Added cw7 tasks

This commit is contained in:
Bartosz Hejduk 2021-06-28 23:19:16 +02:00
parent c050fdfc5f
commit 150570badf
13 changed files with 787 additions and 0 deletions

8
cw7/Editor.meta Normal file
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine;
using System.Collections;
[CustomEditor(typeof(GrassController))]
public class GrassEditor : Editor {
public override void OnInspectorGUI() {
GrassController terrainController = (GrassController)target;
DrawDefaultInspector();
if (GUILayout.Button("Reset")) {
terrainController.resetGrass();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
using UnityEngine;
using System.Collections;
[CustomEditor(typeof(ProceduralTextureScript))]
public class ProceduralTextureEditor : Editor {
public override void OnInspectorGUI() {
DrawDefaultInspector();
if (GUILayout.Button("Run")) {
((ProceduralTextureScript)target).runProcedrualTexturing();
}
}
}

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// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel CSMain
// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWStructuredBuffer<float> oldVegetation;
RWStructuredBuffer<float> vegetation;
RWStructuredBuffer<float> oldWater;
RWStructuredBuffer<float> water;
RWStructuredBuffer<float> feedModifier;
RWStructuredBuffer<float> killModifier;
int sizeX;
int sizeY;
float DWater;
float DVegetation;
float feedRate;
float killRate;
float dT;
int index(int x, int y)
{
return x + sizeX * y;
}
float get(RWStructuredBuffer<float> array, int x, int y)
{
int idx = index(x, y);
if (idx < 0 || idx >= sizeX * sizeY)
{
return 0;
}
return array[idx];
}
float laplace(RWStructuredBuffer<float> array, int x, int y)
{
return 0.2 * (get(array, x + 1, y) + get(array, x - 1, y) + get(array, x, y + 1) + get(array, x, y - 1))
+ 0.05 * (get(array, x + 1, y + 1) + get(array, x + 1, y - 1) + get(array, x - 1, y + 1) + get(array, x - 1, y - 1))
- get(array, x, y);
}
[numthreads(8,8,1)]
void CSMain (uint3 id : SV_DispatchThreadID)
{
int x = id.x;
int y = id.y;
float w = oldWater[index(x, y)];
float r = oldVegetation[index(x, y)];
float feed = feedRate * feedModifier[index(x, y)];
float kill = killRate * killModifier[index(x, y)];
water[index(x, y)] = clamp(w + dT * DWater * laplace(oldWater, x, y) - w * w * r * r + feed, 1, 0);
vegetation[index(x, y)] = clamp(r + dT * (DVegetation * laplace(oldVegetation, x, y) + r * (w * r - kill)), 1, 0);
}

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cw7/GrassController.cs Normal file
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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();
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using System.Linq; // used for Sum of array
public class ProceduralTextureScript : MonoBehaviour {
public float snowHeight;
public float rockSlope;
// Start is called before the first frame update
void Start()
{
}
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;
}
public void runProcedrualTexturing() {
var terrain = gameObject.GetComponent<Terrain>();
var layers = terrain.terrainData.alphamapLayers;
var height = terrain.terrainData.alphamapWidth;
var width = terrain.terrainData.alphamapHeight;
Debug.Log(layers);
Debug.Log(height);
Debug.Log(width);
Debug.Log(terrain.terrainData.GetInterpolatedHeight(0.5f,0.5f));
var newSplatMap = new float[width, height, layers];
//for (int i=0; i<)
for (int i=0; i < width;i++) {
for (int j = 0; j < width; j++) {
float x = j / (float)height;
float y = i / (float)width;
var splatWeights = new float[layers];
var terrainHeight = terrain.terrainData.GetInterpolatedHeight(x,y);
for (int k = 0; k < layers; k++) {
splatWeights[k] = Random.RandomRange(0.0f,1.0f);
}
float sum = splatWeights.Sum();
for (int k = 0; k < layers; k++) {
newSplatMap[i,j,k]=splatWeights[k]/sum;
}
}
}
terrain.terrainData.SetAlphamaps(0, 0, newSplatMap);
var a = terrain.terrainData.treeInstances;
}
// Update is called once per frame
void Update()
{
}
}

