 ());
			oceanMaterial.SetMatrix ("_Ocean_OceanToCamera", cameraToOcean.Inverse ().ToMatrix4x4 ());
			
			oceanMaterial.SetMatrix ("_Globals_CameraToScreen", ctos.ToMatrix4x4 ());
			oceanMaterial.SetMatrix ("_Globals_ScreenToCamera", stoc.ToMatrix4x4 ());
			
			oceanMaterial.SetVector ("_Ocean_CameraPos", offset.ToVector3 ());
			
			oceanMaterial.SetVector ("_Ocean_Color", new Color(m_oceanUpwellingColor.x,m_oceanUpwellingColor.y,m_oceanUpwellingColor.z) /*  *0.1f   */);
			oceanMaterial.SetVector ("_Ocean_ScreenGridSize", new Vector2 ((float)m_resolution / (float)Screen.width, (float)m_resolution / (float)Screen.height));
			oceanMaterial.SetFloat ("_Ocean_Radius", (float)radius);
			
			//			oceanMaterial.SetFloat("scale", 1);
			oceanMaterial.SetFloat ("scale", oceanScale);

			oceanMaterial.SetFloat ("_OceanAlpha", oceanAlpha);
			oceanMaterial.SetFloat ("alphaRadius", alphaRadius);


			oceanMaterial.SetFloat ("sunReflectionMultiplier", sunReflectionMultiplier);
			oceanMaterial.SetFloat ("skyReflectionMultiplier", skyReflectionMultiplier);
			oceanMaterial.SetFloat ("seaRefractionMultiplier", seaRefractionMultiplier);


			m_manager.GetSkyNode ().SetOceanUniforms (oceanMaterial);
			
		}
Exemple #6
0
        protected override void UpdateNode()
        {
            OceanMaterial.renderQueue = (int)RenderQueue + RenderQueueOffset;

            // Calculates the required data for the projected grid

            var c2w = (Matrix4x4d)GodManager.Instance.CameraToWorld;
            var cl  = c2w * -Origin;             // Camera in local space // TODO : Ocean origin

            var radius = planetoid.PlanetRadius; //Manager.IsDeformed() ? Manager.GetRadius() : 0.0f;

            if ((OceanType == OceanSurfaceType.Flat && cl.z > ZMin) || (radius > 0.0 && cl.Magnitude() > radius + ZMin) || (radius < 0.0 && (new Vector2d(cl.y, cl.z)).Magnitude() < -radius - ZMin))
            {
                OldLocalToOcean = Matrix4x4d.Identity();
                Offset          = Vector4.zero;
                DrawOcean       = false;

                return;
            }

            DrawOcean = true;
            Vector3d ux, uy, uz, oo;

            if (OceanType == OceanSurfaceType.Flat)
            {
                // Terrain ocean
                ux = Vector3d.UnitX();
                uy = Vector3d.UnitY();
                uz = Vector3d.UnitZ();
                oo = new Vector3d(cl.x, cl.y, 0.0);
            }
            else
            {
                // Planet ocean
                uz = cl.Normalized(); // Unit z vector of ocean frame, in local space

                if (OldLocalToOcean != Matrix4x4d.Identity())
                {
                    ux = (new Vector3d(OldLocalToOcean.m[1, 0], OldLocalToOcean.m[1, 1], OldLocalToOcean.m[1, 2])).Cross(uz).Normalized();
                }
                else
                {
                    ux = Vector3d.UnitZ().Cross(uz).Normalized();
                }

                uy = uz.Cross(ux); // Unit y vector
                oo = uz * radius;  // Origin of ocean frame, in local space
            }

            // Compute l2o = LocalToOcean transform, where ocean frame = tangent space at camera projection on sphere radius in local space
            var l2o = 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);

            // Compute c2o = CameraToOcean transform
            var c2o = l2o * c2w;

            if (OldLocalToOcean != Matrix4x4d.Identity())
            {
                var delta = l2o * (OldLocalToOcean.Inverse() * -Origin); // TODO : Ocean origin

                Offset += new Vector4((float)delta.x, (float)delta.y, (float)delta.z, 0.0f);
            }

