Exemple #1
0
        /**
         * Update the LOD min/max distances for an object.
         *
         * @param isSpeedTree
         *          If this is set to true, then we will check if we have a billboard renderer to an LOD
         *          and we will skip it in case that we have one
         */
        public static void UpdateDistancesLOD(FoliageTypeLODTree[] treeLods, LOD[] groupLods, float maxDistance, bool isSpeedTree)
        {
            if (groupLods != null && groupLods.Length > 0)
            {
                FoliageLog.Assert(groupLods.Length >= treeLods.Length, "Must have same or more lods than the tree lods!");

                for (int i = 0; i < treeLods.Length; i++)
                {
                    // If we are a speedtree check if we have a billboard renderer
                    if (isSpeedTree && groupLods[i].renderers[0].GetComponent <BillboardRenderer>() != null)
                    {
                        continue;
                    }

                    FoliageTypeLODTree lodTree = treeLods[i];
                    LOD lodGroupCurrent        = groupLods[i];

                    lodTree.m_EndDistance = ((1.0f - lodGroupCurrent.screenRelativeTransitionHeight) * maxDistance);
                }
            }
            else
            {
                treeLods[0].m_EndDistance = maxDistance;
            }
        }
        private static void ExtractFromRootObject(FoliagePainterEditTime painter, GameObject root, bool disable, bool delete)
        {
            FoliageLog.Assert(root.transform.parent == null, "Must have root object!");

            List <GameObject> foliageInstances = new List <GameObject>();

            RecursivelyExtract(root, foliageInstances);

            int extracted = 0;

            // Process them and add them
            for (int i = foliageInstances.Count - 1; i >= 0; i--)
            {
                GameObject proto = foliageInstances[i];

                GameObject protoPrefab = PrefabUtility.GetPrefabParent(proto) as GameObject;

                if (painter.HasFoliageType(protoPrefab) == false)
                {
                    continue;
                }

                int             hash     = painter.GetFoliageTypeHash(protoPrefab);
                FoliageInstance instance = new FoliageInstance();

                // Populate the data

                // Get the world data
                Vector3    worldPosition = proto.transform.position;
                Vector3    worldScale    = proto.transform.localScale;
                Quaternion worldRotation = proto.transform.rotation;

                instance.m_Position = worldPosition;
                instance.m_Scale    = worldScale;
                instance.m_Rotation = worldRotation;

                // Add the foliage instance
                painter.AddFoliageInstance(hash, instance, root.name);
                extracted++;

                // Auto disable
                if (disable)
                {
                    proto.SetActive(false);
                }

                // Auto delete
                if (delete)
                {
                    GameObject.DestroyImmediate(proto);
                }
            }

            FoliageLog.i("Extracted objects: " + extracted + " from: " + root.name);
        }
Exemple #3
0
        public static float GetMaxDistance(EFoliageType type)
        {
            switch (type)
            {
            case EFoliageType.OTHER_GRASS:
            case EFoliageType.SPEEDTREE_GRASS:
                return(FOLIAGE_MAX_GRASS_DISTANCE);

            case EFoliageType.OTHER_TREE:
            case EFoliageType.SPEEDTREE_TREE:
            case EFoliageType.SPEEDTREE_TREE_BILLBOARD:
                return(FOLIAGE_MAX_TREE_DISTANCE);

            default:
                FoliageLog.Assert(false, "Wrong type!");
                return(FOLIAGE_MAX_GRASS_DISTANCE);
            }
        }
Exemple #4
0
        public static float ClampDistance(EFoliageType type, float maxViewDistance)
        {
            switch (type)
            {
            case EFoliageType.OTHER_GRASS:
            case EFoliageType.SPEEDTREE_GRASS:
                return(Mathf.Clamp(maxViewDistance, 0, FOLIAGE_MAX_GRASS_DISTANCE));

            case EFoliageType.OTHER_TREE:
            case EFoliageType.SPEEDTREE_TREE:
            case EFoliageType.SPEEDTREE_TREE_BILLBOARD:
                return(Mathf.Clamp(maxViewDistance, 0, FOLIAGE_MAX_TREE_DISTANCE));

            default:
                FoliageLog.Assert(false, "Wrong type!");
                return(Mathf.Clamp(maxViewDistance, 0, FOLIAGE_MAX_GRASS_DISTANCE));
            }
        }
Exemple #5
0
        /** To be used at runtime. Will create all we need for SpeedTree wind and other data */
        public static void BuildDataRuntime(FoliagePainter painter, FoliageType type, Transform attachmentPoint)
        {
            FoliageLog.Assert(type.IsRuntimeInitialized == false, "Runtime data already initialized!");