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#if ENABLE_INPUT_SYSTEM
using UnityEngine.InputSystem;
#endif
using UnityEngine;
namespace UnityTemplateProjects
{
public class SimpleCameraController : MonoBehaviour
{
class CameraState
{
public float yaw;
public float pitch;
public float roll;
public float x;
public float y;
public float z;
public void SetFromTransform(Transform t)
{
pitch = t.eulerAngles.x;
yaw = t.eulerAngles.y;
roll = t.eulerAngles.z;
x = t.position.x;
y = t.position.y;
z = t.position.z;
}
public void Translate(Vector3 translation)
{
Vector3 rotatedTranslation = Quaternion.Euler(pitch, yaw, roll) * translation;
x += rotatedTranslation.x;
y += rotatedTranslation.y;
z += rotatedTranslation.z;
}
public void LerpTowards(CameraState target, float positionLerpPct, float rotationLerpPct)
{
yaw = Mathf.Lerp(yaw, target.yaw, rotationLerpPct);
pitch = Mathf.Lerp(pitch, target.pitch, rotationLerpPct);
roll = Mathf.Lerp(roll, target.roll, rotationLerpPct);
x = Mathf.Lerp(x, target.x, positionLerpPct);
y = Mathf.Lerp(y, target.y, positionLerpPct);
z = Mathf.Lerp(z, target.z, positionLerpPct);
}
public void UpdateTransform(Transform t)
{
t.eulerAngles = new Vector3(pitch, yaw, roll);
t.position = new Vector3(x, y, z);
}
}
CameraState m_TargetCameraState = new CameraState();
CameraState m_InterpolatingCameraState = new CameraState();
[Header("Movement Settings")]
[Tooltip("Exponential boost factor on translation, controllable by mouse wheel.")]
public float boost = 3.5f;
[Tooltip("Time it takes to interpolate camera position 99% of the way to the target."), Range(0.001f, 1f)]
public float positionLerpTime = 0.2f;
[Header("Rotation Settings")]
[Tooltip("X = Change in mouse position.\nY = Multiplicative factor for camera rotation.")]
public AnimationCurve mouseSensitivityCurve = new AnimationCurve(new Keyframe(0f, 0.5f, 0f, 5f), new Keyframe(1f, 2.5f, 0f, 0f));
[Tooltip("Time it takes to interpolate camera rotation 99% of the way to the target."), Range(0.001f, 1f)]
public float rotationLerpTime = 0.01f;
[Tooltip("Whether or not to invert our Y axis for mouse input to rotation.")]
public bool invertY = false;
#if ENABLE_INPUT_SYSTEM
InputAction movementAction;
InputAction verticalMovementAction;
InputAction lookAction;
InputAction boostFactorAction;
bool mouseRightButtonPressed;
void Start()
{
var map = new InputActionMap("Simple Camera Controller");
lookAction = map.AddAction("look", binding: "<Mouse>/delta");
movementAction = map.AddAction("move", binding: "<Gamepad>/leftStick");
verticalMovementAction = map.AddAction("Vertical Movement");
boostFactorAction = map.AddAction("Boost Factor", binding: "<Mouse>/scroll");
lookAction.AddBinding("<Gamepad>/rightStick").WithProcessor("scaleVector2(x=15, y=15)");
movementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/w")
.With("Up", "<Keyboard>/upArrow")
.With("Down", "<Keyboard>/s")
.With("Down", "<Keyboard>/downArrow")
.With("Left", "<Keyboard>/a")
.With("Left", "<Keyboard>/leftArrow")
.With("Right", "<Keyboard>/d")
.With("Right", "<Keyboard>/rightArrow");
verticalMovementAction.AddCompositeBinding("Dpad")
.With("Up", "<Keyboard>/pageUp")
.With("Down", "<Keyboard>/pageDown")
.With("Up", "<Keyboard>/e")
.With("Down", "<Keyboard>/q")
.With("Up", "<Gamepad>/rightshoulder")
.With("Down", "<Gamepad>/leftshoulder");
boostFactorAction.AddBinding("<Gamepad>/Dpad").WithProcessor("scaleVector2(x=1, y=4)");
movementAction.Enable();
lookAction.Enable();
verticalMovementAction.Enable();
boostFactorAction.Enable();
}
#endif
void OnEnable()
{
m_TargetCameraState.SetFromTransform(transform);
m_InterpolatingCameraState.SetFromTransform(transform);
}
Vector3 GetInputTranslationDirection()
{
Vector3 direction = Vector3.zero;