            OldLocalToOcean = l2o;

            var stoc = (Matrix4x4d)GodManager.Instance.ScreenToCamera;
            var oc   = c2o * Vector3d.zero; // TODO : Ocean origin

            var h = oc.z;

            var stoc_w = (stoc * Vector4d.UnitW()).XYZ0();
            var stoc_x = (stoc * Vector4d.UnitX()).XYZ0();
            var stoc_y = (stoc * Vector4d.UnitY()).XYZ0();

            var A0 = (c2o * stoc_w).XYZ();
            var dA = (c2o * stoc_x).XYZ();
            var B  = (c2o * stoc_y).XYZ();

            var horizon1 = Vector3d.zero;
            var horizon2 = Vector3d.zero;
            var offset   = new Vector3d(-Offset.x, -Offset.y, oc.z);

            if (OceanType == OceanSurfaceType.Flat)
            {
                // Terrain ocean
                horizon1 = new Vector3d(-(h * 1e-6 + A0.z) / B.z, -dA.z / B.z, 0.0);
                horizon2 = Vector3d.zero;
            }
            else
            {
                // Planet ocean
                var h1     = h * (h + 2.0 * radius);
                var h2     = (h + radius) * (h + radius);
                var alpha  = B.Dot(B) * h1 - B.z * B.z * h2;
                var beta0  = (A0.Dot(B) * h1 - B.z * A0.z * h2) / alpha;
                var beta1  = (dA.Dot(B) * h1 - B.z * dA.z * h2) / alpha;
                var gamma0 = (A0.Dot(A0) * h1 - A0.z * A0.z * h2) / alpha;
                var gamma1 = (A0.Dot(dA) * h1 - A0.z * dA.z * h2) / alpha;
                var gamma2 = (dA.Dot(dA) * h1 - dA.z * dA.z * h2) / alpha;

                horizon1 = new Vector3d(-beta0, -beta1, 0.0);
                horizon2 = new Vector3d(beta0 * beta0 - gamma0, 2.0 * (beta0 * beta1 - gamma1), beta1 * beta1 - gamma2);
            }

            var sunDirection      = planetoid.Atmosphere.GetSunDirection(planetoid.Atmosphere.Suns[0]);
            var oceanSunDirection = l2o.ToMatrix3x3d() * sunDirection;

            OceanMaterial.SetVector("_Ocean_SunDir", oceanSunDirection.ToVector3());
            OceanMaterial.SetVector("_Ocean_Horizon1", horizon1.ToVector3());
            OceanMaterial.SetVector("_Ocean_Horizon2", horizon2.ToVector3());
            OceanMaterial.SetMatrix("_Ocean_CameraToOcean", c2o.ToMatrix4x4());
            OceanMaterial.SetMatrix("_Ocean_OceanToCamera", c2o.Inverse().ToMatrix4x4());
            OceanMaterial.SetVector("_Ocean_CameraPos", offset.ToVector3());
            OceanMaterial.SetVector("_Ocean_Color", UpwellingColor * 0.1f);
            OceanMaterial.SetVector("_Ocean_ScreenGridSize", new Vector2((float)Resolution / (float)Screen.width, (float)Resolution / (float)Screen.height));
            OceanMaterial.SetFloat("_Ocean_Radius", radius);

            // TODO : OCEAN
            //Manager.GetSkyNode().SetUniforms(OceanMaterial);
            //Manager.GetSunNode().SetUniforms(OceanMaterial);
            //Manager.SetUniforms(OceanMaterial);
        }
        public virtual void UpdateNode()
        {
            //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
            Matrix4x4d ctol = View.CameraToWorld;
            Vector3d   cl   = ctol * Vector3d.Zero;         // camera in local space

            float radius = World.IsDeformed ? World.Radius : 0.0f;

            if ((radius == 0.0 && cl.z > m_zmin) ||
                (radius > 0.0 && cl.Magnitude > radius + m_zmin) ||
                (radius < 0.0 && (new Vector2d(cl.y, cl.z)).Magnitude < -radius - m_zmin))
            {
                m_oldLtoo = Matrix4x4d.Identity;
                m_offset  = Vector3d.Zero;
                DrawOcean = false;
                return;
            }