            // Everyone has MPB's
            type.m_RuntimeData.m_TypeMPB = new MaterialPropertyBlock();

            if (type.IsSpeedTreeType)
            {
                // Create the glued mesh
                var speedData = type.m_RuntimeData.m_SpeedTreeData;
                FoliageLog.Assert(speedData != null, "Speed data must already be partly generated if we have a SpeedTree!");

                // Get the lod and instnatiade the one with the least instructions
                LOD[] lods = type.m_Prefab.GetComponent <LODGroup>().GetLODs();

                for (int i = lods.Length - 1; i >= 0; i--)
                {
                    if (lods[i].renderers[0].GetComponent <BillboardRenderer>() != null)
                    {
                        continue;
                    }
                    else
                    {
                        // Init the object with the lowest possible LOD
                        speedData.m_SpeedTreeWindObject = GameObject.Instantiate(lods[i].renderers[0].gameObject, attachmentPoint);
                        break;
                    }
                }

                // Set the data
                speedData.m_SpeedTreeWindObjectMesh = speedData.m_SpeedTreeWindObject.GetComponentInChildren <MeshRenderer>();

                // Set the NULL invisible shader
                Shader nullShader = painter.GetShaderNull();
                FoliageLog.Assert(nullShader, "Null shader not found! Make sure it exists and that it compiled!");

                // Set the invisible null shader, we only need the wind
                Material[] mats = speedData.m_SpeedTreeWindObjectMesh.materials;
                for (int i = 0; i < mats.Length; i++)
                {
                    mats[i].shader = nullShader;
                }

                // Attach the wind object. Ensures that we are enabled.
                speedData.m_SpeedTreeWindObject.AddComponent <FoliageWindTreeWind>();

                speedData.m_SpeedTreeWindObjectMesh.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;

                speedData.m_SpeedTreeWindObject.transform.SetParent(attachmentPoint, false);
                speedData.m_SpeedTreeWindObject.transform.localPosition = new Vector3(0, 0, 0);

                MeshFilter m = speedData.m_SpeedTreeWindObject.GetComponentInChildren <MeshFilter>();

                Bounds b = m.mesh.bounds;
                b.Expand(4.5f);

                m.mesh.bounds = b;
                speedData.m_SpeedTreeWindObject.GetComponentInChildren <MeshFilter>().mesh = m.mesh;
            }

            // Not used here, since at edit time we already created the materials

            /*
             * if (type.Type == EFoliageType.SPEEDTREE_GRASS)
             * {
             *  Shader shader = painter.GetShaderGrass();
             *  FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Grass! Make sure that it is added to the project and that it compiled!");
             *
             *  FoliageTypeLODGrass lodGrass = type.m_RuntimeData.m_LODDataGrass;
             *
             *  // Override the material at runtime
             *  // lodGrass.m_Material = new Material(lodGrass.m_Material);
             *  // lodGrass.m_Material.shader = shader;
             *
             *  // Enable it for instancing
             *  // lodGrass.m_Material.enableInstancing = true;
             * }
             * else if(type.Type == EFoliageType.SPEEDTREE_TREE || type.Type == EFoliageType.SPEEDTREE_TREE_BILLBOARD)
             * {
             *  Shader shader = painter.GetShaderTreeMaster();
             *  FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Master! Make sure that it is added to the project and that it compiled!");
             *
             *  FoliageTypeLODTree[] lodTree = type.m_RuntimeData.m_LODDataTree;
             *
             *  for(int i = 0; i < lodTree.Length; i++)
             *  {
             *      FoliageTypeLODTree tree = lodTree[i];
             *
             *      Material[] mats = tree.m_Materials;
             *
             *      for(int m = 0; m < mats.Length; m++)
             *      {
             *          // Set the new material
             *          //mats[m] = new Material(mats[m]);
             *          //mats[m].shader = shader;
             *
             *          // Enable instancing
             *          //mats[m].enableInstancing = true;
             *      }
             *
             *      tree.m_Materials = mats;
             *  }
             * }
             */