#if ENABLE_INPUT_SYSTEM
var moveDelta = movementAction.ReadValue<Vector2>();
direction.x = moveDelta.x;
direction.z = moveDelta.y;
direction.y = verticalMovementAction.ReadValue<Vector2>().y;
#else
if (Input.GetKey(KeyCode.W))
{
direction += Vector3.forward;
}
if (Input.GetKey(KeyCode.S))
{
direction += Vector3.back;
}
if (Input.GetKey(KeyCode.A))
{
direction += Vector3.left;
}
if (Input.GetKey(KeyCode.D))
{
direction += Vector3.right;
}
if (Input.GetKey(KeyCode.Q))
{
direction += Vector3.down;
}
if (Input.GetKey(KeyCode.E))
{
direction += Vector3.up;
}
#endif
return direction;
}
void Update()
{
// Exit Sample
if (IsEscapePressed())
{
Application.Quit();
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#endif
}
// Hide and lock cursor when right mouse button pressed
if (IsRightMouseButtonDown())
{
Cursor.lockState = CursorLockMode.Locked;
}
// Unlock and show cursor when right mouse button released
if (IsRightMouseButtonUp())
{
Cursor.visible = true;
Cursor.lockState = CursorLockMode.None;
}
// Rotation
if (IsCameraRotationAllowed())
{
var mouseMovement = GetInputLookRotation() * Time.deltaTime * 5;
if (invertY)
mouseMovement.y = -mouseMovement.y;
var mouseSensitivityFactor = mouseSensitivityCurve.Evaluate(mouseMovement.magnitude);
m_TargetCameraState.yaw += mouseMovement.x * mouseSensitivityFactor;
m_TargetCameraState.pitch += mouseMovement.y * mouseSensitivityFactor;
}
// Translation
var translation = GetInputTranslationDirection() * Time.deltaTime;
// Speed up movement when shift key held
if (IsBoostPressed())
{
translation *= 10.0f;
}
// Modify movement by a boost factor (defined in Inspector and modified in play mode through the mouse scroll wheel)
boost += GetBoostFactor();
translation *= Mathf.Pow(2.0f, boost);
m_TargetCameraState.Translate(translation);
// Framerate-independent interpolation
// Calculate the lerp amount, such that we get 99% of the way to our target in the specified time
var positionLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / positionLerpTime) * Time.deltaTime);
var rotationLerpPct = 1f - Mathf.Exp((Mathf.Log(1f - 0.99f) / rotationLerpTime) * Time.deltaTime);
m_InterpolatingCameraState.LerpTowards(m_TargetCameraState, positionLerpPct, rotationLerpPct);
m_InterpolatingCameraState.UpdateTransform(transform);
}
float GetBoostFactor()
{
#if ENABLE_INPUT_SYSTEM
return boostFactorAction.ReadValue<Vector2>().y * 0.01f;
#else
return Input.mouseScrollDelta.y * 0.2f;
#endif
}
Vector2 GetInputLookRotation()
{
#if ENABLE_INPUT_SYSTEM
return lookAction.ReadValue<Vector2>();
#else
return new Vector2(Input.GetAxis("Mouse X"), Input.GetAxis("Mouse Y")) * 10;
#endif
}
bool IsBoostPressed()
{
#if ENABLE_INPUT_SYSTEM
bool boost = Keyboard.current != null ? Keyboard.current.leftShiftKey.isPressed : false;
boost |= Gamepad.current != null ? Gamepad.current.xButton.isPressed : false;
return boost;
#else
return Input.GetKey(KeyCode.LeftShift);
#endif
}
bool IsEscapePressed()
{
#if ENABLE_INPUT_SYSTEM
return Keyboard.current != null ? Keyboard.current.escapeKey.isPressed : false;
#else
return Input.GetKey(KeyCode.Escape);
#endif
}
bool IsCameraRotationAllowed()
{
#if ENABLE_INPUT_SYSTEM
bool canRotate = Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
canRotate |= Gamepad.current != null ? Gamepad.current.rightStick.ReadValue().magnitude > 0 : false;
return canRotate;
#else
return Input.GetMouseButton(1);
#endif
}
bool IsRightMouseButtonDown()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonDown(1);
#endif
}
bool IsRightMouseButtonUp()
{
#if ENABLE_INPUT_SYSTEM
return Mouse.current != null ? !Mouse.current.rightButton.isPressed : false;
#else
return Input.GetMouseButtonUp(1);
#endif
}
}
}

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