grass-rendering-prototype/Assets/Scripts/GrassField.cs

136 lines
5.0 KiB
C#

using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using Random = UnityEngine.Random;
public class GrassField : MonoBehaviour {
public int size = 100;
public int numChunks = 5;
public Material grassMaterial;
public GrassChunk chunkPrefab;
private struct BladeData {
public Vector3 rootPosition;
public Vector3 tipOffset;
}
// ReSharper disable Unity.PerformanceAnalysis
public void GenerateGrassField() {
Debug.Log("Generating grass field... ");
var blades = GenerateBladesRandom(100000);
CreateChunks(blades);
Debug.Log("Generating grass field done");
}
private BladeData[] GenerateBladesRandom(int num) {
var blades = new BladeData[num];
for (int i = 0; i < num; i++) {
blades[i].rootPosition = new Vector3(
Random.Range(0f, size), Random.Range(-0.5f, 0.5f), Random.Range(0f, size)
);
blades[i].tipOffset = new Vector3(0.01f, 1.0f, 0.01f);
}
return blades;
}
private BladeData[] GenerateBladesEven() {
var blades = new BladeData[size * size * 100];
for (int x = 0; x < size * 10; x++)
for (int y = 0; y < size * 10; y++) {
var i = x + y * size * 10;
blades[i].rootPosition = new Vector3(x/10.0f, 0.0f, y/10.0f);
blades[i].tipOffset = new Vector3(0.01f, 1.0f, 0.01f);
}
return blades;
}
private void CreateChunks(BladeData[] blades) {
GameObject chunks;
// If a child called "Chunks" exists, destroy it -> children are also destroyed
var chunksTransform = gameObject.transform.Find("Chunks");
if (chunksTransform != null) {
// Destroy(obj) does not work in edit mode
DestroyImmediate(chunksTransform.gameObject);
}
// create GameObject "Chunks" as a container for all GrassChunk objects
chunks = new GameObject("Chunks");
chunks.transform.SetParent(this.transform, false);
var chunkSize = ((float)size) / numChunks;
// bounds of the chunk (relative to chunk) - do not consider y position
var chunkBounds = new Bounds(
new Vector3(0.5f * chunkSize, 0.0f, 0.5f * chunkSize),
new Vector3(chunkSize, 10000f, chunkSize)
);
for (int x = 0; x < numChunks; x++)
for (int y = 0; y < numChunks; y++) {
var chunkPos = new Vector3(x, 0.0f, y) * chunkSize;
List<Vector3> rootPositions = new();
List<Vector3> tipOffsets = new();
List<int> indices = new();
foreach (var blade in blades) {
// position relative to chunk
var localRootPos = blade.rootPosition - chunkPos;
if (chunkBounds.Contains(localRootPos)) {
rootPositions.Add(localRootPos);
tipOffsets.Add(blade.tipOffset);
indices.Add(rootPositions.Count - 1);
}
}
var mesh = new Mesh();
// 16 bit (default) supports 65536 vertices, 32 bit supports 4 billion
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
mesh.name = "grass_chunk[" + x + "," + y + "]";
mesh.SetVertices(rootPositions);
mesh.SetUVs(0, tipOffsets); // Vector3 UVs
// AABB gets calculated automatically (considers all root positions)
mesh.SetIndices(indices, MeshTopology.Points, 0);
// update the AABB to match the actual grass (not just the root positions)
// use mesh.bounds rather than meshRenderer.localBounds,
// because the latter gets overwritten automatically
var previousBounds = mesh.bounds;
float width = 1f;
float height = 1f;
mesh.bounds = new Bounds(
previousBounds.center + new Vector3(0f, height * 0.5f, 0f),
previousBounds.size + new Vector3(width, height, width)
);
var chunk = Instantiate(chunkPrefab, chunks.transform);
chunk.name = "Chunk [" + x + ", " + y +"]";
chunk.transform.localPosition = chunkPos;
var meshFilter = chunk.GetComponent<MeshFilter>();
meshFilter.sharedMesh = mesh;
var meshRenderer = chunk.GetComponent<MeshRenderer>();
meshRenderer.sharedMaterial = grassMaterial;
}
}
private void OnDrawGizmos() {
Gizmos.color = new Color(0f, 0.2f, 1f, 1f);
var chunkSize = ((float)size) / numChunks;
var bounds = new Bounds(
new Vector3(0.5f * chunkSize, 0.0f, 0.5f * chunkSize),
new Vector3(chunkSize, 0f, chunkSize)
);
for (int x = 0; x < numChunks; x++)
for (int y = 0; y < numChunks; y++) {
var chunkPos = new Vector3(x, 0.0f, y) * chunkSize;
Gizmos.DrawWireCube(bounds.center + chunkPos + transform.position, bounds.size);
}
}
}