ZMWSLI0-SL2021-GR11/cw7/GrassController.cs

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C#
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2021-06-28 23:19:16 +02:00
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using UnityEngine;
struct DifferentialEquationData
{
public float water;
public float vegetation;
}
public class GrassController : MonoBehaviour
{
int _structSize()
{
return sizeof(float) + sizeof(float);
}
private GameObject cube;
public float updateInterval;
float timePassed;
Terrain terrain;
public ComputeShader computeShader;
public ComputeBuffer oldVegetation;
public ComputeBuffer vegetation;
public ComputeBuffer oldWater;
public ComputeBuffer water;
public ComputeBuffer feedModifier;
public ComputeBuffer killModifier;
[Header("equation coeffs")]
public float DWater = 1.0f;
public float DVegetation = 0.5f;
public float feedRate = 0.055f;
public float killRate = 0.0462f;
public float dT = 0.10f;
public int stepsNumber = 1;
int sizeX;
int sizeY;
// Start is called before the first frame update
void Start()
{
terrain = gameObject.GetComponent<Terrain>();
sizeX = terrain.terrainData.detailWidth;
sizeY = terrain.terrainData.detailWidth;
initComputeShader();
}
bool doUpdate()
{
timePassed += Time.deltaTime;
if (timePassed < updateInterval)
{
return false;
}
else
{
timePassed = 0;
return true;
}
}
float transition(float start, float end, float value)
{
if (start > end)
{
return 1 - transition(end, start, value);
}
if (value < start)
{
return 0;
}
if (value >= end)
{
return 1;
}
var scaledValue = (value - start) / (end - start);
return scaledValue;
}
void initKillFeedBuffers()
{
feedModifier = new ComputeBuffer(sizeX * sizeY, sizeof(float));
killModifier = new ComputeBuffer(sizeX * sizeY, sizeof(float));
computeShader.SetBuffer(0, "feedModifier", feedModifier);
computeShader.SetBuffer(0, "killModifier", killModifier);
var feedValues = new float[sizeX * sizeY];
var killValues = new float[sizeX * sizeY];
var width = terrain.terrainData.alphamapWidth;
var height = terrain.terrainData.alphamapHeight;
var splatMap = terrain.terrainData.GetAlphamaps(0, 0, width, height);
for (var i = 0; i < sizeX; i++)
{
for (var j = 0; j < sizeY; j++)
{
var scale = height / (float)sizeX;
var x = Mathf.FloorToInt(scale * i);
var y = Mathf.FloorToInt(scale * j);
var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x, y);
feedValues[i + j * sizeX] = transition(i, j, terrainHeight);
var snow = splatMap[x, y, 5];
if (snow > 0.5)
{
killValues[i + j * sizeX] = 2;
}
}
}
feedModifier.SetData(killValues);
killModifier.SetData(killValues);
}
public void initBufferValues()
{
var initValues = new float[sizeX * sizeY];
for (var i = 0; i < sizeX * sizeY; i++)
{
initValues[i] = Random.Range(0.0f, 1.0f);
}
oldVegetation.SetData(initValues);
vegetation.SetData(initValues);
oldWater.SetData(initValues);
water.SetData(initValues);
}
public void resetGrass()
{
initBufferValues();
var detal = new int[sizeX, sizeY];
for (var i = 0; i < sizeX; i++)
{
detal[i, i] = 16;
}
for (var i = 0; i < sizeX; i++)
{
detal[i, sizeX - i] = 16;
}
terrain.terrainData.SetDetailLayer(0, 0, 1, detal);
}
void initParameters()
{
computeShader.SetInt("sizeX", sizeX);
computeShader.SetInt("sizeY", sizeY);
computeShader.SetFloat("DWater", DWater);
computeShader.SetFloat("DVegetation", DVegetation);
computeShader.SetFloat("feedRate", feedRate);
computeShader.SetFloat("killRate", killRate);
computeShader.SetFloat("dT", dT);
}
void initComputeShader()
{
oldVegetation = new ComputeBuffer(sizeX * sizeY, sizeof(float));
vegetation = new ComputeBuffer(sizeX * sizeY, sizeof(float));
computeShader.SetBuffer(0, "oldVegetation", oldVegetation);
computeShader.SetBuffer(0, "vegetation", vegetation);
oldWater = new ComputeBuffer(sizeX * sizeY, sizeof(float));
water = new ComputeBuffer(sizeX * sizeY, sizeof(float));
computeShader.SetBuffer(0, "oldWater", oldWater);
computeShader.SetBuffer(0, "water", water);
initKillFeedBuffers();
initBufferValues();
initParameters();
}
void swapBuffers()
{
var temp = vegetation;
vegetation = oldVegetation;
oldVegetation = temp;
computeShader.SetBuffer(0, "oldVegetation", oldVegetation);
computeShader.SetBuffer(0, "vegetation", vegetation);
var temp2 = water;
water = oldWater;
oldWater = temp2;
computeShader.SetBuffer(0, "oldWater", oldWater);
computeShader.SetBuffer(0, "water", water);
}
void doSimulationSteps(int steps)
{
for (int i = 0; i < steps; i++)
{
swapBuffers();
computeShader.Dispatch(0, sizeX, sizeY, 1);
}
}
void recoverData()
{
var result = new float[sizeX * sizeY];
vegetation.GetData(result);
var detailLayer = new int[sizeX, sizeY];
for (var i = 0; i < sizeX; i++)
{
for (var j = 0; j < sizeX; j++)
{
detailLayer[i, j] = Mathf.FloorToInt(result[i + j * sizeX] * 10);
}
}
terrain.terrainData.SetDetailLayer(0, 0, 1, detailLayer);
}
// Update is called once per frame
void Update()
{
if (doUpdate())
{
terrain = gameObject.GetComponent<Terrain>();
initParameters();
doSimulationSteps(stepsNumber);
recoverData();
}
}
}