更新obi到7.1
This commit is contained in:
@@ -0,0 +1,107 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using Unity.Profiling;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Obi
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{
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public class ComputeChainRopeRenderSystem : ObiChainRopeRenderSystem
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{
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private ComputeShader ropeShader;
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private int updateKernel;
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private uint[] args = new uint[5] { 0, 0, 0, 0, 0 };
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public ComputeChainRopeRenderSystem(ObiSolver solver) : base(solver)
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{
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ropeShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/RopeChainRendering"));
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updateKernel = ropeShader.FindKernel("UpdateChainMesh");
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}
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protected override void CloseBatches()
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{
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// Initialize each batch:
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for (int i = 0; i < batchList.Count; ++i)
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batchList[i].Initialize(true);
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}
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public override void Setup()
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{
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base.Setup();
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rendererData.AsComputeBuffer<ChainRendererData>();
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chunkData.AsComputeBuffer<ChunkData>();
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modifiers.SafeAsComputeBuffer<ObiRopeChainRenderer.LinkModifier>();
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elements.AsComputeBuffer<Vector2Int>();
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instanceTransforms.AsComputeBuffer<Matrix4x4>();
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invInstanceTransforms.AsComputeBuffer<Matrix4x4>();
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instanceColors.AsComputeBuffer<Vector4>();
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}
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public override void Render()
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{
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using (m_RenderMarker.Auto())
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{
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var computeSolver = m_Solver.implementation as ComputeSolverImpl;
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if (computeSolver.renderablePositionsBuffer != null && computeSolver.renderablePositionsBuffer.count > 0 && elements.count > 0)
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{
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ropeShader.SetBuffer(updateKernel, "rendererData", rendererData.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "chunksData", chunkData.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "modifiers", modifiers.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "elements", elements.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "renderablePositions", computeSolver.renderablePositionsBuffer);
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ropeShader.SetBuffer(updateKernel, "renderableOrientations", computeSolver.renderableOrientationsBuffer);
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ropeShader.SetBuffer(updateKernel, "principalRadii", computeSolver.renderableRadiiBuffer);
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ropeShader.SetBuffer(updateKernel, "colors", computeSolver.colorsBuffer);
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ropeShader.SetBuffer(updateKernel, "instanceTransforms", instanceTransforms.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "invInstanceTransforms", invInstanceTransforms.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "instanceColors", instanceColors.computeBuffer);
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ropeShader.SetMatrix("solverToWorld", m_Solver.transform.localToWorldMatrix);
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ropeShader.SetInt("chunkCount", chunkData.count);
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int threadGroups = ComputeMath.ThreadGroupCount(chunkData.count, 32);
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ropeShader.Dispatch(updateKernel, threadGroups, 1, 1);
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MaterialPropertyBlock mpb = new MaterialPropertyBlock();
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mpb.SetBuffer("_InstanceTransforms", instanceTransforms.computeBuffer);
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mpb.SetBuffer("_InvInstanceTransforms", invInstanceTransforms.computeBuffer);
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mpb.SetBuffer("_Colors", instanceColors.computeBuffer);
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for (int i = 0; i < batchList.Count; ++i)
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{
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var batch = batchList[i];
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if (batch.mesh == null)
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continue;
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args[0] = (uint)batch.mesh.GetIndexCount(0);
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args[1] = (uint)batch.instanceCount;
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args[2] = (uint)batch.mesh.GetIndexStart(0);
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args[3] = (uint)batch.mesh.GetBaseVertex(0);
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args[4] = (uint)batch.firstInstance;
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batch.argsBuffer.SetData(args);
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var rp = batch.renderParams;
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rp.material = batch.material;
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rp.worldBounds = m_Solver.bounds;
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rp.matProps = mpb;
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Graphics.RenderMeshIndirect(rp, batch.mesh, batch.argsBuffer);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: fe4c45599ea584be2a1b122fbe7d0ec6
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,101 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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namespace Obi
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{
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public class ComputeExtrudedRopeRenderSystem : ObiExtrudedRopeRenderSystem
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{
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private ComputeShader ropeShader;
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private int updateKernel;
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public ComputeExtrudedRopeRenderSystem(ObiSolver solver) : base(solver)
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{
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ropeShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/RopeExtrudedRendering"));
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updateKernel = ropeShader.FindKernel("UpdateRopeMesh");
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}
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public override void Setup()
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{
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base.Setup();
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// Initialize each batch:
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for (int i = 0; i < batchList.Count; ++i)
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batchList[i].Initialize(layout, true);
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sectionData.AsComputeBuffer<Vector2>();
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sectionOffsets.AsComputeBuffer<int>();
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sectionIndices.AsComputeBuffer<int>();
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vertexOffsets.AsComputeBuffer<int>();
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triangleOffsets.AsComputeBuffer<int>();
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triangleCounts.AsComputeBuffer<int>();
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pathSmootherIndices.AsComputeBuffer<int>();
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rendererData.AsComputeBuffer<BurstExtrudedMeshData>();
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pathSmootherSystem.chunkOffsets.AsComputeBuffer<int>();
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}
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public override void Render()
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{
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using (m_RenderMarker.Auto())
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{
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if (pathSmootherSystem == null)
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return;
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// Single array: Cannot merge into a single vertices array, otherwise we would need to bring back to CPU for passing indices to each mesh.