            DrawOcean = true;
            Vector3d ux, uy, uz, oo;

            if (radius == 0.0f)
            {
                //terrain ocean
                ux = Vector3d.UnitX;
                uy = Vector3d.UnitY;
                uz = Vector3d.UnitZ;
                oo = new Vector3d(cl.x, cl.y, 0.0);
            }
            else
            {
                // planet ocean
                uz = cl.Normalized;                 // unit z vector of ocean frame, in local space
                if (m_oldLtoo != Matrix4x4d.Identity)
                {
                    ux = (new Vector3d(m_oldLtoo[1, 0], m_oldLtoo[1, 1], m_oldLtoo[1, 2])).Cross(uz).Normalized;
                }
                else
                {
                    ux = Vector3d.UnitZ.Cross(uz).Normalized;
                }
                uy = uz.Cross(ux);                // unit y vector
                oo = uz * radius;                 // origin of ocean frame, in local space
            }

            Matrix4x4d ltoo = new Matrix4x4d(
                ux.x, ux.y, ux.z, -Vector3d.Dot(ux, oo),
                uy.x, uy.y, uy.z, -Vector3d.Dot(uy, oo),
                uz.x, uz.y, uz.z, -Vector3d.Dot(uz, oo),
                0.0, 0.0, 0.0, 1.0);

            // compute ctoo = cameraToOcean transform
            Matrix4x4d ctoo = ltoo * ctol;

            if (m_oldLtoo != Matrix4x4d.Identity)
            {
                Vector3d delta = ltoo * (m_oldLtoo.Inverse * Vector3d.Zero);
                m_offset += delta;
            }

            m_oldLtoo = ltoo;

            Matrix4x4d stoc = View.ScreenToCamera;
            Vector3d   oc   = ctoo * Vector3d.Zero;

            double h = oc.z;

            Vector4d stoc_w = (stoc * Vector4d.UnitW).xyz0;
            Vector4d stoc_x = (stoc * Vector4d.UnitX).xyz0;
            Vector4d stoc_y = (stoc * Vector4d.UnitY).xyz0;

            Vector3d A0 = (ctoo * stoc_w).xyz;
            Vector3d dA = (ctoo * stoc_x).xyz;
            Vector3d B  = (ctoo * stoc_y).xyz;

            Vector3d horizon1, horizon2;
            Vector3d offset = new Vector3d(-m_offset.x, -m_offset.y, oc.z);

            if (radius == 0.0)
            {
                //Terrain ocean
                horizon1 = new Vector3d(-(h * 1e-6 + A0.z) / B.z, -dA.z / B.z, 0.0);
                horizon2 = Vector3d.Zero;
            }
            else
            {
                //Planet ocean
                double h1     = h * (h + 2.0 * radius);
                double h2     = (h + radius) * (h + radius);
                double alpha  = Vector3d.Dot(B, B) * h1 - B.z * B.z * h2;
                double beta0  = (Vector3d.Dot(A0, B) * h1 - B.z * A0.z * h2) / alpha;
                double beta1  = (Vector3d.Dot(dA, B) * h1 - B.z * dA.z * h2) / alpha;
                double gamma0 = (Vector3d.Dot(A0, A0) * h1 - A0.z * A0.z * h2) / alpha;
                double gamma1 = (Vector3d.Dot(A0, dA) * h1 - A0.z * dA.z * h2) / alpha;
                double gamma2 = (Vector3d.Dot(dA, dA) * h1 - dA.z * dA.z * h2) / alpha;

                horizon1 = new Vector3d(-beta0, -beta1, 0.0);
                horizon2 = new Vector3d(beta0 * beta0 - gamma0, 2.0 * (beta0 * beta1 - gamma1), beta1 * beta1 - gamma2);
            }

            Vector3 dir = World.SunNode.Direction;

            Vector3d sunDir      = new Vector3d(dir.x, dir.y, dir.z);
            Vector3d oceanSunDir = ltoo.ToMatrix3x3d() * sunDir;