            // We did initialize
            type.IsRuntimeInitialized = true;
        }
Exemple #6
0
        /** To be used at edit-time */
        public static void BuildDataPartialEditTime(FoliagePainter painter, FoliageType type)
        {
            GameObject prefab = type.m_Prefab;

            // Update the type
            type.Type = type.Type;

            FoliageLog.Assert(prefab != null, "Null foliage prefab!");

            if (type.m_RuntimeData == null)
            {
                type.m_RuntimeData = new FoliageTypeRuntimeData();
            }

            FoliageTypeRuntimeData runtime = type.m_RuntimeData;

            List <Material> checkMaterials = new List <Material>();

            // Init the SpeedTree data
            if (type.IsSpeedTreeType)
            {
                if (runtime.m_SpeedTreeData == null)
                {
                    runtime.m_SpeedTreeData = new FoliageTypeSpeedTreeData();
                }
            }

            if (type.IsGrassType)
            {
                // Build the data universally for all grass types
                if (runtime.m_LODDataGrass == null)
                {
                    runtime.m_LODDataGrass = new FoliageTypeLODGrass();
                }

                runtime.m_LODDataGrass.m_Mesh     = prefab.GetComponentInChildren <MeshFilter>().sharedMesh;
                runtime.m_LODDataGrass.m_Material = prefab.GetComponentInChildren <MeshRenderer>().sharedMaterial;

                checkMaterials.Add(runtime.m_LODDataGrass.m_Material);

                FoliageLog.Assert(runtime.m_LODDataGrass.m_Mesh != null, "Could not find mesh for type: " + prefab.name + ". Make sure that is has at least one mesh and one material");
                FoliageLog.Assert(runtime.m_LODDataGrass.m_Material != null, "Could not find material for type: " + prefab.name + ". Make sure that is has at least one mesh and one material");
            }
            else
            {
                LODGroup group = prefab.GetComponent <LODGroup>();

                if (group == null)
                {
                    FoliageLog.w("Detected tree: " + prefab.name + " without a lod group. Are you sure that you require a tree for this?");

                    if (runtime.m_LODDataTree == null || runtime.m_LODDataTree.Length == 0)
                    {
                        runtime.m_LODDataTree = new FoliageTypeLODTree[1];
                    }

                    runtime.m_LODDataTree[0]               = new FoliageTypeLODTree();
                    runtime.m_LODDataTree[0].m_Mesh        = prefab.GetComponentInChildren <MeshFilter>().sharedMesh;
                    runtime.m_LODDataTree[0].m_Materials   = prefab.GetComponentInChildren <MeshRenderer>().sharedMaterials;
                    runtime.m_LODDataTree[0].m_EndDistance = type.m_RenderInfo.m_MaxDistance;

                    checkMaterials.AddRange(runtime.m_LODDataTree[0].m_Materials);
                }
                else
                {
                    List <FoliageTypeLODTree> treeLods = new List <FoliageTypeLODTree>(group.lodCount);
                    LOD[] lods = group.GetLODs();

                    for (int i = 0; i < group.lodCount; i++)
                    {
                        if (lods[i].renderers[0].gameObject.GetComponent <BillboardRenderer>() != null)
                        {
                            // Extract the billboard data
                            var speedData = runtime.m_SpeedTreeData;
                            FoliageWindTreeUtilities.ExtractBillboardData(lods[i].renderers[0].gameObject.GetComponent <BillboardRenderer>(), speedData);

                            continue;
                        }

                        FoliageTypeLODTree treeLod = new FoliageTypeLODTree();