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// Individual meshes: Cannot do each renderer independently (like we do with cloth) since each rope is done sequentially, would not parallelize at all.
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// Batches: 1 mesh per batch: best approach, but 1) bounds must be calculated per or solver, so we can only cull entire solver. Culling happens on the CPU, cannot bring back bounds from the CPU.
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// Cloth and Softbodies are rendered manually, particles are too. So Ropes could too.
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// In Burst, we need merge all cloth mesh data into array for parallel processing, without using one schedule() per mesh.
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// So instead of writing slices of mesh data back to their original meshes, let's create one mesh per batch and draw it ourselves.
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// Basically the same as with ropes.
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if (pathSmootherSystem.chunkOffsets != null && pathSmootherSystem.chunkOffsets.count > 0)
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{
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ropeShader.SetBuffer(updateKernel, "pathSmootherIndices", pathSmootherIndices.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "chunkOffsets", pathSmootherSystem.chunkOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frames", pathSmootherSystem.smoothFrames.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frameOffsets", pathSmootherSystem.smoothFrameOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frameCounts", pathSmootherSystem.smoothFrameCounts.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "sectionData", sectionData.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "sectionOffsets", sectionOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "sectionIndices", sectionIndices.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "vertexOffsets", vertexOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "triangleOffsets", triangleOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "triangleCounts", triangleCounts.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "extrudedData", rendererData.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "pathData", pathSmootherSystem.pathData.computeBuffer);
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for (int i = 0; i < batchList.Count; ++i)
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{
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var batch = batchList[i];
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int threadGroups = ComputeMath.ThreadGroupCount(batch.rendererCount, 128);
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ropeShader.SetInt("firstRenderer", batch.firstRenderer);
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ropeShader.SetInt("rendererCount", batch.rendererCount);
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ropeShader.SetBuffer(updateKernel, "vertices", batch.gpuVertexBuffer);
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ropeShader.SetBuffer(updateKernel, "tris", batch.gpuIndexBuffer);
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ropeShader.Dispatch(updateKernel, threadGroups, 1, 1);
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var rp = batch.renderParams;
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rp.worldBounds = m_Solver.bounds;
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Graphics.RenderMesh(rp, batch.mesh, 0, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: f8977537c032b46c680d6b11b587e949
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -0,0 +1,103 @@
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using UnityEngine;
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using UnityEngine.Rendering;
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using Unity.Profiling;
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using System.Collections.Generic;
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using Unity.Collections;
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namespace Obi
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{
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public class ComputeLineRopeRenderSystem : ObiLineRopeRenderSystem
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{
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private ComputeShader ropeShader;
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private int updateKernel;
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public ComputeLineRopeRenderSystem(ObiSolver solver) : base(solver)
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{
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ropeShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/RopeLineRendering"));
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updateKernel = ropeShader.FindKernel("UpdateLineMesh");
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}
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public override void Setup()
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{
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base.Setup();
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// Initialize each batch:
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for (int i = 0; i < batchList.Count; ++i)
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batchList[i].Initialize(layout, true);
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vertexOffsets.AsComputeBuffer<int>();
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triangleOffsets.AsComputeBuffer<int>();
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triangleCounts.AsComputeBuffer<int>();
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pathSmootherIndices.AsComputeBuffer<int>();
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rendererData.AsComputeBuffer<BurstLineMeshData>();
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pathSmootherSystem.chunkOffsets.AsComputeBuffer<int>();
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}
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public override void Render() { }
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public override void RenderFromCamera(Camera camera)
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{
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using (m_RenderMarker.Auto())
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{
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if (pathSmootherSystem == null)
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return;
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// Single array: Cannot merge into a single vertices array, otherwise we would need to bring back to CPU for passing indices to each mesh.
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// Individual meshes: Cannot do each renderer independently (like we do with cloth) since each rope is done sequentially, would not parallelize at all.
|
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// Batches: 1 mesh per batch: best approach, but 1) bounds must be calculated per or solver, so we can only cull entire solver. Culling happens on the CPU, cannot bring back bounds from the CPU.
|
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// Cloth and Softbodies are rendered manually, particles are too. So Ropes could too.
|
||||
|
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// In Burst, we need merge all cloth mesh data into array for parallel processing, without using one schedule() per mesh.
|
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// So instead of writing slices of mesh data back to their original meshes, let's create one mesh per batch and draw it ourselves.
|
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// Basically the same as with ropes.
