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200 行
7.8 KiB
200 行
7.8 KiB
using System.Collections.Generic;
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using UnityEngine;
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using Unity.Jobs;
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using Unity.Burst;
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using Unity.Mathematics;
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using Unity.Collections;
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using UnityEngine.Rendering.Universal;
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using WaterSystem.Data;
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namespace WaterSystem
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{
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/// <summary>
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/// C# Jobs system version of the Gerstner waves implimentation
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/// </summary>
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public static class GerstnerWavesJobs
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{
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//General variables
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public static bool Initialized;
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private static bool _firstFrame = true;
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private static bool _processing;
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private static int _waveCount;
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private static NativeArray<Wave> _waveData; // Wave data from the water system
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//Details for Buoyant Objects
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private static NativeArray<float3> _positions;
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private static int _positionCount;
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private static NativeArray<float3> _wavePos;
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private static NativeArray<float3> _waveNormal;
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private static JobHandle _waterHeightHandle;
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static readonly Dictionary<int, int2> Registry = new Dictionary<int, int2>();
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public static void Init()
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{
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if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
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Debug.Log("Initializing Gerstner Waves Jobs");
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//Wave data
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_waveCount = Water.Instance._waves.Length;
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_waveData = new NativeArray<Wave>(_waveCount, Allocator.Persistent);
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for (var i = 0; i < _waveData.Length; i++)
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{
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_waveData[i] = Water.Instance._waves[i];
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}
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_positions = new NativeArray<float3>(4096, Allocator.Persistent);
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_wavePos = new NativeArray<float3>(4096, Allocator.Persistent);
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_waveNormal = new NativeArray<float3>(4096, Allocator.Persistent);
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Initialized = true;
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}
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public static void Cleanup()
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{
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if(UniversalRenderPipeline.asset.debugLevel != PipelineDebugLevel.Disabled)
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Debug.Log("Cleaning up Gerstner Wave Jobs");
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_waterHeightHandle.Complete();
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//Cleanup native arrays
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_waveData.Dispose();
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_positions.Dispose();
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_wavePos.Dispose();
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_waveNormal.Dispose();
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}
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public static void UpdateSamplePoints(ref NativeArray<float3> samplePoints, int guid)
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{
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CompleteJobs();
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if (Registry.TryGetValue(guid, out var offsets))
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{
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for (var i = offsets.x; i < offsets.y; i++) _positions[i] = samplePoints[i - offsets.x];
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}
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else
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{
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if (_positionCount + samplePoints.Length >= _positions.Length) return;
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offsets = new int2(_positionCount, _positionCount + samplePoints.Length);
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Registry.Add(guid, offsets);
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_positionCount += samplePoints.Length;
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}
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}
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public static void GetData(int guid, ref float3[] outPos, ref float3[] outNorm)
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{
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if (!Registry.TryGetValue(guid, out var offsets)) return;
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_wavePos.Slice(offsets.x, offsets.y - offsets.x).CopyTo(outPos);
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if(outNorm != null)
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_waveNormal.Slice(offsets.x, offsets.y - offsets.x).CopyTo(outNorm);
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}
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// Height jobs for the next frame
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public static void UpdateHeights()
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{
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if (_processing) return;
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_processing = true;
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// Buoyant Object Job
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var waterHeight = new HeightJob()
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{
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WaveData = _waveData,
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Position = _positions,
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OffsetLength = new int2(0, _positions.Length),
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Time = Time.time,
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OutPosition = _wavePos,
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OutNormal = _waveNormal
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};
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_waterHeightHandle = waterHeight.Schedule(_positionCount, 32);
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JobHandle.ScheduleBatchedJobs();
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_firstFrame = false;
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}
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private static void CompleteJobs()
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{
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if (_firstFrame || !_processing) return;
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_waterHeightHandle.Complete();
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_processing = false;
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}
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// Gerstner Height C# Job
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[BurstCompile]
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private struct HeightJob : IJobParallelFor
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{
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[ReadOnly]
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public NativeArray<Wave> WaveData; // wave data stroed in vec4's like the shader version but packed into one
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[ReadOnly]
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public NativeArray<float3> Position;
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[WriteOnly]
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public NativeArray<float3> OutPosition;
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[WriteOnly]
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public NativeArray<float3> OutNormal;
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[ReadOnly]
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public float Time;
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[ReadOnly]
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public int2 OffsetLength;
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// The code actually running on the job
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public void Execute(int i)
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{
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if (i < OffsetLength.x || i >= OffsetLength.y - OffsetLength.x) return;
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var waveCountMulti = 1f / WaveData.Length;
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var wavePos = new float3(0f, 0f, 0f);
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var waveNorm = new float3(0f, 0f, 0f);
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for (var wave = 0; wave < WaveData.Length; wave++) // for each wave
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{
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// Wave data vars
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var pos = Position[i].xz;
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var amplitude = WaveData[wave].amplitude;
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var direction = WaveData[wave].direction;
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var wavelength = WaveData[wave].wavelength;
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var omniPos = WaveData[wave].origin;
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////////////////////////////////wave value calculations//////////////////////////
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var w = 6.28318f / wavelength; // 2pi over wavelength(hardcoded)
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var wSpeed = math.sqrt(9.8f * w); // frequency of the wave based off wavelength
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const float peak = 0.8f; // peak value, 1 is the sharpest peaks
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var qi = peak / (amplitude * w * WaveData.Length);
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var windDir = new float2(0f, 0f);
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direction = math.radians(direction); // convert the incoming degrees to radians
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var windDirInput = new float2(math.sin(direction), math.cos(direction)) * (1 - WaveData[wave].onmiDir); // calculate wind direction - TODO - currently radians
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var windOmniInput = (pos - omniPos) * WaveData[wave].onmiDir;
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windDir += windDirInput;
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windDir += windOmniInput;
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windDir = math.normalize(windDir);
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var dir = math.dot(windDir, pos - (omniPos * WaveData[wave].onmiDir));
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////////////////////////////position output calculations/////////////////////////
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var calc = dir * w + -Time * wSpeed; // the wave calculation
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var cosCalc = math.cos(calc); // cosine version(used for horizontal undulation)
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var sinCalc = math.sin(calc); // sin version(used for vertical undulation)
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// calculate the offsets for the current point
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wavePos.x += qi * amplitude * windDir.x * cosCalc;
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wavePos.z += qi * amplitude * windDir.y * cosCalc;
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wavePos.y += sinCalc * amplitude * waveCountMulti; // the height is divided by the number of waves
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////////////////////////////normal output calculations/////////////////////////
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var wa = w * amplitude;
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// normal vector
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var norm = new float3(-(windDir.xy * wa * cosCalc),
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1 - (qi * wa * sinCalc));
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waveNorm += (norm * waveCountMulti) * amplitude;
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}
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OutPosition[i] = wavePos;
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OutNormal[i] = math.normalize(waveNorm.xzy);
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}
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}
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}
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}
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