using System.Runtime.InteropServices;
using UnityEngine;
///
/// The renderer's lowering of the zone's potential (aetheria-gravity, cut grid-lowering). Zone.GetHeight owns the drawn
/// height: this hands its inputs (each well's position, strength, core radius and reference, and the exaggeration) to
/// Assets/Shaders/Gravity.cginc, which sums them per texel, and makes the one quad that carries the sum into every
/// camera that culls layer 9. Nothing here decides a height.
///
public static class GravityLowering
{
/// The layer the gravity cameras cull; nothing but the run-time field sits on it.
public const int FieldLayer = 9;
/// The quad's side in u: larger than any zone (10000) plus any view (4096); texels outside a camera cost nothing.
public const float FieldExtent = 100000f;
// Mirrors the well record of Gravity.cginc: float2 position, strength, coreRadius, reference.
[StructLayout(LayoutKind.Sequential)]
struct WellRecord
{
public Vector2 Position;
public float Strength;
public float CoreRadius;
public float Reference;
}
static readonly int Stride = Marshal.SizeOf();
static readonly int WellsId = Shader.PropertyToID("_GravityWells");
static readonly int CountId = Shader.PropertyToID("_GravityWellCount");
static readonly int ExaggerationId = Shader.PropertyToID("_HeightExaggeration");
static WellRecord[] _records = new WellRecord[0];
///
/// Fills one record per body of the zone (a null zone has none) and sets the shader globals. The buffer is the
/// caller's, (re)allocated to the body count (at least one, so the global is always bound). Wells are lowered at the
/// drawn time (DrawAhead.Time), the same T the planets and a ship's ride height use.
///
public static void Lower(Zone zone, float lead, ref ComputeBuffer wells)
{
var count = zone?.PlanetInstances.Count ?? 0;
var capacity = Mathf.Max(count, 1);
if (wells == null || wells.count != capacity)
{
wells?.Release();
wells = new ComputeBuffer(capacity, Stride);
}
if (_records.Length != capacity) _records = new WellRecord[capacity];
var i = 0;
if (zone != null)
foreach (var body in zone.PlanetInstances.Values)
{
var well = DrawAhead.Well(zone, body, lead);
_records[i++] = new WellRecord
{
Position = new Vector2(well.Position.x, well.Position.y),
Strength = well.Strength,
CoreRadius = well.CoreRadius,
Reference = well.Reference
};
}
wells.SetData(_records);
Shader.SetGlobalBuffer(WellsId, wells);
Shader.SetGlobalInt(CountId, count);
Shader.SetGlobalFloat(ExaggerationId, zone?.Settings.HeightExaggeration ?? 1f);
}
/// The one quad of the field: flat in xz at y 0 on layer 9, drawn with the Gravity Field material.
public static GameObject CreateField(Material material)
{
var field = new GameObject("Gravity Field") { layer = FieldLayer };
field.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
field.transform.localScale = FieldExtent * Vector3.one;
field.AddComponent().sharedMesh = Resources.GetBuiltinResource("Quad.fbx");
var renderer = field.AddComponent();
renderer.sharedMaterial = material;
renderer.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.Off;
renderer.receiveShadows = false;
return field;
}
}