示例#1
0
        private void CleanUp()
        {
            foreach (var lodData in _lodDatas)
            {
                lodData.OnDisable();
            }
            _lodDatas.Clear();

#if UNITY_EDITOR
            if (!EditorApplication.isPlaying && Root != null)
            {
                DestroyImmediate(Root.gameObject);
            }
            else
#endif
            if (Root != null)
            {
                Destroy(Root.gameObject);
            }

            Root = null;

            _lodTransform       = null;
            _lodDataAnimWaves   = null;
            _lodDataClipSurface = null;
            _lodDataDynWaves    = null;
            _lodDataFlow        = null;
            _lodDataFoam        = null;
            _lodDataSeaDepths   = null;
            _lodDataShadow      = null;
        }
示例#2
0
        // Called when visible to a camera
        void OnWillRenderObject()
        {
            if (OceanRenderer.Instance == null || Rend == null)
            {
                return;
            }

            // check if built-in pipeline being used
            if (Camera.current != null)
            {
                _currentCamera = Camera.current;
            }

            // Depth texture is used by ocean shader for transparency/depth fog, and for fading out foam at shoreline.
            _currentCamera.depthTextureMode |= DepthTextureMode.Depth;

            if (Rend.sharedMaterial != OceanRenderer.Instance.OceanMaterial)
            {
                Rend.sharedMaterial = OceanRenderer.Instance.OceanMaterial;
            }

            // per instance data

            if (_mpb == null)
            {
                _mpb = new PropertyWrapperMPB();
            }
            Rend.GetPropertyBlock(_mpb.materialPropertyBlock);

            // blend LOD 0 shape in/out to avoid pop, if the ocean might scale up later (it is smaller than its maximum scale)
            var needToBlendOutShape = _lodIndex == 0 && OceanRenderer.Instance.ScaleCouldIncrease;
            var meshScaleLerp       = needToBlendOutShape ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 0f;

            // blend furthest normals scale in/out to avoid pop, if scale could reduce
            var needToBlendOutNormals = _lodIndex == _totalLodCount - 1 && OceanRenderer.Instance.ScaleCouldDecrease;
            var farNormalsWeight      = needToBlendOutNormals ? OceanRenderer.Instance.ViewerAltitudeLevelAlpha : 1f;

            _mpb.SetVector(sp_InstanceData, new Vector3(meshScaleLerp, farNormalsWeight, _lodIndex));

            // geometry data
            // compute grid size of geometry. take the long way to get there - make sure we land exactly on a power of two
            // and not inherit any of the lossy-ness from lossyScale.
            var scale_pow_2        = OceanRenderer.Instance.CalcLodScale(_lodIndex);
            var gridSizeGeo        = scale_pow_2 / (0.25f * _lodDataResolution / _geoDownSampleFactor);
            var gridSizeLodData    = gridSizeGeo / _geoDownSampleFactor;
            var mul                = 1.875f; // fudge 1
            var pow                = 1.4f;   // fudge 2
            var normalScrollSpeed0 = Mathf.Pow(Mathf.Log(1f + 2f * gridSizeLodData) * mul, pow);
            var normalScrollSpeed1 = Mathf.Pow(Mathf.Log(1f + 4f * gridSizeLodData) * mul, pow);

            _mpb.SetVector(sp_GeomData, new Vector4(gridSizeLodData, gridSizeGeo, normalScrollSpeed0, normalScrollSpeed1));

            // Assign LOD data to ocean shader
            var ldaws     = OceanRenderer.Instance._lodDataAnimWaves;
            var ldsds     = OceanRenderer.Instance._lodDataSeaDepths;
            var ldclip    = OceanRenderer.Instance._lodDataClipSurface;
            var ldfoam    = OceanRenderer.Instance._lodDataFoam;
            var ldflow    = OceanRenderer.Instance._lodDataFlow;
            var ldshadows = OceanRenderer.Instance._lodDataShadow;

