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164
Assets/Obi/Resources/Compute/RopeExtrudedRendering.compute
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164
Assets/Obi/Resources/Compute/RopeExtrudedRendering.compute
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#pragma kernel UpdateRopeMesh
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#include "PathFrame.cginc"
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struct smootherPathData
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{
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uint smoothing;
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float decimation;
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float twist;
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float restLength;
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float smoothLength;
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uint usesOrientedParticles;
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};
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struct extrudedMeshData
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{
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int sectionVertexCount;
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float thicknessScale;
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float uvAnchor;
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uint normalizeV;
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float2 uvScale;
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};
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StructuredBuffer<int> pathSmootherIndices;
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StructuredBuffer<int> chunkOffsets;
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StructuredBuffer<pathFrame> frames;
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StructuredBuffer<int> frameOffsets;
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StructuredBuffer<int> frameCounts;
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StructuredBuffer<float2> sectionData;
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StructuredBuffer<int> sectionOffsets;
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StructuredBuffer<int> sectionIndices;
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StructuredBuffer<int> vertexOffsets;
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StructuredBuffer<int> triangleOffsets;
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StructuredBuffer<int> triangleCounts;
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StructuredBuffer<extrudedMeshData> extrudedData;
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StructuredBuffer<smootherPathData> pathData;
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RWByteAddressBuffer vertices;
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RWByteAddressBuffer tris;
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// Variables set from the CPU
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uint firstRenderer;
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uint rendererCount;
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pathFrame LookAt(pathFrame frame, in pathFrame target, out float dist)
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{
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float3 tangent = target.position - frame.position;
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dist = length(tangent);
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tangent /= dist + EPSILON;
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quaternion rotQ = from_to_rotation(frame.tangent, tangent);
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frame.normal = rotate_vector(rotQ, frame.normal);
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frame.binormal = rotate_vector(rotQ, frame.binormal);
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frame.tangent = tangent;
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return frame;
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}
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[numthreads(128, 1, 1)]
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void UpdateRopeMesh (uint3 id : SV_DispatchThreadID)
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{
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unsigned int u = id.x;
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if (u >= rendererCount) return;
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int k = firstRenderer + u;
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int s = pathSmootherIndices[k];
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float3 vertex = float3(0,0,0);
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float3 normal = float3(0,0,0);
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float4 texTangent = FLOAT4_ZERO;
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int tri = 0;
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int sectionIndex = 0;
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int sectionStart = sectionOffsets[sectionIndices[k]];
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int sectionSegments = (sectionOffsets[sectionIndices[k] + 1] - sectionStart) - 1;
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int verticesPerSection = sectionSegments + 1; // the last vertex in each section must be duplicated, due to uv wraparound.
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float smoothLength = 0;
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int i;
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for (i = chunkOffsets[s]; i < chunkOffsets[s + 1]; ++i)
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smoothLength += pathData[i].smoothLength;
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float vCoord = -extrudedData[k].uvScale.y * pathData[chunkOffsets[s]].restLength * extrudedData[k].uvAnchor;
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float actualToRestLengthRatio = smoothLength / pathData[chunkOffsets[s]].restLength;
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int firstVertex = vertexOffsets[k];
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int firstTriangle = triangleOffsets[k];
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// clear out triangle indices for this rope:
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for (i = firstTriangle; i < firstTriangle + triangleCounts[k]; ++i)
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{
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int offset = i*3;
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tris.Store((offset)<<2, 0);
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tris.Store((offset+1)<<2,0);
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tris.Store((offset+2)<<2,0);
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}
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// for each chunk in the rope:
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for (i = chunkOffsets[s]; i < chunkOffsets[s+1]; ++i)
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{
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int firstFrame = frameOffsets[i];
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int frameCount = frameCounts[i];
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for (int f = 0; f < frameCount; ++f)
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{
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// Calculate previous and next curve indices:
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int prevIndex = firstFrame + max(f - 1, 0);
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int index = firstFrame + f;
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// advance v texcoord:
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vCoord += extrudedData[k].uvScale.y * (distance(frames[index].position, frames[prevIndex].position) /
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(extrudedData[k].normalizeV ? smoothLength : actualToRestLengthRatio));
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// calculate section thickness and scale the basis vectors by it:
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float sectionThickness = frames[index].thickness * extrudedData[k].thicknessScale;
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// Loop around each segment:
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int nextSectionIndex = sectionIndex + 1;
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for (int j = 0; j <= sectionSegments; ++j)
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{
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// make just one copy of the section vertex:
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float2 sectionVertex = sectionData[sectionStart + j];
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// calculate normal using section vertex, curve normal and binormal:
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normal.x = (sectionVertex.x * frames[index].normal.x + sectionVertex.y * frames[index].binormal.x) * sectionThickness;
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normal.y = (sectionVertex.x * frames[index].normal.y + sectionVertex.y * frames[index].binormal.y) * sectionThickness;
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normal.z = (sectionVertex.x * frames[index].normal.z + sectionVertex.y * frames[index].binormal.z) * sectionThickness;
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// offset curve position by normal:
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vertex.x = frames[index].position.x + normal.x;
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vertex.y = frames[index].position.y + normal.y;
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vertex.z = frames[index].position.z + normal.z;
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// cross(normal, curve tangent)
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texTangent.xyz = cross(normal, frames[index].tangent);
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texTangent.w = -1;
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int base = (firstVertex + sectionIndex * verticesPerSection + j) * 16;
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vertices.Store3( base<<2, asuint(vertex));
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vertices.Store3((base + 3)<<2, asuint(normal));
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vertices.Store4((base + 6)<<2, asuint(texTangent));
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vertices.Store4((base + 10)<<2, asuint(frames[index].color));
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vertices.Store2((base + 14)<<2, asuint(float2(j / (float)sectionSegments * extrudedData[k].uvScale.x, vCoord)));
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if (j < sectionSegments && f < frameCount - 1)
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{
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int offset = firstTriangle * 3;
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + j));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + j));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + (j + 1)));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + (j + 1)));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + j));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + (j + 1)));
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}
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}
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sectionIndex++;
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}
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}
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}
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