protected override void OnDestroy() { base.OnDestroy(); ElevationsBuffer.ReleaseAndDisposeBuffer(); GroundBuffer.ReleaseAndDisposeBuffer(); }
private void CreateWTable() { // Some values need for the InitWaveSpectrum function can be precomputed var uv = Vector2.zero; var st = Vector2.zero; float k1, k2, k3, k4, w1, w2, w3, w4; var table = new float[FourierGridSize * FourierGridSize * 4]; for (int x = 0; x < FourierGridSize; x++) { for (int y = 0; y < FourierGridSize; y++) { uv = new Vector2(x, y) / MapSize; st.x = uv.x > 0.5f ? uv.x - 1.0f : uv.x; st.y = uv.y > 0.5f ? uv.y - 1.0f : uv.y; k1 = (st * InverseGridSizes.x).magnitude; k2 = (st * InverseGridSizes.y).magnitude; k3 = (st * InverseGridSizes.z).magnitude; k4 = (st * InverseGridSizes.w).magnitude; w1 = Mathf.Sqrt(9.81f * k1 * (1.0f + k1 * k1 / (WAVE_KM * WAVE_KM))); w2 = Mathf.Sqrt(9.81f * k2 * (1.0f + k2 * k2 / (WAVE_KM * WAVE_KM))); w3 = Mathf.Sqrt(9.81f * k3 * (1.0f + k3 * k3 / (WAVE_KM * WAVE_KM))); w4 = Mathf.Sqrt(9.81f * k4 * (1.0f + k4 * k4 / (WAVE_KM * WAVE_KM))); table[(x + y * FourierGridSize) * 4 + 0] = w1; table[(x + y * FourierGridSize) * 4 + 1] = w2; table[(x + y * FourierGridSize) * 4 + 2] = w3; table[(x + y * FourierGridSize) * 4 + 3] = w4; } } // Write floating point data into render texture var buffer = new ComputeBuffer(FourierGridSize * FourierGridSize, sizeof(float) * 4); buffer.SetData(table); CBUtility.WriteIntoRenderTexture(WTable, CBUtility.Channels.RGBA, buffer, GodManager.Instance.WriteData); buffer.ReleaseAndDisposeBuffer(); }
private void CalculateAO() { Debug.Log("Precomputing AO Started..."); int GRIDRES_AO = 128; int N_AO = 2; var options = new ParallelOptions { MaxDegreeOfParallelism = 4 }; float[] buf = new float[GRIDRES_AO * GRIDRES_AO * GRIDRES_AO * 4]; for (int i = 0; i < GRIDRES_AO; ++i) { for (int j = 0; j < GRIDRES_AO; ++j) { for (int k = 0; k < GRIDRES_AO; ++k) { int off = i + j * GRIDRES_AO + k * GRIDRES_AO * GRIDRES_AO; buf[4 * off] = 0; buf[4 * off + 1] = 0; buf[4 * off + 2] = 0; buf[4 * off + 3] = 0; } } } var indices = PreProcessMesh.GetIndices(0); var vertices = PreProcessMesh.vertices; for (int ni = 0; ni < indices.Length; ni += 3) { int a = indices[ni]; int b = indices[ni + 1]; int c = indices[ni + 2]; float x1 = vertices[a].x, y1 = vertices[a].y, z1 = vertices[a].z; float x2 = vertices[b].x, y2 = vertices[b].y, z2 = vertices[b].z; float x3 = vertices[c].x, y3 = vertices[c].y, z3 = vertices[c].z; x1 = (x1 + 1.0f) / 2.0f; x2 = (x2 + 1.0f) / 2.0f; x3 = (x3 + 1.0f) / 2.0f; y1 = (y1 + 1.0f) / 2.0f; y2 = (y2 + 1.0f) / 2.0f; y3 = (y3 + 1.0f) / 2.0f; z1 = (z1 + 1.0f) / 2.0f; z2 = (z2 + 1.0f) / 2.0f; z3 = (z3 + 1.0f) / 2.0f; double l12 = Mathf.Sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1) + (z2 - z1) * (z2 - z1)); double l23 = Mathf.Sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2) + (z3 - z2) * (z3 - z2)); double l31 = Mathf.Sqrt((x1 - x3) * (x1 - x3) + (y1 - y3) * (y1 - y3) + (z1 - z3) * (z1 - z3)); if (l12 > l23 && l12 > l31) { Swap(ref a, ref c); Swap(ref x1, ref x3); Swap(ref y1, ref y3); Swap(ref z1, ref z3); Swap(ref l12, ref l23); } else if (l31 > l12 && l31 > l23) { Swap(ref a, ref b); Swap(ref x1, ref x2); Swap(ref y1, ref y2); Swap(ref z1, ref z2); Swap(ref l31, ref l23); } int n12 = (int)(Math.Ceiling(l12 * GRIDRES_AO) * 2.0); int n13 = (int)(Math.Ceiling(l31 * GRIDRES_AO) * 2.0); Parallel.For(0, n12 - 1, i => { var u = (double)i / n12; Parallel.For(0, n13 - 1, j => { var v = (double)j / n13; if (u + v < 1.0) { var x = x1 + u * (x2 - x1) + v * (x3 - x1); var y = y1 + u * (y2 - y1) + v * (y3 - y1); var z = z1 + u * (z2 - z1) + v * (z3 - z1); int ix = (int)(x * GRIDRES_AO); int iy = (int)(y * GRIDRES_AO); int iz = (int)(z * GRIDRES_AO); if (ix >= 0 && ix < GRIDRES_AO && iy >= 0 && iy < GRIDRES_AO && iz >= 0 && iz < GRIDRES_AO) { int off = 4 * (ix + iy * GRIDRES_AO + iz * GRIDRES_AO * GRIDRES_AO); buf[off] = 255; buf[off + 1] = 255; buf[off + 2] = 255; buf[off + 3] = 255; } } }); }); } Debug.Log("Precomputing AO Mesh Passed..."); double[] vocc = new double[GRIDRES_AO * GRIDRES_AO * GRIDRES_AO]; for (int i = 0; i < GRIDRES_AO * GRIDRES_AO * GRIDRES_AO; ++i) { vocc[i] = 1.0; } double zmax = Math.Abs(Z); double zmin = -Math.Abs(Z); Parallel.For(0, N_AO - 1, options, i => { var theta = (i + 0.5) / N_AO * Math.PI / 2.0; var dtheta = 1.0 / N_AO * Math.PI / 2.0; Parallel.For(0, (4 * N_AO) - 1, options, j => { var phi = (j + 0.5) / (4 * N_AO) * 2.0 * Math.PI; var dphi = 1.0 / (4 * N_AO) * 2.0 * Math.PI; var docc = Math.Cos(theta) * Math.Sin(theta) * dtheta * dphi / Math.PI; if ((i * 4 * N_AO + j) % 4 == 0) { Debug.Log(string.Format("Precomputing AO Step {0} of {1}", i * 4 * N_AO + j, 4 * N_AO * N_AO)); } Vector3d uz = new Vector3d(Math.Cos(phi) * Math.Sin(theta), Math.Sin(phi) * Math.Sin(theta), Math.Cos(theta)); Vector3d ux = uz.z.EpsilonEquals(1.0, 0.0000001) ? new Vector3d(1.0, 0.0, 0.0) : new Vector3d(-uz.y, uz.x, 0.0).Normalized(); Vector3d uy = uz.Cross(ux); Matrix3x3d toView = new Matrix3x3d(ux.x, ux.y, ux.z, uy.x, uy.y, uy.z, uz.x, uz.y, uz.z); Matrix3x3d toVol = new Matrix3x3d(ux.x, uy.x, uz.x, ux.y, uy.y, uz.y, ux.z, uy.z, uz.z); Box3d b = new Box3d(); b = b.Enlarge(toView * new Vector3d(-1.0, -1.0, zmin)); b = b.Enlarge(toView * new Vector3d(+1.0, -1.0, zmin)); b = b.Enlarge(toView * new Vector3d(-1.0, +1.0, zmin)); b = b.Enlarge(toView * new Vector3d(+1.0, +1.0, zmin)); b = b.Enlarge(toView * new Vector3d(-1.0, -1.0, zmax)); b = b.Enlarge(toView * new Vector3d(+1.0, -1.0, zmax)); b = b.Enlarge(toView * new Vector3d(-1.0, +1.0, zmax)); b = b.Enlarge(toView * new Vector3d(+1.0, +1.0, zmax)); int nx = (int)((b.Max.x - b.Min.x) * GRIDRES_AO / 2); int ny = (int)((b.Max.y - b.Min.y) * GRIDRES_AO / 2); int