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New Version 1.6
New 125 balls & powerups. Improved graphics.
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9413 changed files with 193360 additions and 264803 deletions
243
Gutterball 3/Assets/MirrorReflection/MirrorReflection.cs
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243
Gutterball 3/Assets/MirrorReflection/MirrorReflection.cs
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using UnityEngine;
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using System.Collections;
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// This is in fact just the Water script from Pro Standard Assets,
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// just with refraction stuff removed.
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[ExecuteInEditMode] // Make mirror live-update even when not in play mode
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public class MirrorReflection : MonoBehaviour
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{
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public bool m_DisablePixelLights = true;
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public int m_TextureSize = 256;
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public float m_ClipPlaneOffset = 0.07f;
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public LayerMask m_ReflectLayers = -1;
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private Hashtable m_ReflectionCameras = new Hashtable(); // Camera -> Camera table
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private RenderTexture m_ReflectionTexture = null;
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private int m_OldReflectionTextureSize = 0;
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private static bool s_InsideRendering = false;
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// This is called when it's known that the object will be rendered by some
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// camera. We render reflections and do other updates here.
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// Because the script executes in edit mode, reflections for the scene view
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// camera will just work!
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public void OnWillRenderObject()
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{
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if( !enabled || !GetComponent<Renderer>() || !GetComponent<Renderer>().sharedMaterial || !GetComponent<Renderer>().enabled )
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return;
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Camera cam = Camera.current;
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if( !cam )
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return;
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// Safeguard from recursive reflections.
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if( s_InsideRendering )
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return;
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s_InsideRendering = true;
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Camera reflectionCamera;
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CreateMirrorObjects( cam, out reflectionCamera );
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// find out the reflection plane: position and normal in world space
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Vector3 pos = transform.position;
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Vector3 normal = transform.up;
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// Optionally disable pixel lights for reflection
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int oldPixelLightCount = QualitySettings.pixelLightCount;
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if( m_DisablePixelLights )
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QualitySettings.pixelLightCount = 0;
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UpdateCameraModes( cam, reflectionCamera );
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// Render reflection
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// Reflect camera around reflection plane
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float d = -Vector3.Dot (normal, pos) - m_ClipPlaneOffset;
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Vector4 reflectionPlane = new Vector4 (normal.x, normal.y, normal.z, d);
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Matrix4x4 reflection = Matrix4x4.zero;
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CalculateReflectionMatrix (ref reflection, reflectionPlane);
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Vector3 oldpos = cam.transform.position;
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Vector3 newpos = reflection.MultiplyPoint( oldpos );
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reflectionCamera.worldToCameraMatrix = cam.worldToCameraMatrix * reflection;
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// Setup oblique projection matrix so that near plane is our reflection
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// plane. This way we clip everything below/above it for free.
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Vector4 clipPlane = CameraSpacePlane( reflectionCamera, pos, normal, 1.0f );
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Matrix4x4 projection = cam.projectionMatrix;
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CalculateObliqueMatrix (ref projection, clipPlane);
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reflectionCamera.projectionMatrix = projection;
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reflectionCamera.cullingMask = ~(1<<4) & m_ReflectLayers.value; // never render water layer
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reflectionCamera.targetTexture = m_ReflectionTexture;
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GL.SetRevertBackfacing (true);
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reflectionCamera.transform.position = newpos;
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Vector3 euler = cam.transform.eulerAngles;
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reflectionCamera.transform.eulerAngles = new Vector3(0, euler.y, euler.z);
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reflectionCamera.Render();
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reflectionCamera.transform.position = oldpos;
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GL.SetRevertBackfacing (false);
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Material[] materials = GetComponent<Renderer>().sharedMaterials;
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foreach( Material mat in materials ) {
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if( mat.HasProperty("_ReflectionTex") )
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mat.SetTexture( "_ReflectionTex", m_ReflectionTexture );
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}
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// Set matrix on the shader that transforms UVs from object space into screen
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// space. We want to just project reflection texture on screen.
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Matrix4x4 scaleOffset = Matrix4x4.TRS(
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new Vector3(0.5f,0.5f,0.5f), Quaternion.identity, new Vector3(0.5f,0.5f,0.5f) );
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Vector3 scale = transform.lossyScale;
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Matrix4x4 mtx = transform.localToWorldMatrix * Matrix4x4.Scale( new Vector3(1.0f/scale.x, 1.0f/scale.y, 1.0f/scale.z) );
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mtx = scaleOffset * cam.projectionMatrix * cam.worldToCameraMatrix * mtx;
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foreach( Material mat in materials ) {
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mat.SetMatrix( "_ProjMatrix", mtx );
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}
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// Restore pixel light count
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if( m_DisablePixelLights )
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QualitySettings.pixelLightCount = oldPixelLightCount;
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s_InsideRendering = false;
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}
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// Cleanup all the objects we possibly have created
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void OnDisable()
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{
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if( m_ReflectionTexture ) {
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DestroyImmediate( m_ReflectionTexture );
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m_ReflectionTexture = null;
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}
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foreach( DictionaryEntry kvp in m_ReflectionCameras )
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DestroyImmediate( ((Camera)kvp.Value).gameObject );
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m_ReflectionCameras.Clear();
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}
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private void UpdateCameraModes( Camera src, Camera dest )
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{
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if( dest == null )
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return;
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// set camera to clear the same way as current camera
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dest.clearFlags = src.clearFlags;
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dest.backgroundColor = src.backgroundColor;
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if( src.clearFlags == CameraClearFlags.Skybox )
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{
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Skybox sky = src.GetComponent(typeof(Skybox)) as Skybox;
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Skybox mysky = dest.GetComponent(typeof(Skybox)) as Skybox;
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if( !sky || !sky.material )
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{
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mysky.enabled = false;
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}
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else
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{
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mysky.enabled = true;
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mysky.material = sky.material;
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}
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}
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// update other values to match current camera.
