Files
Fishing2/Packages/com.waveharmonic.crest/Runtime/Scripts/Surface/WaterChunkRenderer.cs
2026-03-05 00:14:42 +08:00

358 lines
12 KiB
C#

// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using System.Collections.Generic;
using UnityEngine;
using WaveHarmonic.Crest.Internal;
namespace WaveHarmonic.Crest
{
interface IReportsHeight
{
bool ReportHeight(ref Rect bounds, ref float minimum, ref float maximum);
}
interface IReportsDisplacement
{
bool ReportDisplacement(ref Rect bounds, ref float horizontal, ref float vertical);
}
/// <summary>
/// Sets shader parameters for each geometry tile/chunk.
/// </summary>
#if !CREST_DEBUG
[AddComponentMenu("")]
#endif
[@ExecuteDuringEditMode]
sealed class WaterChunkRenderer : ManagedBehaviour<WaterRenderer>
{
[SerializeField]
internal bool _DrawRenderBounds = false;
internal const string k_UpdateMeshBoundsMarker = "Crest.WaterChunkRenderer.UpdateMeshBounds";
static readonly Unity.Profiling.ProfilerMarker s_UpdateMeshBoundsMarker = new(k_UpdateMeshBoundsMarker);
internal Transform _Transform;
internal Mesh _Mesh;
public Renderer Rend { get; private set; }
internal MaterialPropertyBlock _MaterialPropertyBlock;
Matrix4x4 _CurrentObjectToWorld;
Matrix4x4 _PreviousObjectToWorld;
internal Material _MotionVectorMaterial;
internal int _SortingOrder;
internal int _SiblingIndex;
internal Rect _UnexpandedBoundsXZ = new();
public Rect UnexpandedBoundsXZ => _UnexpandedBoundsXZ;
internal bool _Culled;
internal bool _Visible;
internal WaterRenderer _Water;
public bool MaterialOverridden { get; set; }
// We need to ensure that all water data has been bound for the mask to
// render properly - this is something that needs to happen irrespective
// of occlusion culling because we need the mask to render as a
// contiguous surface.
internal bool _WaterDataHasBeenBound = true;
int _LodIndex = -1;
public static List<IReportsHeight> HeightReporters { get; } = new();
public static List<IReportsDisplacement> DisplacementReporters { get; } = new();
// There is a 1-frame delay with Initialized in edit mode due to setting
// enableInEditMode in EditorApplication.update. This only really affect this
// component as it is instantiate via script, and is partial driven externally.
// So instead, call this after instantiation.
internal void Initialize(int index, Renderer renderer, Mesh mesh)
{
_LodIndex = index;
Rend = renderer;
_Mesh = mesh;
_PreviousObjectToWorld = _CurrentObjectToWorld = transform.localToWorldMatrix;
_Transform = transform;
}
private protected override void OnStart()
{
base.OnStart();
UpdateMeshBounds();
}
internal void UpdateMeshBounds(WaterRenderer water, SurfaceRenderer surface)
{
_WaterDataHasBeenBound = false;
var count = surface.TimeSliceBoundsUpdateFrameCount;
// Time slice update to distribute the load.
if (count <= 1 || !(_SiblingIndex % count != Time.frameCount % surface.Chunks.Count % count))
{
// This needs to be called on Update because the bounds depend on transform scale which can change. Also OnWillRenderObject depends on
// the bounds being correct. This could however be called on scale change events, but would add slightly more complexity.
UpdateMeshBounds();
}
}
bool ShouldRender(bool culled)
{
// Is visible to camera.
if (!_Visible)
{
return false;
}
// If including culling, is it culled.
if (culled && _Culled)
{
return false;
}
return true;
}
internal void OnLateUpdate()
{
_PreviousObjectToWorld = _CurrentObjectToWorld;
_CurrentObjectToWorld = _Transform.localToWorldMatrix;
}
internal void RenderMotionVectors(SurfaceRenderer surface, Camera camera)
{
if (!ShouldRender(culled: true))
{
return;
}
// RenderMesh will copy properties immediately, thus we need them bound.
if (!_WaterDataHasBeenBound)
{
Bind();
}
var material = MaterialOverridden ? _MotionVectorMaterial : surface._MotionVectorMaterial;
var parameters = new RenderParams(material)
{
motionVectorMode = MotionVectorGenerationMode.Object,
material = material,
matProps = _MaterialPropertyBlock,
worldBounds = Rend.bounds,
layer = surface.Layer,
receiveShadows = false,
shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off,
lightProbeUsage = UnityEngine.Rendering.LightProbeUsage.Off,
reflectionProbeUsage = UnityEngine.Rendering.ReflectionProbeUsage.Off,
camera = camera,
};
Graphics.RenderMesh(parameters, _Mesh, 0, _CurrentObjectToWorld, _PreviousObjectToWorld);
}
void UpdateMeshBounds()
{
s_UpdateMeshBoundsMarker.Begin(this);
var bounds = _Mesh.bounds;
if (WaterBody.WaterBodies.Count > 0)
{
_UnexpandedBoundsXZ = ComputeBoundsXZ(_Transform, bounds);
}
bounds = ExpandBoundsForDisplacements(_Transform, bounds);
Rend.localBounds = bounds;
s_UpdateMeshBoundsMarker.End();
}
public static Rect ComputeBoundsXZ(Transform transform, Bounds bounds)
{
// Since chunks are axis-aligned it is safe to rotate the bounds.
var center = transform.rotation * bounds.center * transform.lossyScale.x + transform.position;
var size = transform.rotation * bounds.size * transform.lossyScale.x;
// Rotation can make size negative.