nz = (int)((b.Max.z - b.Min.z) * GRIDRES_AO / 2); int[] occ = new int[nx * ny * nz]; for (int v = 0; v < nx * ny * nz; ++v) { occ[v] = 0; } for (int iz = nz - 1; iz >= 0; --iz) { var z = b.Min.z + (iz + 0.5) / nz * (b.Max.z - b.Min.z); for (int iy = 0; iy < ny; ++iy) { var y = b.Min.y + (iy + 0.5) / ny * (b.Max.y - b.Min.y); for (int ix = 0; ix < nx; ++ix) { var x = b.Min.x + (ix + 0.5) / nx * (b.Max.x - b.Min.x); Vector3d p = toVol * new Vector3d(x, y, z); int val = 0; int vx = (int)((p.x + 1.0) / 2.0 * GRIDRES_AO); int vy = (int)((p.y + 1.0) / 2.0 * GRIDRES_AO); int vz = (int)((p.z + 1.0) / 2.0 * GRIDRES_AO); if (vx >= 0 && vx < GRIDRES_AO && vy >= 0 && vy < GRIDRES_AO && vz >= 0 && vz < GRIDRES_AO) { val = buf[4 * (vx + vy * GRIDRES_AO + vz * GRIDRES_AO * GRIDRES_AO) + 3].EpsilonEquals(255.0f) ? 1 : 0; } occ[ix + iy * nx + iz * nx * ny] = val; if (iz != nz - 1) { occ[ix + iy * nx + iz * nx * ny] += occ[ix + iy * nx + (iz + 1) * nx * ny]; } } } } Parallel.For(0, GRIDRES_AO - 1, options, ix => { var x = -1.0 + (ix + 0.5) / GRIDRES_AO * 2.0; Parallel.For(0, GRIDRES_AO - 1, options, iy => { var y = -1.0 + (iy + 0.5) / GRIDRES_AO * 2.0; Parallel.For(0, GRIDRES_AO - 1, options, iz => { var z = -1.0 + (iz + 0.5) / GRIDRES_AO * 2.0; Vector3d p = toView * new Vector3d(x, y, z); int vx = (int)((p.x - b.Min.x) / (b.Max.x - b.Min.x) * nx); int vy = (int)((p.y - b.Min.y) / (b.Max.y - b.Min.y) * ny); int vz = (int)((p.z - b.Min.z) / (b.Max.z - b.Min.z) * nz); if (vx >= 0 && vx < nx && vy >= 0 && vy < ny && vz >= 0 && vz < nz) { int occN = occ[vx + vy * nx + vz * nx * ny]; if (occN > 6) { vocc[ix + iy * GRIDRES_AO + iz * GRIDRES_AO * GRIDRES_AO] -= docc; } } }); }); }); }); }); for (int i = 0; i < GRIDRES_AO; ++i) { for (int j = 0; j < GRIDRES_AO; ++j) { for (int k = 0; k < GRIDRES_AO; ++k) { int off = i + j * GRIDRES_AO + k * GRIDRES_AO * GRIDRES_AO; if (buf[4 * off + 3].EpsilonEquals(255.0f)) { var v = Math.Max(vocc[off], 0.0f) * 255; buf[4 * off] = (float)v; buf[4 * off + 1] = (float)v; buf[4 * off + 2] = (float)v; } } } } GC.Collect(); var cb = new ComputeBuffer(GRIDRES_AO * GRIDRES_AO * GRIDRES_AO, sizeof(float) * 4); PreProcessAORT = RTExtensions.CreateRTexture(GRIDRES_AO, 0, RenderTextureFormat.ARGBFloat, FilterMode.Bilinear, TextureWrapMode.Clamp, GRIDRES_AO); CBUtility.WriteIntoRenderTexture(PreProcessAORT, CBUtility.Channels.RGBA, cb, GodManager.Instance.WriteData); RTUtility.SaveAs8bit(GRIDRES_AO, GRIDRES_AO * GRIDRES_AO, CBUtility.Channels.RGBA, "TreeAO", DestinationFolder, buf, 0.00392156863f); cb.ReleaseAndDisposeBuffer(); Debug.Log("Precomputing AO Completed!"); }
