Planets, belts, wells, loot, mines, stations, the chunk reticle and the flow clock are evaluated through DrawAhead (Time, Orbit, Height, Position) at one drawn time; the rail law lives once in Zone.Offset; OrbitPositionAt, GetHeight, ChunkPose, EvaluateBelt and RideHeight take a time. Fixes the planet jumping against a co-moving ship at display rates above the step rate. Not yet built or run (Unity presenter files are verified by compile only on Starfire). Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
134 lines
7 KiB
C#
134 lines
7 KiB
C#
/* This Source Code Form is subject to the terms of the Mozilla Public
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
* file, You can obtain one at https://mozilla.org/MPL/2.0/. */
|
|
|
|
using System;
|
|
using UnityEngine;
|
|
using CultMath;
|
|
using UnityEngine.Experimental.Rendering;
|
|
using UnityEngine.Rendering;
|
|
using UnityEngine.Serialization;
|
|
using static CultMath.math;
|
|
|
|
/// <summary>
|
|
/// Drives the volume render.
|
|
/// </summary>
|
|
[ExecuteInEditMode]
|
|
[RequireComponent( typeof( Camera ) )]
|
|
public class VolumeSampling : MonoBehaviour
|
|
{
|
|
public Transform GridMesh;
|
|
public Camera GridCamera;
|
|
public GameSettings Settings;
|
|
|
|
public RenderTexture NebulaSurfaceHeight;
|
|
public RenderTexture NebulaPatchHeight;
|
|
public RenderTexture NebulaPatch;
|
|
public RenderTexture NebulaTint;
|
|
|
|
private MeshRenderer _gridMeshRenderer;
|
|
private Transform _gridTransform;
|
|
private GlobalKeyword _keywordNoiseSlope;
|
|
|
|
private void Start()
|
|
{
|
|
_keywordNoiseSlope = GlobalKeyword.Create("NOISE_SLOPE");
|
|
|
|
if (GridMesh != null)
|
|
_gridMeshRenderer = GridMesh.GetComponent<MeshRenderer>();
|
|
}
|
|
|
|
void Update()
|
|
{
|
|
if(_gridTransform==null)
|
|
_gridTransform = GridCamera?.transform;
|
|
// Shader needs to know the position and scale of cameras used to render input textures
|
|
if(GridCamera != null)
|
|
Shader.SetGlobalVector("_GridTransform", new Vector4(_gridTransform.position.x,_gridTransform.position.z,GridCamera.orthographicSize*2));
|
|
|
|
var environment = ActionGameManager.Instance?.CurrentEnvironment ?? Settings.DefaultEnvironment;
|
|
var clock = FlowClock;
|
|
|
|
if (GridMesh != null)
|
|
{
|
|
GridMesh.gameObject.SetActive(environment.Grid.Enabled);
|
|
_gridMeshRenderer.bounds = new Bounds(
|
|
new Vector3(_gridTransform.position.x, environment.Grid.Offset, _gridTransform.position.z),
|
|
new Vector3(GridCamera.orthographicSize * 2, 1000, GridCamera.orthographicSize * 2));
|
|
// GridMesh.position = new Vector3(_gridTransform.position.x, environment.Grid.Offset, _gridTransform.position.z);
|
|
// GridMesh.localScale = new Vector3(GridCamera.orthographicSize, 1, GridCamera.orthographicSize);
|
|
}
|
|
|
|
// Volumetric sampling parameters are used by several shaders
|
|
Shader.SetGlobalTexture("_NebulaSurfaceHeight", NebulaSurfaceHeight);
|
|
Shader.SetGlobalTexture("_NebulaPatchHeight", NebulaPatchHeight);
|
|
Shader.SetGlobalTexture("_NebulaPatch", NebulaPatch);
|
|
Shader.SetGlobalTexture("_NebulaTint", NebulaTint);
|
|
|
|
Shader.SetGlobalFloat("_NebulaFillDensity", environment.Nebula.FillDensity);
|
|
Shader.SetGlobalFloat("_NebulaFillDistance", environment.Nebula.FillDistance);
|
|
Shader.SetGlobalFloat("_NebulaFillExponent", environment.Nebula.FillExponent);
|
|
Shader.SetGlobalFloat("_NebulaFillOffset", environment.Nebula.FillOffset);
|
|
Shader.SetGlobalFloat("_NebulaPatchDensity", environment.Nebula.PatchDensity);
|
|
Shader.SetGlobalFloat("_NebulaFloorOffset", environment.Nebula.FloorOffset);
|
|
Shader.SetGlobalFloat("_NebulaFloorBlend", environment.Nebula.FloorBlend);
|
|
Shader.SetGlobalFloat("_NebulaPatchBlend", environment.Nebula.PatchBlend);
|
|
Shader.SetGlobalFloat("_NebulaLuminance", environment.Nebula.Luminance);
|
|
Shader.SetGlobalFloat("_ExtinctionCoefficient", environment.Nebula.Extinction);
|
|
Shader.SetGlobalFloat("_TintLodExponent", environment.Nebula.TintLodExponent);
|
|
Shader.SetGlobalFloat("_SafetyDistance", environment.Nebula.SafetyDistance);
|
|
|
|
Shader.SetGlobalFloat("_DynamicSkyBoost", environment.Lighting.DynamicSkyBoost);
|
|
Shader.SetGlobalFloat("_DynamicLodHigh", environment.Lighting.DynamicLodHigh);
|
|
Shader.SetGlobalFloat("_DynamicLodLow", environment.Lighting.DynamicLodLow);
|
|
Shader.SetGlobalFloat("_DynamicIntensity", environment.Lighting.DynamicIntensity);
|
|
|
|
Shader.SetGlobalFloat("_NebulaNoiseScale", environment.Noise.Scale);
|
|
Shader.SetGlobalFloat("_NebulaNoiseExponent", environment.Noise.Exponent);
|
|
Shader.SetGlobalFloat("_NebulaNoiseAmplitude", environment.Noise.Amplitude);
|
|
Shader.SetGlobalFloat("_NebulaNoiseSpeed", environment.Noise.Speed);
|
|
// The noise the flow advects evolves on the flow's clock too: it pauses with the sim.