                        MeshRenderer rend   = lods[i].renderers[0].gameObject.GetComponent <MeshRenderer>();
                        MeshFilter   filter = lods[i].renderers[0].gameObject.GetComponent <MeshFilter>();

                        treeLod.m_Mesh      = filter.sharedMesh;
                        treeLod.m_Materials = rend.sharedMaterials;

                        checkMaterials.AddRange(rend.sharedMaterials);

                        treeLods.Add(treeLod);
                    }

                    runtime.m_LODDataTree = treeLods.ToArray();

                    // Update the LOD distances
                    UpdateDistancesLOD(runtime.m_LODDataTree, lods, type.m_RenderInfo.m_MaxDistance, type.IsSpeedTreeType);
                }
            }

            if (checkMaterials.Count > 0)
            {
                if (type.IsSpeedTreeType)
                {
                    if (type.m_RenderInfo.m_Hue == new Color(0, 0, 0, 0))
                    {
                        type.m_RenderInfo.m_Hue = checkMaterials[0].GetColor("_HueVariation");
                    }

                    if (type.m_RenderInfo.m_Color == new Color(0, 0, 0, 0))
                    {
                        type.m_RenderInfo.m_Color = checkMaterials[0].GetColor("_Color");
                    }
                }

                for (int i = 0; i < checkMaterials.Count; i++)
                {
                    if (checkMaterials[i].enableInstancing == false)
                    {
                        checkMaterials[i].enableInstancing = true;
                        FoliageLog.w("Material: [" + checkMaterials[i].name + "] did not had instancing enabled! We enabled it!");
                    }
                }
            }

            // Moved the build at partial edit-time
            if (type.Type == EFoliageType.SPEEDTREE_GRASS)
            {
                Shader shader = painter.GetShaderGrass();
                FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Grass! Make sure that it is added to the project and that it compiled!");

                FoliageTypeLODGrass lodGrass = type.m_RuntimeData.m_LODDataGrass;

                // Override the material at runtime
                lodGrass.m_Material        = new Material(lodGrass.m_Material);
                lodGrass.m_Material.shader = shader;

                // Enable it for instancing
                lodGrass.m_Material.enableInstancing = true;
            }
            else if (type.Type == EFoliageType.SPEEDTREE_TREE || type.Type == EFoliageType.SPEEDTREE_TREE_BILLBOARD)
            {
                Shader shader = painter.GetShaderTreeMaster();
                FoliageLog.Assert(shader, "Could not find shader: Critias/SpeedTree_Master! Make sure that it is added to the project and that it compiled!");

                FoliageTypeLODTree[] lodTree = type.m_RuntimeData.m_LODDataTree;

                for (int i = 0; i < lodTree.Length; i++)
                {
                    FoliageTypeLODTree tree = lodTree[i];

                    Material[] mats = tree.m_Materials;

                    for (int m = 0; m < mats.Length; m++)
                    {
                        // Set the new material
                        mats[m]        = new Material(mats[m]);
                        mats[m].shader = shader;

                        // Enable instancing
                        mats[m].enableInstancing = true;
                    }

                    tree.m_Materials = mats;
                }
            }

            // Set the materials the values for enabling the bend stuff if we have it
            if (type.IsGrassType)
            {
                if (type.m_EnableBend)
                {
                    type.m_RuntimeData.m_LODDataGrass.m_Material.EnableKeyword("CRITIAS_DISTANCE_BEND");
                }
                else
                {
                    type.m_RuntimeData.m_LODDataGrass.m_Material.DisableKeyword("CRITIAS_DISTANCE_BEND");
                }
            }
        }
        void Update()
        {
#if UNITY_EDITOR
            FoliageLog.Assert(m_FoliageData != null);
#endif
            // Camera used for culling
            m_CurrentFrameCameraCull = m_Settings.m_UsedCameraCulling;

            // Camera used for drawing
            m_CurrentFrameCameraDraw = m_Settings.m_UsedCameraDrawing;
            m_CurrentFrameLayer      = LayerMask.NameToLayer(m_Settings.m_UsedLayer);