            _mpb.SetInt(LodDataMgr.sp_LD_SliceIndex, _lodIndex);
            if (ldaws != null)
            {
                ldaws.BindResultData(_mpb);
            }
            if (ldflow != null)
            {
                ldflow.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrFlow.BindNull(_mpb);
            }
            if (ldfoam != null)
            {
                ldfoam.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrFoam.BindNull(_mpb);
            }
            if (ldsds != null)
            {
                ldsds.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrSeaFloorDepth.BindNull(_mpb);
            }
            if (ldclip != null)
            {
                ldclip.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrClipSurface.BindNull(_mpb);
            }
            if (ldshadows != null)
            {
                ldshadows.BindResultData(_mpb);
            }
            else
            {
                LodDataMgrShadow.BindNull(_mpb);
            }

            var reflTex = PreparedReflections.GetRenderTexture(_currentCamera.GetHashCode());

            if (reflTex)
            {
                _mpb.SetTexture(sp_ReflectionTex, reflTex);
            }
            else
            {
                _mpb.SetTexture(sp_ReflectionTex, Texture2D.blackTexture);
            }

            // Hack - due to SV_IsFrontFace occasionally coming through as true for back faces,
            // add a param here that forces ocean to be in underwater state. I think the root
            // cause here might be imprecision or numerical issues at ocean tile boundaries, although
            // i'm not sure why cracks are not visible in this case.
            var heightOffset = OceanRenderer.Instance.ViewerHeightAboveWater;

            _mpb.SetFloat(sp_ForceUnderwater, heightOffset < -2f ? 1f : 0f);

            Rend.SetPropertyBlock(_mpb.materialPropertyBlock);
        }
示例#3
0
        void CreateDestroySubSystems()
        {
            {
                if (_lodDataAnimWaves == null)
                {
                    _lodDataAnimWaves = new LodDataMgrAnimWaves(this);
                    _lodDatas.Add(_lodDataAnimWaves);
                }
            }

            if (CreateClipSurfaceData)
            {
                if (_lodDataClipSurface == null)
                {
                    _lodDataClipSurface = new LodDataMgrClipSurface(this);
                    _lodDatas.Add(_lodDataClipSurface);
                }
            }
            else
            {
                if (_lodDataClipSurface != null)
                {
                    _lodDataClipSurface.OnDisable();
                    _lodDatas.Remove(_lodDataClipSurface);
                    _lodDataClipSurface = null;
                }
            }

            if (CreateDynamicWaveSim)
            {
                if (_lodDataDynWaves == null)
                {
                    _lodDataDynWaves = new LodDataMgrDynWaves(this);
                    _lodDatas.Add(_lodDataDynWaves);
                }
            }
            else
            {
                if (_lodDataDynWaves != null)
                {
                    _lodDataDynWaves.OnDisable();
                    _lodDatas.Remove(_lodDataDynWaves);
                    _lodDataDynWaves = null;
                }
            }

            if (CreateFlowSim)
            {
                if (_lodDataFlow == null)
                {
                    _lodDataFlow = new LodDataMgrFlow(this);
                    _lodDatas.Add(_lodDataFlow);
                }

                if (FlowProvider != null && !(FlowProvider is QueryFlow))
                {
                    FlowProvider.CleanUp();
                    FlowProvider = null;
                }
            }
            else
            {
                if (_lodDataFlow != null)
                {
                    _lodDataFlow.OnDisable();
                    _lodDatas.Remove(_lodDataFlow);
                    _lodDataFlow = null;
                }

                if (FlowProvider != null && FlowProvider is QueryFlow)
                {
                    FlowProvider.CleanUp();
                    FlowProvider = null;
                }
            }
            if (FlowProvider == null)
            {
                FlowProvider = _lodDataAnimWaves.Settings.CreateFlowProvider(this);
            }

            if (CreateFoamSim)
            {
                if (_lodDataFoam == null)
                {
                    _lodDataFoam = new LodDataMgrFoam(this);
                    _lodDatas.Add(_lodDataFoam);
                }
            }
            else
            {
                if (_lodDataFoam != null)
                {
                    _lodDataFoam.OnDisable();
                    _lodDatas.Remove(_lodDataFoam);
                    _lodDataFoam = null;
                }
            }

