// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
using UnityEngine.Rendering;
namespace WaveHarmonic.Crest
{
///
/// A persistent simulation that moves around with a displacement LOD.
///
[System.Serializable]
public abstract partial class PersistentLod : Lod
{
[@Space(10)]
[Tooltip("Frequency to run the simulation, in updates per second.\n\nLower frequencies are more efficient but may lead to visible jitter or slowness.")]
[@Range(15, 200)]
[@GenerateAPI]
[SerializeField]
private protected int _SimulationFrequency = 60;
static new class ShaderIDs
{
public static readonly int s_SimDeltaTime = Shader.PropertyToID("_Crest_SimDeltaTime");
public static readonly int s_TemporaryPersistentTarget = Shader.PropertyToID("_Crest_TemporaryPersistentTarget");
}
private protected override bool NeedToReadWriteTextureData => true;
internal override int BufferCount => 2;
// Is this the first step since being enabled?
private protected bool _NeedsPrewarmingThisStep = true;
// This is how far the simulation time is behind Unity's time.
private protected float _TimeToSimulate = 0f;
// Pristine historic data. Needed if using blur or multiple viewpoints. For the
// latter, we cannot optimize the upstream data texture away due to camera filtering.
private protected RenderTexture _PersistentDataTexture;
internal int LastUpdateSubstepCount { get; private set; }
private protected virtual int Kernel => 0;
private protected virtual bool SkipFlipBuffers => false;
private protected abstract ComputeShader SimulationShader { get; }
internal override void Initialize()
{
if (SimulationShader == null)
{
_Valid = false;
return;
}
base.Initialize();
_NeedsPrewarmingThisStep = true;
}
private protected override void Allocate()
{
base.Allocate();
// Use per-camera data.
if (!_Water.IsSingleViewpointMode)
{
return;
}
if (Blur)
{
_PersistentDataTexture = CreateLodDataTextures("_Source");
}
}
internal override void Destroy()
{
base.Destroy();
if (_PersistentDataTexture != null) _PersistentDataTexture.Release();
Helpers.Destroy(_PersistentDataTexture);
foreach (var data in _AdditionalCameraData.Values)
{
var x = data._PersistentData;
if (x != null) x.Release();
Helpers.Destroy(x);
}
_AdditionalCameraData.Clear();
}
internal override void BuildCommandBuffer(WaterRenderer water, CommandBuffer buffer)
{
buffer.BeginSample(ID);
FlipBuffers(buffer);
// How far are we behind.
_TimeToSimulate += water.DeltaTime;
// Do a set of substeps to catch up.
var substeps = Mathf.FloorToInt(_TimeToSimulate * _SimulationFrequency);
var delta = substeps > 0 ? (1f / _SimulationFrequency) : 0f;
LastUpdateSubstepCount = substeps;
// Even if no steps were needed this frame, the simulation still needs to advect to
// compensate for camera motion / water scale changes, so do a trivial substep.
// This could be a specialised kernel that only advects, or the simulation shader
// could have a branch for 0 delta time.
if (substeps == 0)
{
substeps = 1;
delta = 0f;
}
// Use temporary if only storing one texture upstream which has the source.
var useTemporary = _Water.IsSingleViewpointMode && !Blur;
if (useTemporary)
{
// No need to clear, as the update dispatch overwrites every pixel, but finding
// artifacts if not and there is a renderer input. Happens for foam and dynamic
// waves. Confusing/concerning.
buffer.GetTemporaryRT(ShaderIDs.s_TemporaryPersistentTarget, DataTexture.descriptor);
CoreUtils.SetRenderTarget(buffer, ShaderIDs.s_TemporaryPersistentTarget, ClearFlag.Color, ClearColor);
}
var final = new RenderTargetIdentifier(DataTexture);
var target = useTemporary ? new RenderTargetIdentifier(ShaderIDs.s_TemporaryPersistentTarget) : final;
var source = useTemporary ? final : new RenderTargetIdentifier(_PersistentDataTexture);
var wrapper = new PropertyWrapperCompute(buffer, SimulationShader, Kernel);
for (var substep = 0; substep < substeps; substep++)
{
var isFirstStep = substep == 0;
var frame = isFirstStep ? 1 : 0;
// Record how much we caught up
_TimeToSimulate -= delta;
// Buffers are already flipped, but we need to ping-pong for subsequent substeps.
if (!isFirstStep)
{
// Use temporary target for ping-pong instead of flipping buffer. We do not want
// to buffer substeps as they will not match buffered cascade data etc. Each buffer
// entry must be for a single frame and substeps are "sub-frame".