            m_oceanMaterial.SetVector("_Ocean_SunDir", MathConverter.ToVector3(oceanSunDir));
            m_oceanMaterial.SetVector("_Ocean_Horizon1", MathConverter.ToVector3(horizon1));
            m_oceanMaterial.SetVector("_Ocean_Horizon2", MathConverter.ToVector3(horizon2));
            m_oceanMaterial.SetMatrix("_Ocean_CameraToOcean", MathConverter.ToMatrix4x4(ctoo));
            m_oceanMaterial.SetMatrix("_Ocean_OceanToCamera", MathConverter.ToMatrix4x4(ctoo.Inverse));
            m_oceanMaterial.SetVector("_Ocean_CameraPos", MathConverter.ToVector3(offset));
            m_oceanMaterial.SetVector("_Ocean_Color", m_oceanUpwellingColor * 0.1f);
            m_oceanMaterial.SetVector("_Ocean_ScreenGridSize", new Vector2((float)m_resolution / (float)Screen.width, (float)m_resolution / (float)Screen.height));
            m_oceanMaterial.SetFloat("_Ocean_Radius", radius);

            World.SkyNode.SetUniforms(m_oceanMaterial);
            World.SunNode.SetUniforms(m_oceanMaterial);
            World.SetUniforms(m_oceanMaterial);

            //Draw each mesh that makes up the projected grid
            foreach (Mesh mesh in m_screenGrids)
            {
                Graphics.DrawMesh(mesh, Matrix4x4.identity, m_oceanMaterial, 0, Camera.main);
            }
        }
Exemple #8
0
        public void updateStuff()
        {
            //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

            //			m_core.chosenCamera.ResetProjectionMatrix();
            //			m_core.chosenCamera.ResetWorldToCameraMatrix();

            //			Matrix4x4 ctol1 = m_core.chosenCamera.cameraToWorldMatrix;
            Matrix4x4 ctol1 = m_manager.m_skyNode.farCamera.cameraToWorldMatrix;

            //position relative to kerbin
            //			Vector3d tmp = (m_core.chosenCamera.transform.position) - m_manager.parentCelestialBody.transform.position;
            Vector3d tmp = (m_manager.m_skyNode.farCamera.transform.position) - m_manager.parentCelestialBody.transform.position;
            //			print ("TMP");
            //			print (tmp);
            //			print (tmp.magnitude);

            Vector3d2 cl = new Vector3d2 ();
            //			cl.x = tmp.x;
            //			cl.y = tmp.y;
            //			cl.z = tmp.z;

            //			Matrix4x4d cameraToWorld = new Matrix4x4d (ctol1.m00, ctol1.m01, ctol1.m02, tmp.x,
            //			                                           ctol1.m10, ctol1.m11, ctol1.m12, tmp.y,
            //			                                           ctol1.m20, ctol1.m21, ctol1.m22, tmp.z,
            //			                                           ctol1.m30, ctol1.m31, ctol1.m32, ctol1.m33);

            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);

            //			Matrix4x4d cameraToWorld = new Matrix4x4d (0,0.906534175092856,  0.422132431102747,    6365631.33384793,
            //			                                           -0.997188818006091 ,  0.0316302600890084,   -0.0679263416526804,  -906.151431945729,
            //			                                           0.0749297086849734,0.420945740013386,-0.903985742542972,-12059.3565785169,
            //			                                           0,0,0,1);

            //Vector3d planetPos = m_manager.parentCelestialBody.transform.position;

            Matrix4x4d worldToLocal = new Matrix4x4d (m_manager.parentCelestialBody.transform.worldToLocalMatrix);

            Vector4 translation = m_manager.parentCelestialBody.transform.worldToLocalMatrix.inverse.GetColumn (3);

            Matrix4x4d worldToLocal2 = new Matrix4x4d (1, 0, 0, -translation.x,
                                                      0, 1, 0, -translation.y,
                                                      0, 0, 1, -translation.z,
                                                      0, 0, 0, 1);

            //			print ("translation");
            //			print (translation);

            //Matrix4x4d camToLocal = cameraToWorld.Inverse ();// * worldToLocal.Inverse();

            Matrix4x4d camToLocal = worldToLocal2 * cameraToWorld;
            //			Matrix4x4d camToLocal = ModifiedWorldToCameraMatrix ();

            //			Matrix4x4d camToLocal = cameraToWorld ;

            //			print ("WORLD TO LOCAL");
            //			print (worldToLocal);

            //			print ("CAM T		O LOCAL");
            //			print (camToLocal);

            //cl = camToLocal * Vector3d2.Zero ();
            /*Vector3d2*/ cl = camToLocal * Vector3d2.Zero ();

