Files
riversong-code-showcase/Source/Riversong/Game/WorldGen/ChunkGenerators/GenerateGrassChunkJob.cs
2026-05-21 16:04:49 +02:00

151 lines
6.1 KiB
C#

using Unity.Burst;
using Unity.Collections;
using Unity.Jobs;
using Unity.Mathematics;
using UnityEngine;
using UnityEngine.Rendering;
using Random = Unity.Mathematics.Random;
namespace DanieleMarotta.RiversongCodeShowcase
{
[BurstCompile]
public struct GenerateGrassChunkJob<T> : IJobParallelFor where T : unmanaged, IGrassTileMask
{
public int2 WorldSize;
[ReadOnly]
public NativeArray<int2> ChunkCoordsArray;
public int ChunkSize;
[ReadOnly]
public T Mask;
[ReadOnly]
public NativeArray<int> Heightmap;
[NativeDisableParallelForRestriction]
public Mesh.MeshDataArray MeshDataArray;
public NativeArray<Random> RandomArray;
public int Density;
public float NoiseScale;
public float DiscardThreshold;
public float BladeWidth;
public float2 BladeHeightRange;
public void Execute(int index)
{
var chunkCoords = ChunkCoordsArray[index];
var random = RandomArray[index];
var vertexAttributes = new NativeArray<VertexAttributeDescriptor>(3, Allocator.Temp);
vertexAttributes[0] = new VertexAttributeDescriptor(VertexAttribute.Position);
vertexAttributes[1] = new VertexAttributeDescriptor(VertexAttribute.Color);
vertexAttributes[2] = new VertexAttributeDescriptor(VertexAttribute.TexCoord0, dimension: 2);
var triangleCount = ChunkSize * ChunkSize * Density * Density;
var vertexTemp = new NativeList<Vertex>(3 * triangleCount, Allocator.Temp);
var indexTemp = new NativeList<int>(3 * triangleCount, Allocator.Temp);
var tileMin = chunkCoords * ChunkSize;
var tileMax = math.min(tileMin + ChunkSize, WorldSize);
var tile = int2.zero;
var spacing = 1f / Density;
var triangle = 0;
for (tile.y = tileMin.y; tile.y < tileMax.y; tile.y++)
for (tile.x = tileMin.x; tile.x < tileMax.x; tile.x++)
{
var tileIndex = math.mad(tile.y, WorldSize.x, tile.x);
if (!Mask.CanGenerateAtTile(tileIndex)) continue;
var worldY = Heightmap[tileIndex];
for (var stepZ = 0; stepZ < Density; stepZ++)
{
var worldZ = math.mad(0.5f + stepZ, spacing, tile.y);
for (var stepX = 0; stepX < Density; stepX++)
{
var worldX = math.mad(0.5f + stepX, spacing, tile.x);
var bladeOrigin = new float3(worldX, worldY, worldZ);
bladeOrigin += 0.25f * spacing * new float3(random.NextFloat(-1, 1), 0, random.NextFloat(-1, 1));
const float edgeDistance = 0.3f;
var d = math.frac(bladeOrigin.xz);
if ((d.x < edgeDistance && (tile.x == 0 || Heightmap[tileIndex - 1] != worldY)) ||
(d.x > 1 - edgeDistance && (tile.x == WorldSize.x - 1 || Heightmap[tileIndex + 1] != worldY)) ||
(d.y < edgeDistance && (tile.y == 0 || Heightmap[tileIndex - WorldSize.x] != worldY)) ||
(d.y > 1 - edgeDistance && (tile.y == WorldSize.y - 1 || Heightmap[tileIndex + WorldSize.x] != worldY)) ||
(d is { x: < edgeDistance, y: < edgeDistance } && Heightmap[tileIndex - 1 - WorldSize.x] != worldY) ||
(d is { x: > 1 - edgeDistance, y: < edgeDistance } && Heightmap[tileIndex + 1 - WorldSize.x] != worldY) ||
(d is { x: < edgeDistance, y: > 1 - edgeDistance } && Heightmap[tileIndex - 1 + WorldSize.x] != worldY) ||
(d is { x: > 1 - edgeDistance, y: > 1 - edgeDistance } && Heightmap[tileIndex + 1 + WorldSize.x] != worldY))
continue;
var n = noise.snoise(NoiseScale * bladeOrigin);
n = math.remap(-1, 1, 0, 1, n);
if (n < DiscardThreshold) continue;
var rotation = quaternion.Euler(0, random.NextFloat(math.PI2), 0);
var halfBladeWidth = 0.5f * BladeWidth;
var bladeHeight = math.lerp(BladeHeightRange.x, BladeHeightRange.y, n);
var side = math.mul(rotation, new float3(halfBladeWidth, 0, 0));
var v0 = bladeOrigin - side;
var v1 = bladeOrigin + bladeHeight * math.up();
var v2 = bladeOrigin + side;
vertexTemp.AddNoResize(new Vertex(v0, bladeOrigin, new float2(0, bladeHeight)));
vertexTemp.AddNoResize(new Vertex(v1, bladeOrigin, new float2(bladeHeight, bladeHeight)));
vertexTemp.AddNoResize(new Vertex(v2, bladeOrigin, new float2(0, bladeHeight)));
indexTemp.AddNoResize(triangle);
indexTemp.AddNoResize(triangle + 1);
indexTemp.AddNoResize(triangle + 2);
triangle += 3;
}
}
}
var mesh = MeshDataArray[index];
mesh.SetVertexBufferParams(vertexTemp.Length, vertexAttributes);
var chunkVertexData = mesh.GetVertexData<Vertex>();
chunkVertexData.CopyFrom(vertexTemp.AsArray());
mesh.SetIndexBufferParams(indexTemp.Length, IndexFormat.UInt32);
var chunkIndexData = mesh.GetIndexData<int>();
chunkIndexData.CopyFrom(indexTemp.AsArray());
mesh.subMeshCount = 1;
mesh.SetSubMesh(0, new SubMeshDescriptor(0, indexTemp.Length));
}
private struct Vertex
{
public float3 Position;
public float3 Color;
public float2 TexCoord0;
public Vertex(float3 position, float3 color, float2 texCoord0)
{
Position = position;
Color = color;
TexCoord0 = texCoord0;
}
}
}
}