/// <summary> /// This function creates the elevations data and is called by the <see cref="Tile.Tasks.CreateTileTask"/> when the task is run by the <see cref="Utilities.Schedular"/>. /// The functions needs the tiles parent data to have already been created. If it has not the program will abort. /// </summary> /// <param name="level"></param> /// <param name="tx"></param> /// <param name="ty"></param> /// <param name="slot"></param> public override void DoCreateTile(int level, int tx, int ty, List <TileStorage.Slot> slot) { var gpuSlot = slot[0] as GPUTileStorage.GPUSlot; if (gpuSlot == null) { throw new NullReferenceException("gpuSlot"); } var tileWidth = gpuSlot.Owner.TileSize; var tileSize = tileWidth - (1 + GetBorder() * 2); GPUTileStorage.GPUSlot parentGpuSlot = null; var upsample = level > 0; var parentTile = FindTile(level - 1, tx / 2, ty / 2, false, true); // TODO : Make it classwide... var residualTileSize = GetTileSize(0); var residualTexture = RTExtensions.CreateRTexture(residualTileSize, 0, RenderTextureFormat.RFloat, FilterMode.Point, TextureWrapMode.Clamp); var residualBuffer = new ComputeBuffer(residualTileSize * residualTileSize, sizeof(float)); if (ResidualProducer != null) { if (ResidualProducer.HasTile(level, tx, ty)) { if (ResidualProducer.IsGPUProducer) { GPUTileStorage.GPUSlot residualGpuSlot = null; var residualTile = ResidualProducer.FindTile(level, tx, ty, false, true); if (residualTile != null) { residualGpuSlot = residualTile.GetSlot(0) as GPUTileStorage.GPUSlot; } else { throw new MissingTileException("Find residual tile failed"); } if (residualGpuSlot == null) { throw new MissingTileException("Find parent tile failed"); } UpSampleMaterial.SetTexture("_ResidualSampler", residualGpuSlot.Texture); UpSampleMaterial.SetVector("_ResidualOSH", new Vector4(0.25f / (float)tileWidth, 0.25f / (float)tileWidth, 2.0f / (float)tileWidth, 1.0f)); } else { CPUTileStorage.CPUSlot <float> residualCPUSlot = null; var residualTile = ResidualProducer.FindTile(level, tx, ty, false, true); if (residualTile != null) { residualCPUSlot = residualTile.GetSlot(0) as CPUTileStorage.CPUSlot <float>; } else { throw new MissingTileException("Find residual tile failed"); } if (residualCPUSlot == null) { throw new MissingTileException("Find parent tile failed"); } residualBuffer.SetData(residualCPUSlot.Data); RTUtility.ClearColor(residualTexture); CBUtility.WriteIntoRenderTexture(residualTexture, CBUtility.Channels.R, residualBuffer, GodManager.Instance.WriteData); //RTUtility.SaveAs8bit(residualTileSize, residualTileSize, CBUtility.Channels.R, string.Format("Residual_{0}_{1}-{2}-{3}", TerrainNode.name, level, tx, ty), "/Resources/Preprocess/Textures/Debug/", residualCPUSlot.Data); UpSampleMaterial.SetTexture("_ResidualSampler", residualTexture); UpSampleMaterial.SetVector("_ResidualOSH", new Vector4(0.25f / (float)tileWidth, 0.25f / (float)tileWidth, 2.0f / (float)tileWidth, 1.0f)); } } else { UpSampleMaterial.SetTexture("_ResidualSampler", null); UpSampleMaterial.SetVector("_ResidualOSH", new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); } } else { UpSampleMaterial.SetTexture("_ResidualSampler", null); UpSampleMaterial.SetVector("_ResidualOSH", new Vector4(0.0f, 0.0f, 1.0f, 0.0f)); } if (upsample) { if (parentTile != null) { parentGpuSlot = parentTile.GetSlot(0) as GPUTileStorage.GPUSlot; } else { throw new MissingTileException(string.Format("Find parent tile failed! {0}:{1}-{2}", level - 1, tx / 2, ty / 2)); } } if (parentGpuSlot == null && upsample) { throw new NullReferenceException("parentGpuSlot"); } var rootQuadSize = TerrainNode.TerrainQuadRoot.Length; var tileWSD = Vector4.zero; tileWSD.x = (float)tileWidth; tileWSD.y = (float)rootQuadSize / (float)(1 << level) / (float)tileSize; tileWSD.z = (float)tileSize / (float)(TerrainNode.ParentBody.GridResolution - 1); tileWSD.w = 0.0f; var tileScreenSize = (0.5 + (float)GetBorder()) / (tileWSD.x - 1 - (float)GetBorder() * 2); var tileSD = new Vector2d(tileScreenSize, 1.0 + tileScreenSize * 2.0); UpSampleMaterial.SetVector("_TileWSD", tileWSD); UpSampleMaterial.SetVector("_TileSD", tileSD.ToVector2()); if (upsample) { var parentTexture = parentGpuSlot.Texture; var dx = (float)(tx % 2) * (float)(tileSize / 2.0f); var dy = (float)(ty % 2) * (float)(tileSize / 2.0f); var coarseLevelOSL = new Vector4(dx / (float)parentTexture.width, dy / (float)parentTexture.height, 1.0f / (float)parentTexture.width, 0.0f); UpSampleMaterial.SetTexture("_CoarseLevelSampler", parentTexture); UpSampleMaterial.SetVector("_CoarseLevelOSL", coarseLevelOSL); } else { UpSampleMaterial.SetTexture("_CoarseLevelSampler", null); UpSampleMaterial.SetVector("_CoarseLevelOSL", new Vector4(-1.0f, -1.0f, -1.0f, -1.0f)); } var rs = level < NoiseAmplitudes.Length ? NoiseAmplitudes[level] : 0.0f; var offset = new Vector4d(((double)tx / (1 << level) - 0.5) * rootQuadSize, ((double)ty / (1 << level) - 0.5) * rootQuadSize, rootQuadSize / (1 << level), TerrainNode.ParentBody.Size); UpSampleMaterial.SetFloat("_Amplitude", rs / (TerrainNode.ParentBody.Amplitude / 10.0f)); UpSampleMaterial.SetFloat("_Frequency", TerrainNode.ParentBody.Frequency * (1 << level)); UpSampleMaterial.SetVector("_Offset", offset.ToVector4()); UpSampleMaterial.SetMatrix("_LocalToWorld", TerrainNode.FaceToLocal.ToMatrix4x4()); if (TerrainNode.ParentBody.TCCPS != null) { TerrainNode.ParentBody.TCCPS.SetUniforms(UpSampleMaterial); } Graphics.Blit(null, gpuSlot.Texture, UpSampleMaterial); residualTexture.ReleaseAndDestroy(); residualBuffer.ReleaseAndDisposeBuffer(); base.DoCreateTile(level, tx, ty, slot); }