            // Extract the planes
            ExtractPlanes(m_CameraPlanes, m_CurrentFrameCameraCull.projectionMatrix * m_CurrentFrameCameraCull.worldToCameraMatrix);

            // Set the position
            m_CurrentFrameCameraPosition = m_CurrentFrameCameraCull.transform.position;

            // Set the bend position
            m_CurrentFrameBendPosition = m_Settings.m_BendTransform != null ? m_Settings.m_BendTransform.position : m_CurrentFrameCameraPosition;

            // Current cell position
            currentCell.Set(m_CurrentFrameCameraPosition);

            m_CurrentFrameAllowIndirect = m_Settings.m_AllowDrawInstancedIndirect;

            m_DrawStats.Reset();

            // Copy the wind for SpeedTree types
            for (int i = 0; i < m_FoliageTypesArray.Length; i++)
            {
                if (m_FoliageTypesArray[i].IsSpeedTreeType)
                {
                    m_FoliageTypesArray[i].CopyBlock();
                }
            }

            bool  applyShadowCorrection       = m_Settings.m_ApplyShadowPoppingCorrection;
            float shadowCorrectionDistanceSqr = m_Settings.m_ShadowPoppingCorrection * m_Settings.m_ShadowPoppingCorrection;

            // We iterate only as many cells as we need
            FoliageCell.IterateNeighboring(currentCell, m_CellNeighborCount, (int hash) =>
            {
                FoliageCellDataRuntime data;

                if (m_FoliageData.m_FoliageData.TryGetValue(hash, out data))
                {
                    // If it is within distance and in the frustum
                    float distanceSqr = data.m_Bounds.SqrDistance(m_CurrentFrameCameraPosition);

                    // Check for the maximum distance
                    if (distanceSqr <= m_MaxDistanceAllSqr && GeometryUtility.TestPlanesAABB(m_CameraPlanes, data.m_Bounds))
                    {
                        // Process the big cells if we are withing the tree distance
                        if (distanceSqr <= m_MaxDistanceTreeSqr)
                        {
                            ProcessCellTree(data, distanceSqr, applyShadowCorrection, shadowCorrectionDistanceSqr, false);
                        }

                        // Process subdivided cells only if we have instancing enabled and only if it is within the distance proximity for grass
                        if (distanceSqr <= m_MaxDistanceGrassSqr && m_Settings.m_DrawInstanced)
                        {
                            ProcessCellGrass(data);
                        }

                        m_DrawStats.m_ProcessedCells++;
                    }
                    else if (distanceSqr <= shadowCorrectionDistanceSqr)
                    {
                        ProcessCellTree(data, distanceSqr, applyShadowCorrection, shadowCorrectionDistanceSqr, true);
                    }
                }
            });

#if UNITY_EDITOR
            if (Time.frameCount % 300 == 0)
            {
                FoliageLog.i(string.Format("Proc cells:{0} Proc subdiv cells: {1} Proc tree instances: {2} Proc draw calls: {3}",
                                           m_DrawStats.m_ProcessedCells,
                                           m_DrawStats.m_ProcessedCellsSubdiv,
                                           m_DrawStats.m_ProcessedInstances,
                                           m_DrawStats.m_ProcessedDrawCalls));
            }
#endif
        }
        private static void ExtractDetailsFromTerrain(FoliagePainter painter, Terrain terrain, List <FoliageDetailExtracterMapping> mappings, bool disable, bool delete)
        {
            string label = FoliageGlobals.LABEL_TERRAIN_DETAILS_EXTRACTED + terrain.name;

            FoliagePainterEditTime edit = painter.GetEditTime;

            int detailMapSizeW = terrain.terrainData.detailWidth;
            int detailMapSizeH = terrain.terrainData.detailHeight;

            float patchSizeW = terrain.terrainData.size.x / detailMapSizeW;
            float patchSizeH = terrain.terrainData.size.z / detailMapSizeH;

            int extracted = 0;

