// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using System;
using UnityEngine;
using UnityEngine.Rendering;
namespace WaveHarmonic.Crest
{
[AttributeUsage(AttributeTargets.Class)]
sealed class ForLodInput : Attribute
{
public readonly Type _Type;
public readonly LodInputMode _Mode;
public ForLodInput(Type type, LodInputMode mode)
{
_Type = type;
_Mode = mode;
}
}
///
/// Data storage for an input, pertinent to the associated input mode.
///
[Serializable]
public abstract class LodInputData
{
[SerializeField, HideInInspector]
internal LodInput _Input;
private protected Rect _Rect;
private protected Bounds _Bounds;
private protected bool _RecalculateRect = true;
private protected bool _RecalculateBounds = true;
internal abstract bool IsEnabled { get; }
internal abstract void OnEnable();
internal abstract void OnDisable();
internal abstract void Draw(Lod lod, Component component, CommandBuffer buffer, RenderTargetIdentifier target, int slice);
internal abstract void RecalculateRect();
internal abstract void RecalculateBounds();
internal virtual bool HasHeightRange => true;
internal Rect Rect
{
get
{
if (_RecalculateRect)
{
RecalculateRect();
_RecalculateRect = false;
}
return _Rect;
}
}
internal Bounds Bounds
{
get
{
if (_RecalculateBounds)
{
RecalculateBounds();
_RecalculateBounds = false;
}
return _Bounds;
}
}
// Warning: NotImplementedException is thrown for paint and texture types.
internal Vector2 HeightRange
{
get
{
if (!HasHeightRange) return Vector2.zero;
var bounds = Bounds;
return new(bounds.min.y, bounds.max.y);
}
}
private protected void RecalculateCulling()
{
_RecalculateRect = _RecalculateBounds = true;
}
internal virtual void OnUpdate()
{
if (_Input.transform.hasChanged)
{
RecalculateCulling();
}
}
internal virtual void OnLateUpdate()
{
}
#if UNITY_EDITOR
internal abstract void OnChange(string propertyPath, object previousValue);
internal abstract bool InferMode(Component component, ref LodInputMode mode);
internal virtual void Reset() { }
#endif
}
///
/// Modes that inputs can use. Not all inputs support all modes. Refer to the UI.
///
[@GenerateDoc]
public enum LodInputMode
{
///
[Tooltip("Unset is the serialization default.\n\nThis will be replaced with the default mode automatically. Unset can also be used if something is invalid.")]
Unset = 0,
///
[Tooltip("Hand-painted data by the user.")]
Paint,
///
[Tooltip("Driven by a user created spline.")]
Spline,
///
[Tooltip("Attached 'Renderer' (mesh, particle or other) used to drive data.")]
Renderer,
///
[Tooltip("Driven by a mathematical primitive such as a cube or sphere.")]
Primitive,
///
[Tooltip("Covers the entire water area.")]
Global,
///
[Tooltip("Data driven by a user provided texture.")]
Texture,
///
[Tooltip("Renders geometry using a default material.")]
Geometry,
}
///
/// Blend presets for inputs.
///
[@GenerateDoc]
public enum LodInputBlend
{
///
[Tooltip("No blending. Overwrites.")]
Off,
///
[Tooltip("Additive blending.")]
Additive,
///
[Tooltip("Takes the minimum value.")]
Minimum,
///
[Tooltip("Takes the maximum value.")]
Maximum,
///
[Tooltip("Applies the inverse weight to the target.\n\nBasically overwrites what is already in the simulation.")]
Alpha,
///
[Tooltip("Same as alpha except anything above zero will overwrite rather than blend.")]
AlphaClip,
}
///
/// Primitive shapes.
///
// Have this match UnityEngine.PrimitiveType.
[@GenerateDoc]
public enum LodInputPrimitive
{
///
[Tooltip("Spheroid.")]
Sphere = 0,
///
[Tooltip("Cuboid.")]
Cube = 3,
///
[Tooltip("Quad.")]
Quad = 5,
}
}