we love deadlines #3

Merged
Mercury merged 53 commits from Introduction-Level into main 2024-03-10 23:33:14 +01:00
62 changed files with 4148 additions and 75 deletions
Showing only changes of commit d48649d8c3 - Show all commits

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@ -2,46 +2,54 @@
using System.Collections.Generic;
using UnityEngine;
// giant mess of code that controlls the portal renderering effects
// This class manages the rendering effects of portals.
// !!! if this breaks please dont try fixing it yourself unless you know what your doing !!!
// if you do wanna try the comments may or may not help you
// !!! Caution: Modifying this code without proper understanding may lead to unintended consequences. !!!
public class WorkingPortal : MonoBehaviour {
// the portal that this portal is linked to, as in the one that you see the view of when you look through this portal
// The portal that this portal is linked to; the one whose view is seen when looking through this portal.
public WorkingPortal linkedWorkingPortal;
// the mesh renderer that the portal is rendered to.
// The mesh renderer that renders the portal.
public MeshRenderer screen;
// something to do with skipping the render function, not sure exactly what the effects are yet
// Determines if the portal is visible from the camera.
public bool visibleFromCamera = true;
public GameObject myGameObject;
// the view texture that this portals camera is rendered to, this is the view you see when looking through the other portal
// The render texture that this portal's camera renders to, providing the view when looking through the linked portal.
public RenderTexture viewTexture;
// the camera this portal uses for rendering
// The camera used for rendering this portal.
public Camera WorkingPortalCam;
// Offset values for adjusting the near clipping plane.
float nearClipOffset = 0.05f;
float nearClipLimit = 0.2f;
// Reference to the player's camera.
Camera playerCam;
// Mesh filter of the portal's screen.
MeshFilter screenMeshFilter;
void Awake () {
// bit of jank code by me dont worry about it
// Set reference to this GameObject.
myGameObject = gameObject;
// stops our camera from always rendering, now we trigger it manuelly through the Render() function attached to it
// Disable camera rendering by default; rendering is triggered manually via the Render() function.
WorkingPortalCam.enabled = false;
// Retrieve the mesh filter component of the portal screen.
screenMeshFilter = screen.GetComponent<MeshFilter> ();
// something to do with making the shader itself draw a solid color rather than the camera view
// Set the display mask to render solid color instead of the camera view.
screen.material.SetInt ("displayMask", 1);
}
// does a bunch of stuff to render the view through this portal
// Renders the view through this portal.
public void Render (Camera newplayerCam) {
if (!visibleFromCamera) {
return;
@ -50,10 +58,7 @@ public class WorkingPortal : MonoBehaviour {
CreateViewTexture ();
// listen i have no idea how the rest of this code actually works so take my comments with a grain of salt
// its something to do with moving the camera so what it sees lines up with what the player should see through the portal, then using screen space coordinates to make it so only the part...
// ... of the view covered by the portal actually gets rendered to the view texture
// this has all been heavily edited from the original to remove unneeded features
// This section aligns the portal camera with the player's view and renders only the portion visible through the portal.
var localToWorldMatrix = playerCam.transform.localToWorldMatrix;
var renderPosition = new Vector3();
@ -64,7 +69,7 @@ public class WorkingPortal : MonoBehaviour {
renderPosition = localToWorldMatrix.GetColumn (3);
renderRotation = localToWorldMatrix.rotation;
// Hide screen so that camera can see through WorkingPortal
// Hide the portal screen to allow camera to see through it.
screen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.ShadowsOnly;
linkedWorkingPortal.screen.material.SetInt ("displayMask", 1);
@ -72,7 +77,7 @@ public class WorkingPortal : MonoBehaviour {
SetNearClipPlane ();
WorkingPortalCam.Render ();
// Unhide objects hidden at start of render
// Revert hiding objects that were hidden at the start of rendering.
screen.shadowCastingMode = UnityEngine.Rendering.ShadowCastingMode.On;
}
@ -82,19 +87,15 @@ public class WorkingPortal : MonoBehaviour {
viewTexture.Release ();
}
viewTexture = new RenderTexture (Screen.width, Screen.height, 0);
// Render the view from the WorkingPortal camera to the view texture
// Render the view from the portal camera to the view texture.
WorkingPortalCam.targetTexture = viewTexture;
// Display the view texture on the screen of the linked WorkingPortal
// Display the view texture on the screen of the linked portal.
linkedWorkingPortal.screen.material.SetTexture ("_MainTex", viewTexture);
}
}
// Use custom projection matrix to align WorkingPortal camera's near clip plane with the surface of the WorkingPortal
// Note that this affects precision of the depth buffer, which can cause issues with effects like screenspace AO
// Adjusts the near clipping plane to align with the surface of the portal.
void SetNearClipPlane () {
// Learning resource:
// http://www.terathon.com/lengyel/Lengyel-Oblique.pdf
Transform clipPlane = transform;
int dot = System.Math.Sign (Vector3.Dot (clipPlane.forward, transform.position - WorkingPortalCam.transform.position));
@ -102,15 +103,16 @@ public class WorkingPortal : MonoBehaviour {
Vector3 camSpaceNormal = WorkingPortalCam.worldToCameraMatrix.MultiplyVector (clipPlane.forward) * dot;
float camSpaceDst = -Vector3.Dot (camSpacePos, camSpaceNormal) + nearClipOffset;
// Don't use oblique clip plane if very close to WorkingPortal as it seems this can cause some visual artifacts
// Don't use oblique clip plane if very close to the portal as it may cause visual artifacts.
if (Mathf.Abs (camSpaceDst) > nearClipLimit) {
Vector4 clipPlaneCameraSpace = new Vector4 (camSpaceNormal.x, camSpaceNormal.y, camSpaceNormal.z, camSpaceDst);
// Update projection based on new clip plane
// Calculate matrix with player cam so that player camera settings (fov, etc) are used
// Update projection based on the new clip plane.
// Calculate matrix with player cam to use its settings (e.g., fov).
WorkingPortalCam.projectionMatrix = playerCam.CalculateObliqueMatrix (clipPlaneCameraSpace);
} else {
// Use default projection matrix if very close to the portal.
WorkingPortalCam.projectionMatrix = playerCam.projectionMatrix;
}
}
}
}