using UnityEngine;
using UnityEngine.Rendering;
// Skidmarks controller. Put one of these in a scene somewhere. Call AddSkidMark.
// Copyright 2017 Nition, BSD licence (see LICENCE file). http://nition.co
public class Skidmarks : MonoBehaviour {
	// INSPECTOR SETTINGS
	[SerializeField]
	Material skidmarksMaterial; // Material for the skidmarks to use
	// END INSPECTOR SETTINGS
	const int MAX_MARKS = 2048; // Max number of marks total for everyone together
	const float MARK_WIDTH = 0.35f; // Width of the skidmarks. Should match the width of the wheels
	const float GROUND_OFFSET = 0.02f;  // Distance above surface in metres
	const float MIN_DISTANCE = 0.25f; // Distance between skid texture sections in metres. Bigger = better performance, less smooth
	const float MIN_SQR_DISTANCE = MIN_DISTANCE * MIN_DISTANCE;
	// Info for each mark created. Needed to generate the correct mesh
	class MarkSection {
		public Vector3 Pos = Vector3.zero;
		public Vector3 Normal = Vector3.zero;
		public Vector4 Tangent = Vector4.zero;
		public Vector3 Posl = Vector3.zero;
		public Vector3 Posr = Vector3.zero;
		public byte Intensity;
		public int LastIndex;
	};
	int markIndex;
	MarkSection[] skidmarks;
	Mesh marksMesh;
	MeshRenderer mr;
	MeshFilter mf;
	Vector3[] vertices;
	Vector3[] normals;
	Vector4[] tangents;
	Color32[] colors;
	Vector2[] uvs;
	int[] triangles;
	bool meshUpdated;
	bool haveSetBounds;
	// #### UNITY INTERNAL METHODS ####
	protected void Start() {
		// Generate a fixed array of skidmarks
		skidmarks = new MarkSection[MAX_MARKS];
		for (int i = 0; i < MAX_MARKS; i++) {
			skidmarks[i] = new MarkSection();
		}
		mf = GetComponent<MeshFilter>();
		mr = GetComponent<MeshRenderer>();
		if (mr == null) {
			mr = gameObject.AddComponent<MeshRenderer>();
		}
		marksMesh = new Mesh();
		marksMesh.MarkDynamic();
		if (mf == null) {
			mf = gameObject.AddComponent<MeshFilter>();
		}
		mf.sharedMesh = marksMesh;
		vertices = new Vector3[MAX_MARKS * 4];
		normals = new Vector3[MAX_MARKS * 4];
		tangents = new Vector4[MAX_MARKS * 4];
		colors = new Color32[MAX_MARKS * 4];
		uvs = new Vector2[MAX_MARKS * 4];
		triangles = new int[MAX_MARKS * 6];
		mr.shadowCastingMode = ShadowCastingMode.Off;
		mr.receiveShadows = false;
		mr.material = skidmarksMaterial;
		mr.lightProbeUsage = LightProbeUsage.Off;
	}
	protected void LateUpdate() {
		if (!meshUpdated) return;
		meshUpdated = false;
		// Reassign the mesh if it's changed this frame
		marksMesh.vertices = vertices;
		marksMesh.normals = normals;
		marksMesh.tangents = tangents;
		marksMesh.triangles = triangles;
		marksMesh.colors32 = colors;
		marksMesh.uv = uvs;
		if (!haveSetBounds) {
			// Could use RecalculateBounds here each frame instead, but it uses about 0.1-0.2ms each time
			// Save time by just making the mesh bounds huge, so the skidmarks will always draw
			// Not sure why I only need to do this once, yet can't do it in Start (it resets to zero)
			marksMesh.bounds = new Bounds(new Vector3(0, 0, 0), new Vector3(10000, 10000, 10000));
			haveSetBounds = true;
		}