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// even if we are supplying custom camera&projection matrices,
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// some of values are used elsewhere (e.g. skybox uses far plane)
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dest.farClipPlane = src.farClipPlane;
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dest.nearClipPlane = src.nearClipPlane;
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dest.orthographic = src.orthographic;
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dest.fieldOfView = src.fieldOfView;
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dest.aspect = src.aspect;
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dest.orthographicSize = src.orthographicSize;
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}
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// On-demand create any objects we need
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private void CreateMirrorObjects( Camera currentCamera, out Camera reflectionCamera )
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{
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reflectionCamera = null;
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// Reflection render texture
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if( !m_ReflectionTexture || m_OldReflectionTextureSize != m_TextureSize )
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{
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if( m_ReflectionTexture )
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DestroyImmediate( m_ReflectionTexture );
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m_ReflectionTexture = new RenderTexture( m_TextureSize, m_TextureSize, 16 );
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m_ReflectionTexture.name = "__MirrorReflection" + GetInstanceID();
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m_ReflectionTexture.isPowerOfTwo = true;
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m_ReflectionTexture.hideFlags = HideFlags.DontSave;
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m_OldReflectionTextureSize = m_TextureSize;
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}
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// Camera for reflection
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reflectionCamera = m_ReflectionCameras[currentCamera] as Camera;
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if( !reflectionCamera ) // catch both not-in-dictionary and in-dictionary-but-deleted-GO
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{
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GameObject go = new GameObject( "Mirror Refl Camera id" + GetInstanceID() + " for " + currentCamera.GetInstanceID(), typeof(Camera), typeof(Skybox) );
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reflectionCamera = go.GetComponent<Camera>();
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reflectionCamera.enabled = false;
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reflectionCamera.transform.position = transform.position;
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reflectionCamera.transform.rotation = transform.rotation;
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reflectionCamera.gameObject.AddComponent<FlareLayer>();
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go.hideFlags = HideFlags.HideAndDontSave;
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m_ReflectionCameras[currentCamera] = reflectionCamera;
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}
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}
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// Extended sign: returns -1, 0 or 1 based on sign of a
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private static float sgn(float a)
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{
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if (a > 0.0f) return 1.0f;
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if (a < 0.0f) return -1.0f;
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return 0.0f;
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}
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// Given position/normal of the plane, calculates plane in camera space.
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private Vector4 CameraSpacePlane (Camera cam, Vector3 pos, Vector3 normal, float sideSign)
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{
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Vector3 offsetPos = pos + normal * m_ClipPlaneOffset;
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Matrix4x4 m = cam.worldToCameraMatrix;
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Vector3 cpos = m.MultiplyPoint( offsetPos );
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Vector3 cnormal = m.MultiplyVector( normal ).normalized * sideSign;
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return new Vector4( cnormal.x, cnormal.y, cnormal.z, -Vector3.Dot(cpos,cnormal) );
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}
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// Adjusts the given projection matrix so that near plane is the given clipPlane
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// clipPlane is given in camera space. See article in Game Programming Gems 5.
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private static void CalculateObliqueMatrix (ref Matrix4x4 projection, Vector4 clipPlane)
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{
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Vector4 q = projection.inverse * new Vector4(
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sgn(clipPlane.x),
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sgn(clipPlane.y),
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1.0f,
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1.0f
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);
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Vector4 c = clipPlane * (2.0F / (Vector4.Dot (clipPlane, q)));
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// third row = clip plane - fourth row
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projection[2] = c.x - projection[3];
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projection[6] = c.y - projection[7];
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projection[10] = c.z - projection[11];
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projection[14] = c.w - projection[15];
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}
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// Calculates reflection matrix around the given plane
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private static void CalculateReflectionMatrix (ref Matrix4x4 reflectionMat, Vector4 plane)
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{
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reflectionMat.m00 = (1F - 2F*plane[0]*plane[0]);
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reflectionMat.m01 = ( - 2F*plane[0]*plane[1]);
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reflectionMat.m02 = ( - 2F*plane[0]*plane[2]);
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reflectionMat.m03 = ( - 2F*plane[3]*plane[0]);
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reflectionMat.m10 = ( - 2F*plane[1]*plane[0]);
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reflectionMat.m11 = (1F - 2F*plane[1]*plane[1]);
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reflectionMat.m12 = ( - 2F*plane[1]*plane[2]);
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reflectionMat.m13 = ( - 2F*plane[3]*plane[1]);
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reflectionMat.m20 = ( - 2F*plane[2]*plane[0]);
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reflectionMat.m21 = ( - 2F*plane[2]*plane[1]);
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reflectionMat.m22 = (1F - 2F*plane[2]*plane[2]);
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reflectionMat.m23 = ( - 2F*plane[3]*plane[2]);
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reflectionMat.m30 = 0F;
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reflectionMat.m31 = 0F;
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reflectionMat.m32 = 0F;
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reflectionMat.m33 = 1F;
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}
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}
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