/// <summary> /// Creates a series of textures that contain random noise. /// These texture tile together using the Wang Tiling method. /// Used by the UpSample shader to create fractal noise for the terrain elevations. /// </summary> private void CreateDemNoise() { var tileWidth = Cache.GetStorage(0).TileSize; NoiseTextures = new RenderTexture[6]; var layers = new int[] { 0, 1, 3, 5, 7, 15 }; var rand = 1234567; for (byte nl = 0; nl < 6; ++nl) { var noiseArray = new float[tileWidth * tileWidth]; var l = layers[nl]; var buffer = new ComputeBuffer(tileWidth * tileWidth, sizeof(float)); for (int j = 0; j < tileWidth; ++j) { for (int i = 0; i < tileWidth; ++i) { noiseArray[i + j * tileWidth] = Noise.Noise2D(i, j); } } // Corners for (int j = 0; j < tileWidth; ++j) { for (int i = 0; i < tileWidth; ++i) { noiseArray[i + j * tileWidth] = 0.0f; } } // Bottom border Random.InitState((l & 1) == 0 ? 7654321 : 5647381); for (int h = 5; h <= tileWidth / 2; ++h) { var N = RandomValue(); noiseArray[h + 2 * tileWidth] = N; noiseArray[(tileWidth - 1 - h) + 2 * tileWidth] = N; } for (int v = 3; v < 5; ++v) { for (int h = 5; h < tileWidth - 5; ++h) { var N = RandomValue(); noiseArray[h + v * tileWidth] = N; noiseArray[(tileWidth - 1 - h) + (4 - v) * tileWidth] = N; } } // Right border Random.InitState((l & 2) == 0 ? 7654321 : 5647381); for (int v = 5; v <= tileWidth / 2; ++v) { var N = RandomValue(); noiseArray[(tileWidth - 3) + v * tileWidth] = N; noiseArray[(tileWidth - 3) + (tileWidth - 1 - v) * tileWidth] = N; } for (int h = tileWidth - 4; h >= tileWidth - 5; --h) { for (int v = 5; v < tileWidth - 5; ++v) { var N = RandomValue(); noiseArray[h + v * tileWidth] = N; noiseArray[(2 * tileWidth - 6 - h) + (tileWidth - 1 - v) * tileWidth] = N; } } // Top border Random.InitState((l & 4) == 0 ? 7654321 : 5647381); for (int h = 5; h <= tileWidth / 2; ++h) { var N = RandomValue(); noiseArray[h + (tileWidth - 3) * tileWidth] = N; noiseArray[(tileWidth - 1 - h) + (tileWidth - 3) * tileWidth] = N; } for (int v = tileWidth - 2; v < tileWidth; ++v) { for (int h = 5; h < tileWidth - 5; ++h) { var N = RandomValue(); noiseArray[h + v * tileWidth] = N; noiseArray[(tileWidth - 1 - h) + (2 * tileWidth - 6 - v) * tileWidth] = N; } } // Left border Random.InitState((l & 8) == 0 ? 7654321 : 5647381); for (int v = 5; v <= tileWidth / 2; ++v) { var N = RandomValue(); noiseArray[2 + v * tileWidth] = N; noiseArray[2 + (tileWidth - 1 - v) * tileWidth] = N; } for (int h = 1; h >= 0; --h) { for (int v = 5; v < tileWidth - 5; ++v) { var N = RandomValue(); noiseArray[h + v * tileWidth] = N; noiseArray[(4 - h) + (tileWidth - 1 - v) * tileWidth] = N; } } // Center Random.InitState(rand); for (int v = 5; v < tileWidth - 5; ++v) { for (int h = 5; h < tileWidth - 5; ++h) { var N = RandomValue(); noiseArray[h + v * tileWidth] = N; } } // Randomize for next texture rand = (rand * 1103515245 + 12345) & 0x7FFFFFFF; NoiseTextures[nl] = RTExtensions.CreateRTexture(new Vector2(tileWidth, tileWidth), 0, RenderTextureFormat.RHalf, FilterMode.Point, TextureWrapMode.Repeat); // Write data into render texture buffer.SetData(noiseArray); CBUtility.WriteIntoRenderTexture(NoiseTextures[nl], 1, buffer, GodManager.Instance.WriteData); buffer.ReleaseAndDisposeBuffer(); } }