return new(0, 0, Mathf.Abs(size.x), Mathf.Abs(size.z))
{
center = center.XZ(),
};
}
// Used by the water mask system if we need to render the water mask in situations
// where the water itself doesn't need to be rendered or has otherwise been disabled
internal void Bind()
{
_MaterialPropertyBlock = _Water.Surface._PerCascadeMPB.Current[_LodIndex];
Rend.SetPropertyBlock(_MaterialPropertyBlock);
_WaterDataHasBeenBound = true;
}
void OnDestroy()
{
Helpers.Destroy(_Mesh);
}
// Called when visible to a camera
void OnWillRenderObject()
{
if (Rend == null)
{
return;
}
if (!MaterialOverridden && Rend.sharedMaterial != _Water.Surface.Material)
{
Rend.sharedMaterial = _Water.Surface.Material;
_MotionVectorMaterial = _Water.Surface._MotionVectorMaterial;
}
if (!_WaterDataHasBeenBound)
{
Bind();
}
if (_DrawRenderBounds)
{
Rend.bounds.DebugDraw();
}
}
// this is called every frame because the bounds are given in world space and depend on the transform scale, which
// can change depending on view altitude
public Bounds ExpandBoundsForDisplacements(Transform transform, Bounds bounds)
{
var extents = bounds.extents;
var center = bounds.center;
var scale = transform.lossyScale;
var rotation = transform.rotation;
var boundsPadding = _Water.MaximumHorizontalDisplacement;
var expandXZ = boundsPadding / scale.x;
var boundsY = _Water.MaximumVerticalDisplacement;
// Extend the kinematic bounds slightly to give room for dynamic waves.
if (_Water._DynamicWavesLod.Enabled)
{
boundsY += 5f;
}
// Extend bounds by global waves.
extents.x += expandXZ;
extents.y += boundsY;
extents.z += expandXZ;
// Get XZ bounds. Doing this manually bypasses updating render bounds call.
Rect rect;
{
var p1 = transform.position;
var p2 = rotation * new Vector3(center.x, 0f, center.z);
var s1 = scale;
var s2 = rotation * (extents.XNZ(0f) * 2f);
rect = new(0, 0, Mathf.Abs(s1.x * s2.x), Mathf.Abs(s1.z * s2.z))
{
center = new(p1.x + p2.x, p1.z + p2.z)
};
}
// Extend bounds by local waves.
{
var totalHorizontal = 0f;
var totalVertical = 0f;
foreach (var reporter in DisplacementReporters)
{
var horizontal = 0f;
var vertical = 0f;
if (reporter.ReportDisplacement(ref rect, ref horizontal, ref vertical))
{
totalHorizontal += horizontal;
totalVertical += vertical;
}
}
boundsPadding = totalHorizontal;
expandXZ = boundsPadding / scale.x;
boundsY = totalVertical;
extents.x += expandXZ;
extents.y += boundsY;
extents.z += expandXZ;
}
// Expand and offset bounds by height.
{
var minimumWaterLevelBounds = 0f;
var maximumWaterLevelBounds = 0f;
foreach (var reporter in HeightReporters)
{
var minimum = 0f;
var maximum = 0f;
if (reporter.ReportHeight(ref rect, ref minimum, ref maximum))
{
minimumWaterLevelBounds = Mathf.Max(minimumWaterLevelBounds, Mathf.Abs(Mathf.Min(minimum, _Water.SeaLevel) - _Water.SeaLevel));
maximumWaterLevelBounds = Mathf.Max(maximumWaterLevelBounds, Mathf.Abs(Mathf.Max(maximum, _Water.SeaLevel) - _Water.SeaLevel));
}
}
minimumWaterLevelBounds *= 0.5f;
maximumWaterLevelBounds *= 0.5f;
boundsY = minimumWaterLevelBounds + maximumWaterLevelBounds;
extents.y += boundsY;
bounds.extents = extents;
var offset = maximumWaterLevelBounds - minimumWaterLevelBounds;
center.y += offset;
bounds.center = center;
}
return bounds;
}
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
static void InitStatics()
{
HeightReporters.Clear();
DisplacementReporters.Clear();
}
}
static class BoundsHelper
{
internal static void DebugDraw(this Bounds b)
{
var xmin = b.min.x;
var ymin = b.min.y;
var zmin = b.min.z;
var xmax = b.max.x;
var ymax = b.max.y;
var zmax = b.max.z;
Debug.DrawLine(new(xmin, ymin, zmin), new(xmin, ymin, zmax));
Debug.DrawLine(new(xmin, ymin, zmin), new(xmax, ymin, zmin));
Debug.DrawLine(new(xmax, ymin, zmax), new(xmin, ymin, zmax));
Debug.DrawLine(new(xmax, ymin, zmax), new(xmax, ymin, zmin));
Debug.DrawLine(new(xmin, ymax, zmin), new(xmin, ymax, zmax));
Debug.DrawLine(new(xmin, ymax, zmin), new(xmax, ymax, zmin));
Debug.DrawLine(new(xmax, ymax, zmax), new(xmin, ymax, zmax));
Debug.DrawLine(new(xmax, ymax, zmax), new(xmax, ymax, zmin));
Debug.DrawLine(new(xmax, ymax, zmax), new(xmax, ymin, zmax));
Debug.DrawLine(new(xmin, ymin, zmin), new(xmin, ymax, zmin));
Debug.DrawLine(new(xmax, ymin, zmin), new(xmax, ymax, zmin));
Debug.DrawLine(new(xmin, ymax, zmax), new(xmin, ymin, zmax));
}
}
}