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

203 lines
8.2 KiB
C#

using System;
using System.Collections.Generic;
using System.Security.Cryptography;
using UnityEngine;
using UnityEngine.Serialization;
using Random = UnityEngine.Random;
public class GrassField : MonoBehaviour {
public int size = 100;
public int numChunks = 5;
public int bladesPerMeter = 100;
public GrassChunk chunkPrefab;
public bool ignoreHeightForLOD = true;
[Header("LOD 0")]
public Material grassMaterialLOD0;
[Range(0f, 1f)] public float densityLOD0 = 1f;
public bool enableShadowsLOD0 = true;
[Header("LOD 1")]
public Material grassMaterialLOD1;
[Range(0f, 1f)] public float densityLOD1 = 0.5f;
public bool enableShadowsLOD1 = true;
[Header("LOD 2")]
public Material grassMaterialLOD2;
[Range(0f, 1f)] public float densityLOD2 = 0.2f;
public bool enableShadowsLOD2 = false;
// a 2D array would be cleaner, but it can't be serialized
// serialize it, because the chunks are generated offline and used during runtime
[SerializeField, HideInInspector] private GrassChunk[] _chunks;
// ReSharper disable Unity.PerformanceAnalysis
public void GenerateGrassField() {
Debug.Log("Generating grass field... ");
var bladesLOD0 = GrassMeshGeneration.GenerateBladesRandom(size, size * size * (int)(bladesPerMeter * densityLOD0));
// var bladesLOD1 = GenerateBladesRandom(size, size * size * (int)(bladesPerMeter * densityLOD1));
// var bladesLOD2 = GenerateBladesRandom(size, size * size * (int)(bladesPerMeter * densityLOD2));
var bladesLOD1 = GrassMeshGeneration.GenerateBladesReduced(bladesLOD0, densityLOD1);
var bladesLOD2 = GrassMeshGeneration.GenerateBladesReduced(bladesLOD1, densityLOD2 / densityLOD1);
CreateChunks(bladesLOD0, bladesLOD1, bladesLOD2);
Debug.Log("Generating grass field done");
}
private void OnEnable() {
if (_chunks.Length != numChunks * numChunks) {
Debug.LogError(this.name + ": Existing chunks does not match numChunks.");
gameObject.SetActive(false);
}
}
private void Update() {
UpdateLODs();
}
private void UpdateLODs() {
var cam = Camera.main;
if (!cam) return;
if (_chunks.Length != numChunks * numChunks) return;
var camPos = cam.transform.position - transform.position; // cam position relative to grass field
if (ignoreHeightForLOD) {
camPos.y = 0; // ignore height
}
var chunkSize = ((float)size) / numChunks;
var bounds = new Bounds(
new Vector3(0.5f * chunkSize, 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, 0f, y) * chunkSize;
var localCamPos = camPos - chunkPos; // cam position relative to chunk
var sqrCamDist = bounds.SqrDistance(localCamPos);
if (sqrCamDist > 15f * 15f) {
_chunks[x + y * numChunks].LOD = 2;
}
else if (sqrCamDist > 7.5f * 7.5f) {
_chunks[x + y * numChunks].LOD = 1;
}
else {
_chunks[x + y * numChunks].LOD = 0;
}
}
}
private void CreateChunks(BladeData[] bladesLOD0, BladeData[] bladesLOD1, BladeData[] bladesLOD2) {
GameObject chunksContainer;
// 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
chunksContainer = new GameObject("Chunks");
chunksContainer.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)
);
_chunks = new GrassChunk[numChunks * numChunks];
for (int x = 0; x < numChunks; x++)
for (int y = 0; y < numChunks; y++) {
var chunkPos = new Vector3(x, 0.0f, y) * chunkSize;
var meshLOD0 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD0, "grass_chunk_" + x + "_" + y + "_lod0");
var meshLOD1 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD1, "grass_chunk_" + x + "_" + y + "_lod1");
var meshLOD2 = GenerateChunkMesh(chunkPos, chunkBounds, bladesLOD2, "grass_chunk_" + x + "_" + y + "_lod2");
var chunk = Instantiate(chunkPrefab, chunksContainer.transform);
chunk.name = "Chunk [" + x + ", " + y +"]";
chunk.transform.localPosition = chunkPos;
chunk.MaterialLOD0 = grassMaterialLOD0;
chunk.MaterialLOD1 = grassMaterialLOD1;
chunk.MaterialLOD2 = grassMaterialLOD2;
chunk.MeshLOD0 = meshLOD0;
chunk.MeshLOD1 = meshLOD1;
chunk.MeshLOD2 = meshLOD2;
chunk.EnableShadowsLOD0 = enableShadowsLOD0;
chunk.EnableShadowsLOD1 = enableShadowsLOD1;
chunk.EnableShadowsLOD2 = enableShadowsLOD2;
_chunks[x + y * numChunks] = chunk;
}
UpdateLODs();
}
private Mesh GenerateChunkMesh(Vector3 chunkPos, Bounds chunkBounds, BladeData[] blades, string meshName) {
List<Vector3> rootPositions = new(); // vertices
List<Vector3> tipOffsets = new(); // uv0
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();
mesh.name = meshName;
if (rootPositions.Count > 65536) {
// 16 bit (default) supports 65536 vertices, 32 bit supports 4 billion
mesh.indexFormat = UnityEngine.Rendering.IndexFormat.UInt32;
Debug.LogWarning(meshName + " has more than 65536 grass blades. Mesh.indexFormat set to UInt32.");
}
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;
const float width = 1f; // a blade should never bend sideways farther than this
const float height = 1f; // a blade should not be higher than this
mesh.bounds = new Bounds(
previousBounds.center + new Vector3(0f, height * 0.5f, 0f),
previousBounds.size + new Vector3(2f*width, height, 2f*width)
);
return mesh;
}
private void OnDrawGizmos() {
var chunkSize = ((float)size) / numChunks;
var tPos = transform.position;
for (int i = 0; i < numChunks + 1; i++) {
Gizmos.color = new Color(0f, 0.3f, 1f, 1f);
Gizmos.DrawLine(
tPos + new Vector3(chunkSize * i, 0.01f, 0),
tPos + new Vector3(chunkSize * i, 0.01f, 0) + new Vector3(0, 0, size)
);
Gizmos.DrawLine(
tPos + new Vector3(0, 0.01f, chunkSize * i),
tPos + new Vector3(0, 0.01f, chunkSize * i) + new Vector3(size, 0, 0)
);
}
var cam = Camera.main;
if (!cam) return;
var center = cam.transform.position;
if (ignoreHeightForLOD) {
center.y = 0f;
}
Gizmos.color = new Color(1.0f, 0.0f, 1f, 2f);
Gizmos.DrawWireSphere(center, 7.5f);
}
}