Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Data/Input/LodInputData.cs
2025-05-10 12:49:47 +08:00

213 lines
5.3 KiB
C#

// 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;
}
}
/// <summary>
/// Data storage for an input, pertinent to the associated input mode.
/// </summary>
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
}
/// <summary>
/// Modes that inputs can use. Not all inputs support all modes. Refer to the UI.
/// </summary>
public enum LodInputMode
{
/// <summary>
/// Unset is the serialization default.
/// </summary>
/// <remarks>
/// This will be replaced with the default mode automatically. Unset can also be
/// used if something is invalid.
/// </remarks>
Unset = 0,
/// <summary>
/// Hand-painted data by the user. Currently unused.
/// </summary>
Paint,
/// <summary>
/// Driven by a user created spline.
/// </summary>
Spline,
/// <summary>
/// Attached 'Renderer' (mesh, particle or other) used to drive data.
/// </summary>
Renderer,
/// <summary>
/// Driven by a mathematical primitive such as a cube or sphere.
/// </summary>
Primitive,
/// <summary>
/// Covers the entire water area.
/// </summary>
Global,
/// <summary>
/// Data driven by a user provided texture.
/// </summary>
Texture,
/// <summary>
/// Renders geometry using a default material.
/// </summary>
Geometry,
}
/// <summary>
/// Blend presets for inputs.
/// </summary>
public enum LodInputBlend
{
/// <summary>
/// No blending. Overwrites.
/// </summary>
Off,
/// <summary>
/// Additive blending.
/// </summary>
Additive,
/// <summary>
/// Takes the minimum value.
/// </summary>
Minimum,
/// <summary>
/// Takes the maximum value.
/// </summary>
Maximum,
/// <summary>
/// Applies the inverse weight to the target.
/// </summary>
/// <remarks>
/// Basically overwrites what is already in the simulation.
/// </remarks>
Alpha,
/// <summary>
/// Same as alpha except anything above zero will overwrite rather than blend.
/// </summary>
AlphaClip,
}
/// <summary>
/// Primitive shapes.
/// </summary>
// Have this match UnityEngine.PrimitiveType.
public enum LodInputPrimitive
{
/// <summary>
/// Spheroid.
/// </summary>
Sphere = 0,
/// <summary>
/// Cuboid.
/// </summary>
Cube = 3,
/// <summary>
/// Quad.
/// </summary>
Quad = 5,
}
}