            //			print ("CL");
            //			print (cl);
            //			print (cl.Magnitude ());

            // camera in local space relative to planet's origin

            double radius = m_manager.GetRadius ();

            m_drawOcean = true;
            Vector3d2 ux, uy, uz, oo;

            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

            //			h = cl.Magnitude() - radius;
            //			print ("h=");
            //			print (h);
            //			h = cl.Magnitude();
            //			Vector3d tmp2=m_core.chosenCamera.transform.position-m_manager.parentCelestialBody.transform.position;

            oo = uz * (radius); // origin of ocean frame, in local space
            //			oo = uz;
            //			oo.x = oo.x;
            //			oo.y = oo.y;
            //			oo.z = oo.z;

            //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;
            //			cameraToOcean = cameraToOcean.Inverse ();
            //			Matrix4x4d cameraToOcean = OceanToWorld.Inverse() * cameraToWorld;
            Vector3d2 delta=new Vector3d2(0,0,0);

            if (m_oldlocalToOcean != Matrix4x4d.Identity())
            {
                /*Vector3d2 */delta = localToOcean * (m_oldlocalToOcean.Inverse() * Vector3d2.Zero());
                m_offset += delta;
            }

            m_oldlocalToOcean = localToOcean;

            Matrix4x4d ctos = ModifiedProjectionMatrix (m_manager.m_skyNode.farCamera);
            Matrix4x4d stoc = ctos.Inverse();
            //			Matrix4x4d stoc = new Matrix4x4d (1.23614492203479, 0, 0, 0,
            //				0, 0.577350279552042, 0, 0,
            //					0, 0, 0, -1,
            //			                                 0, 0, -0.000249974703487648, 0.000249974763086261);
            //			print ("STOC");
            //			print (stoc);
            //			Matrix4x4d stoc = Matrix4x4d.Identity();

            //			Matrix4x4 p = camera.projectionMatrix;
            //
            //			m_cameraToScreenMatrix = new Matrix4x4d(p);
            //			m_screenToCameraMatrix = m_cameraToScreenMatrix.Inverse();

            //			Matrix4x4d stoc = new Matrix4x4d(3.57253843540205,0,0,0,
            //			                             0,3.577350279552042,0,0,
            //			                             0,0,0,-2,
            //			                             0,0,-0.00178426976276966,0.00178426997547119);

            Vector3d2 oc = cameraToOcean * Vector3d2.Zero();

            //			h = tmp2.magnitude - radius;
            h = oc.z;
            //			print ("oc.z");
            //			print (h);
            //			print ("h=");
            //			print (h);

            //			print ("tmp2.magnitude - radius");
            //			print (tmp2.magnitude - radius);

            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;

            Vector3d2 offset = new Vector3d2(-m_offset.x, -m_offset.y, h);

            //			print ("offset");
            //			print (offset);

            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;

            m_oceanMaterial.SetVector("_Ocean_SunDir", oceanSunDir.ToVector3());

            m_oceanMaterial.SetVector("_Ocean_Horizon1", horizon1.ToVector3());
            m_oceanMaterial.SetVector("_Ocean_Horizon2", horizon2.ToVector3());

            m_oceanMaterial.SetMatrix("_Ocean_CameraToOcean", cameraToOcean.ToMatrix4x4());
            m_oceanMaterial.SetMatrix("_Ocean_OceanToCamera", cameraToOcean.Inverse().ToMatrix4x4());

            m_oceanMaterial.SetMatrix ("_Globals_CameraToScreen", ctos.ToMatrix4x4 ());
            m_oceanMaterial.SetMatrix ("_Globals_ScreenToCamera", stoc.ToMatrix4x4 ());

            m_oceanMaterial.SetVector("_Ocean_CameraPos", offset.ToVector3());

            m_oceanMaterial.SetVector("_Ocean_Color", m_oceanUpwellingColor * 0.1f);
            m_oceanMaterial.SetVector("_Ocean_ScreenGridSize", new Vector2((float)m_resolution / (float)Screen.width, (float)m_resolution / (float)Screen.height));
            m_oceanMaterial.SetFloat("_Ocean_Radius", (float)radius);

            m_oceanMaterial.SetFloat("scale", 1);

            m_manager.GetSkyNode().SetOceanUniforms(m_oceanMaterial);
        }