|
|
Shader.SetGlobalFloat("_NebulaNoiseTime", (float) clock);
|
|
Shader.SetGlobalFloat("_NebulaNoiseSlopeExponent", environment.Noise.SlopeExponent);
|
|
|
|
// The flow is the zone's: its settings and its time. Without a zone (menus) the same law runs on the presentation clock.
|
|
LowerFlow(ActionGameManager.Instance?.Zone?.Settings.Flow ?? Settings.PlanetSettings.Flow, clock);
|
|
Shader.SetKeyword(_keywordNoiseSlope, environment.Noise.SlopeExponent != 0);
|
|
}
|
|
|
|
// GlobalKeyword's constructor only looks a keyword up; Create registers it. The shaders' pragmas and this owner
|
|
// agree on the names. Unity refuses Create inside a MonoBehaviour's construction, and a scene constructing the
|
|
// first VolumeSampling runs this type's static initializer there, so the keywords are created on first use, from
|
|
// LowerFlow, never in a field initializer.
|
|
static GlobalKeyword? _keywordFlowGlobal;
|
|
static GlobalKeyword? _keywordFlowSlope;
|
|
static GlobalKeyword KeywordFlowGlobal => _keywordFlowGlobal ??= GlobalKeyword.Create("FLOW_GLOBAL");
|
|
static GlobalKeyword KeywordFlowSlope => _keywordFlowSlope ??= GlobalKeyword.Create("FLOW_SLOPE");
|
|
|
|
/// <summary>
|
|
/// The time the flow runs on: the zone's drawn time (DrawAhead.Time, so drift stops with the sim and follows sim
|
|
/// speed), or on menus, where no zone exists, the presentation clock.
|
|
/// </summary>
|
|
public static double FlowClock => ActionGameManager.Instance?.Zone is { } zone
|
|
? DrawAhead.Time(zone, ActionGameManager.Clock.Lead)
|
|
: Time.timeSinceLevelLoad;
|
|
|
|
/// <summary>
|
|
/// The one place that sets the flow uniforms and keywords: every shader flow term derives from FlowSettings and
|
|
/// the flow clock through FlowField, so no presenter keeps its own flow clock.
|
|
/// </summary>
|
|
public static void LowerFlow(FlowSettings flow, double flowClock)
|
|
{
|
|
Shader.SetGlobalFloat("_FlowScale", flow.GlobalScale);
|
|
Shader.SetGlobalFloat("_FlowAmplitude", flow.GlobalAmplitude);
|
|
Shader.SetGlobalFloat("_FlowSlopeAmplitude", flow.SlopeAmplitude);
|
|
Shader.SetGlobalFloat("_FlowSwirlAmplitude", flow.SwirlAmplitude);
|
|
var scroll = FlowField.Scroll(flow, flowClock);
|
|
Shader.SetGlobalVector("_FlowScroll", new Vector4(scroll.x, scroll.y));
|
|
Shader.SetGlobalFloat("_FlowPeriod", flow.Period);
|
|
Shader.SetGlobalFloat("_FlowCycle", FlowField.Cycle(flowClock, flow.Period));
|
|
|
|
Shader.SetKeyword(KeywordFlowGlobal, flow.GlobalAmplitude != 0);
|
|
Shader.SetKeyword(KeywordFlowSlope, flow.SlopeAmplitude != 0 || flow.SwirlAmplitude != 0);
|
|
}
|
|
}
|