		mf.sharedMesh = marksMesh;
	}
	// #### PUBLIC METHODS ####
	// Function called by the wheel that's skidding. Sets the intensity of the skidmark section
	// by setting the alpha of the vertex color
	public int AddSkidMark(Vector3 pos, Vector3 normal, float intensity, int lastIndex) {
		if (intensity > 1) intensity = 1.0f;
		else if (intensity < 0) return -1;
		if (lastIndex > 0) {
			float sqrDistance = (pos - skidmarks[lastIndex].Pos).sqrMagnitude;
			if (sqrDistance < MIN_SQR_DISTANCE) return lastIndex;
		}
		MarkSection curSection = skidmarks[markIndex];
		curSection.Pos = pos + normal * GROUND_OFFSET;
		curSection.Normal = normal;
		curSection.Intensity = (byte)(intensity * 255f);
		curSection.LastIndex = lastIndex;
		if (lastIndex != -1) {
			MarkSection lastSection = skidmarks[lastIndex];
			Vector3 dir = (curSection.Pos - lastSection.Pos);
			Vector3 xDir = Vector3.Cross(dir, normal).normalized;
			curSection.Posl = curSection.Pos + xDir * MARK_WIDTH * 0.5f;
			curSection.Posr = curSection.Pos - xDir * MARK_WIDTH * 0.5f;
			curSection.Tangent = new Vector4(xDir.x, xDir.y, xDir.z, 1);
			if (lastSection.LastIndex == -1) {
				lastSection.Tangent = curSection.Tangent;
				lastSection.Posl = curSection.Pos + xDir * MARK_WIDTH * 0.5f;
				lastSection.Posr = curSection.Pos - xDir * MARK_WIDTH * 0.5f;
			}
		}
		UpdateSkidmarksMesh();
		int curIndex = markIndex;
		// Update circular index
		markIndex = ++markIndex % MAX_MARKS;
		return curIndex;
	}
	// #### PROTECTED/PRIVATE METHODS ####
	// Update part of the mesh for the current markIndex
	void UpdateSkidmarksMesh() {
		MarkSection curr = skidmarks[markIndex];
		// Nothing to connect to yet
		if (curr.LastIndex == -1) return;
		MarkSection last = skidmarks[curr.LastIndex];
		vertices[markIndex * 4 + 0] = last.Posl;
		vertices[markIndex * 4 + 1] = last.Posr;
		vertices[markIndex * 4 + 2] = curr.Posl;
		vertices[markIndex * 4 + 3] = curr.Posr;
		normals[markIndex * 4 + 0] = last.Normal;
		normals[markIndex * 4 + 1] = last.Normal;
		normals[markIndex * 4 + 2] = curr.Normal;
		normals[markIndex * 4 + 3] = curr.Normal;
		tangents[markIndex * 4 + 0] = last.Tangent;
		tangents[markIndex * 4 + 1] = last.Tangent;
		tangents[markIndex * 4 + 2] = curr.Tangent;
		tangents[markIndex * 4 + 3] = curr.Tangent;
		colors[markIndex * 4 + 0] = new Color32(0, 0, 0, last.Intensity);
		colors[markIndex * 4 + 1] = new Color32(0, 0, 0, last.Intensity);
		colors[markIndex * 4 + 2] = new Color32(0, 0, 0, curr.Intensity);
		colors[markIndex * 4 + 3] = new Color32(0, 0, 0, curr.Intensity);
		uvs[markIndex * 4 + 0] = new Vector2(0, 0);
		uvs[markIndex * 4 + 1] = new Vector2(1, 0);
		uvs[markIndex * 4 + 2] = new Vector2(0, 1);
		uvs[markIndex * 4 + 3] = new Vector2(1, 1);
		triangles[markIndex * 6 + 0] = markIndex * 4 + 0;
		triangles[markIndex * 6 + 2] = markIndex * 4 + 1;
		triangles[markIndex * 6 + 1] = markIndex * 4 + 2;
		triangles[markIndex * 6 + 3] = markIndex * 4 + 2;
		triangles[markIndex * 6 + 5] = markIndex * 4 + 1;
		triangles[markIndex * 6 + 4] = markIndex * 4 + 3;
		meshUpdated = true;
	}
}