            if (CreateSeaFloorDepthData)
            {
                if (_lodDataSeaDepths == null)
                {
                    _lodDataSeaDepths = new LodDataMgrSeaFloorDepth(this);
                    _lodDatas.Add(_lodDataSeaDepths);
                }
            }
            else
            {
                if (_lodDataSeaDepths != null)
                {
                    _lodDataSeaDepths.OnDisable();
                    _lodDatas.Remove(_lodDataSeaDepths);
                    _lodDataSeaDepths = null;
                }
            }

            if (CreateShadowData)
            {
                if (_lodDataShadow == null)
                {
                    _lodDataShadow = new LodDataMgrShadow(this);
                    _lodDatas.Add(_lodDataShadow);
                }
            }
            else
            {
                if (_lodDataShadow != null)
                {
                    _lodDataShadow.OnDisable();
                    _lodDatas.Remove(_lodDataShadow);
                    _lodDataShadow = null;
                }
            }

            // Potential extension - add 'type' field to collprovider and change provider if settings have changed - this would support runtime changes.
            if (CollisionProvider == null)
            {
                CollisionProvider = _lodDataAnimWaves.Settings.CreateCollisionProvider();
            }
        }
示例#4
0
        void CreateDestroyLodDatas()
        {
            {
                if (_lodDataAnimWaves == null)
                {
                    _lodDataAnimWaves = new LodDataMgrAnimWaves(this);
                    _lodDatas.Add(_lodDataAnimWaves);
                }
            }

            if (CreateClipSurfaceData)
            {
                if (_lodDataClipSurface == null)
                {
                    _lodDataClipSurface = new LodDataMgrClipSurface(this);
                    _lodDatas.Add(_lodDataClipSurface);
                }
            }
            else
            {
                if (_lodDataClipSurface != null)
                {
                    _lodDataClipSurface.OnDisable();
                    _lodDatas.Remove(_lodDataClipSurface);
                    _lodDataClipSurface = null;
                }
            }

            if (CreateDynamicWaveSim)
            {
                if (_lodDataDynWaves == null)
                {
                    _lodDataDynWaves = new LodDataMgrDynWaves(this);
                    _lodDatas.Add(_lodDataDynWaves);
                }
            }
            else
            {
                if (_lodDataDynWaves != null)
                {
                    _lodDataDynWaves.OnDisable();
                    _lodDatas.Remove(_lodDataDynWaves);
                    _lodDataDynWaves = null;
                }
            }

            if (CreateFlowSim)
            {
                if (_lodDataFlow == null)
                {
                    _lodDataFlow = new LodDataMgrFlow(this);
                    _lodDatas.Add(_lodDataFlow);
                }
            }
            else
            {
                if (_lodDataFlow != null)
                {
                    _lodDataFlow.OnDisable();
                    _lodDatas.Remove(_lodDataFlow);
                    _lodDataFlow = null;
                }
            }

            if (CreateFoamSim)
            {
                if (_lodDataFoam == null)
                {
                    _lodDataFoam = new LodDataMgrFoam(this);
                    _lodDatas.Add(_lodDataFoam);
                }
            }
            else
            {
                if (_lodDataFoam != null)
                {
                    _lodDataFoam.OnDisable();
                    _lodDatas.Remove(_lodDataFoam);
                    _lodDataFoam = null;
                }
            }

            if (CreateSeaFloorDepthData)
            {
                if (_lodDataSeaDepths == null)
                {
                    _lodDataSeaDepths = new LodDataMgrSeaFloorDepth(this);
                    _lodDatas.Add(_lodDataSeaDepths);
                }
            }
            else
            {
                if (_lodDataSeaDepths != null)
                {
                    _lodDataSeaDepths.OnDisable();
                    _lodDatas.Remove(_lodDataSeaDepths);
                    _lodDataSeaDepths = null;
                }
            }

            if (CreateShadowData)
            {
                if (_lodDataShadow == null)
                {
                    _lodDataShadow = new LodDataMgrShadow(this);
                    _lodDatas.Add(_lodDataShadow);
                }
            }
            else
            {
                if (_lodDataShadow != null)
                {
                    _lodDataShadow.OnDisable();
                    _lodDatas.Remove(_lodDataShadow);
                    _lodDataShadow = null;
                }
            }
        }