            // Extract the types for all the mapping
            for (int m = 0; m < mappings.Count; m++)
            {
                int   layer   = mappings[m].m_DetailLayer;
                int   mapping = mappings[m].m_FoliageTypeHash;
                float density = mappings[m].m_ExtractedDensity;

                FoliageLog.Assert(painter.HasFoliageType(mapping), "Must have foliage hash!!");

                // Get the foliage type
                FoliageType     type  = painter.GetFoliageTypeByHash(mapping);
                DetailPrototype proto = terrain.terrainData.detailPrototypes[layer];

                // If we should align to the surface
                bool    followTerrainNormal = type.m_PaintInfo.m_SurfaceAlign;
                Vector2 alignPercentage     = type.m_PaintInfo.m_SurfaceAlignInfluence;

                // Get the terrain data
                int[,] data = terrain.terrainData.GetDetailLayer(0, 0, detailMapSizeW, detailMapSizeH, layer);

                // Iterate data
                for (int i = 0; i < detailMapSizeH; i++)
                {
                    for (int j = 0; j < detailMapSizeW; j++)
                    {
                        // j,i not i,j
                        int count = data[j, i];

                        if (count > 0)
                        {
                            // Minimum 1 never 0
                            count = Mathf.Clamp(Mathf.CeilToInt(count * density), 1, count + 1);

                            // Map from local space cell space to local terrain space
                            Vector2 cellMin = new Vector2(patchSizeW * i, patchSizeH * j);
                            Vector2 cellMax = cellMin + new Vector2(patchSizeW, patchSizeH);

                            for (int d = 0; d < count; d++)
                            {
                                Vector3 randomInCell;
                                randomInCell.x = Random.Range(cellMin.x, cellMax.x);
                                randomInCell.z = Random.Range(cellMin.y, cellMax.y);
                                randomInCell.y = 0;

                                randomInCell = FoliageTerrainUtilities.TerrainLocalToTerrainNormalizedPos(randomInCell, terrain);
                                float y = FoliageTerrainUtilities.TerrainHeight(randomInCell, terrain);

                                // Build the rotation
                                Quaternion rotation = Quaternion.identity;

                                if (followTerrainNormal)
                                {
                                    Quaternion slopeOrientation = Quaternion.LookRotation(FoliageTerrainUtilities.TerrainNormal(randomInCell, terrain)) * Quaternion.Euler(90, 0, 0);

                                    // How much we orient towards the slope
                                    rotation = Quaternion.Slerp(rotation, slopeOrientation,
                                                                Random.Range(alignPercentage.x, alignPercentage.y));
                                }

                                // Rotate around the Y axis
                                rotation *= Quaternion.Euler(0, Random.Range(0, 360), 0);

                                // Random in cell in world position
                                randomInCell   = FoliageTerrainUtilities.TerrainNormalizedToWorldPos(randomInCell, terrain);
                                randomInCell.y = y;

                                Vector3 scale;
                                float   x = Random.Range(proto.minWidth, proto.maxWidth);
                                scale.x = x;
                                scale.z = x;
                                scale.y = Random.Range(proto.minHeight, proto.maxHeight);

                                // Construct a foliage instance based on the foliage type data
                                FoliageInstance instance = new FoliageInstance();

                                // Build the foliage data based on the type
                                instance.m_Position = randomInCell;
                                instance.m_Rotation = rotation;
                                instance.m_Scale    = scale;

                                // Instantiate at a random pos in that cell
                                edit.AddFoliageInstance(mapping, instance, label);
                                extracted++;
                            }
                        }

                        // If we should delete
                        if (delete)
                        {
                            data[j, i] = 0;
                        }
                    }
                } // End detail array iteration

                // If we deleted set the new detail layer data
                if (delete)
                {
                    terrain.terrainData.SetDetailLayer(0, 0, layer, data);
                }
            } // End types iteration

            // If we should disable the trees and foliage draw
            if (disable)
            {
                terrain.drawTreesAndFoliage = false;
            }

            // If we deleted anything we need to save
            if (delete)
            {
                UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(terrain.gameObject.scene);
            }

            FoliageLog.i("Extracted details: " + extracted + " from: " + terrain.name);
        }