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); }
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); }