(source, target) = (target, source);
}
else
{
// We only want to handle teleports for the first step.
_NeedsPrewarmingThisStep = _NeedsPrewarmingThisStep || _Water._HasTeleportedThisFrame;
}
// Both simulation update and input draws need delta time.
buffer.SetGlobalFloat(ShaderIDs.s_SimDeltaTime, delta);
wrapper.SetTexture(Crest.ShaderIDs.s_Source, source);
wrapper.SetTexture(Crest.ShaderIDs.s_Target, target);
// Compute which LOD data we are sampling source data from. if a scale change has
// happened this can be any LOD up or down the chain. This is only valid on the
// first update step, after that the scale source/target data are in the right
// places.
wrapper.SetFloat(Lod.ShaderIDs.s_LodChange, isFirstStep ? _Water.ScaleDifferencePower2 : 0);
wrapper.SetVectorArray(WaterRenderer.ShaderIDs.s_CascadeDataSource, _Water.CascadeData.Previous(frame));
wrapper.SetVectorArray(_SamplingParametersCascadeSourceShaderID, _SamplingParameters.Previous(frame));
SetAdditionalSimulationParameters(wrapper);
var threads = Resolution / k_ThreadGroupSize;
wrapper.Dispatch(threads, threads, Slices);
// Only add forces if we did a step.
if (delta > 0f)
{
SubmitDraws(buffer, Inputs, target);
}
// The very first step since being enabled.
_NeedsPrewarmingThisStep = false;
}
// Swap textures if needed.
if (target != final)
{
buffer.CopyTexture(target, final);
}
// Preserve non-blurred historic data.
else if (!useTemporary)
{
buffer.CopyTexture(target, source);
}
if (useTemporary)
{
buffer.ReleaseTemporaryRT(ShaderIDs.s_TemporaryPersistentTarget);
}
TryBlur(buffer);
buffer.EndSample(ID);
}
///
/// Set any simulation specific shader parameters.
///
private protected virtual void SetAdditionalSimulationParameters(PropertyWrapperCompute properties)
{
}
private protected override void ReAllocate()
{
base.ReAllocate();
if (!Enabled)
{
return;
}
var descriptor = DataTexture.descriptor;
if (_Water.IsMultipleViewpointMode)
{
foreach (var (key, data) in _AdditionalCameraData)
{
var texture = data._PersistentData;
texture.Release();
texture.descriptor = descriptor;
texture.Create();
}
return;
}
if (_PersistentDataTexture != null)
{
_PersistentDataTexture.Release();
if (Blur)
{
_PersistentDataTexture.descriptor = descriptor;
_PersistentDataTexture.Create();
}
else
{
Helpers.Destroy(_PersistentDataTexture);
}
}
else if (Blur)
{
_PersistentDataTexture = CreateLodDataTextures("_Source");
}
}
}
partial class PersistentLod
{
sealed class AdditionalCameraData
{
public RenderTexture _PersistentData;
public float _TimeToSimulate;
}
readonly System.Collections.Generic.Dictionary _AdditionalCameraData = new();
internal override void LoadCameraData(Camera camera)
{
base.LoadCameraData(camera);
AdditionalCameraData data;
if (!_AdditionalCameraData.ContainsKey(camera))
{
data = new()
{
_PersistentData = CreateLodDataTextures("_Source"),
_TimeToSimulate = _TimeToSimulate,
};
_AdditionalCameraData.Add(camera, data);
}
else
{
data = _AdditionalCameraData[camera];
}
_PersistentDataTexture = data._PersistentData;
_TimeToSimulate = data._TimeToSimulate;
}
internal override void StoreCameraData(Camera camera)
{
base.StoreCameraData(camera);
if (_AdditionalCameraData.ContainsKey(camera))
{
_AdditionalCameraData[camera]._TimeToSimulate = _TimeToSimulate;
}
}
internal override void RemoveCameraData(Camera camera)
{
base.RemoveCameraData(camera);
if (_AdditionalCameraData.ContainsKey(camera))
{
var rt = _AdditionalCameraData[camera]._PersistentData;
if (rt != null) rt.Release();
Helpers.Destroy(rt);
_AdditionalCameraData.Remove(camera);
}
}
}
}