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if (pathSmootherSystem.chunkOffsets != null && pathSmootherSystem.chunkOffsets.count > 0)
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{
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ropeShader.SetBuffer(updateKernel, "pathSmootherIndices", pathSmootherIndices.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "chunkOffsets", pathSmootherSystem.chunkOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frames", pathSmootherSystem.smoothFrames.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frameOffsets", pathSmootherSystem.smoothFrameOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "frameCounts", pathSmootherSystem.smoothFrameCounts.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "vertexOffsets", vertexOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "triangleOffsets", triangleOffsets.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "triangleCounts", triangleCounts.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "rendererData", rendererData.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "pathData", pathSmootherSystem.pathData.computeBuffer);
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ropeShader.SetVector("localSpaceCamera", m_Solver.transform.InverseTransformPoint(camera.transform.position));
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for (int i = 0; i < batchList.Count; ++i)
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{
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var batch = batchList[i];
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int threadGroups = ComputeMath.ThreadGroupCount(batch.rendererCount, 128);
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ropeShader.SetInt("firstRenderer", batch.firstRenderer);
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ropeShader.SetInt("rendererCount", batch.rendererCount);
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ropeShader.SetBuffer(updateKernel, "vertices", batch.gpuVertexBuffer);
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ropeShader.SetBuffer(updateKernel, "tris", batch.gpuIndexBuffer);
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ropeShader.Dispatch(updateKernel, threadGroups, 1, 1);
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var rp = batch.renderParams;
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rp.worldBounds = m_Solver.bounds;
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rp.camera = camera;
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Graphics.RenderMesh(rp, batch.mesh, 0, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
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}
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}
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}
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}
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}
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}
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
|
||||
guid: 1de4576d2ba2b4966af730ac7a09e224
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MonoImporter:
|
||||
externalObjects: {}
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||||
serializedVersion: 2
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||||
defaultReferences: []
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||||
executionOrder: 0
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||||
icon: {instanceID: 0}
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||||
userData:
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||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,108 @@
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using UnityEngine;
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using UnityEngine.Rendering;
|
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namespace Obi
|
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{
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public class ComputeMeshRopeRenderSystem : ObiMeshRopeRenderSystem
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{
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private ComputeShader ropeShader;
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private int updateKernel;
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public ComputeMeshRopeRenderSystem(ObiSolver solver) : base(solver)
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{
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ropeShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/RopeMeshRendering"));
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updateKernel = ropeShader.FindKernel("UpdateRopeMesh");
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}
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protected override void CloseBatches()
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{
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// Initialize each batch:
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for (int i = 0; i < batchList.Count; ++i)
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batchList[i].Initialize(sortedRenderers, meshData, meshIndices, layout, true);
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meshData.PrepareForCompute();
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meshIndices.AsComputeBuffer<int>();
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sortedIndices.AsComputeBuffer<int>();
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sortedOffsets.AsComputeBuffer<int>();
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vertexOffsets.AsComputeBuffer<int>();
|
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pathSmootherIndices.AsComputeBuffer<int>();
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rendererData.AsComputeBuffer<BurstMeshData>();
|
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|
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pathSmootherSystem.chunkOffsets.AsComputeBuffer<int>();
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base.CloseBatches();
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}
|
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|
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public override void Render()
|
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{
|
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using (m_RenderMarker.Auto())
|
||||
{
|
||||
if (pathSmootherSystem == null)
|
||||
return;
|
||||
|
||||
// Single array: Cannot merge into a single vertices array, otherwise we would need to bring back to CPU for passing indices to each mesh.
|
||||
// Individual meshes: Cannot do each renderer independently (like we do with cloth) since each rope is done sequentially, would not parallelize at all.
|
||||
// Batches: 1 mesh per batch: best approach, but 1) bounds must be calculated per or solver, so we can only cull entire solver. Culling happens on the CPU, cannot bring back bounds from the CPU.
|
||||
// Cloth and Softbodies are rendered manually, particles are too. So Ropes could too.
|
||||
|
||||
// In Burst, we need merge all cloth mesh data into array for parallel processing, without using one schedule() per mesh.
|
||||
// So instead of writing slices of mesh data back to their original meshes, let's create one mesh per batch and draw it ourselves.
|
||||
// Basically the same as with ropes.
|
||||
|
||||
if (pathSmootherSystem.chunkOffsets != null && pathSmootherSystem.chunkOffsets.count > 0)
|
||||
{
|
||||
ropeShader.SetBuffer(updateKernel, "chunkOffsets", pathSmootherSystem.chunkOffsets.computeBuffer);
|
||||
ropeShader.SetBuffer(updateKernel, "pathSmootherIndices", pathSmootherIndices.computeBuffer);
|
||||
|
||||
ropeShader.SetBuffer(updateKernel, "frames", pathSmootherSystem.smoothFrames.computeBuffer);
|
||||
ropeShader.SetBuffer(updateKernel, "frameOffsets", pathSmootherSystem.smoothFrameOffsets.computeBuffer);
|
||||
ropeShader.SetBuffer(updateKernel, "frameCounts", pathSmootherSystem.smoothFrameCounts.computeBuffer);
|
||||
|
||||
ropeShader.SetBuffer(updateKernel, "vertexOffsets", vertexOffsets.computeBuffer);
|
||||
|
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ropeShader.SetBuffer(updateKernel, "meshIndices", meshIndices.computeBuffer);
|
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ropeShader.SetBuffer(updateKernel, "meshData", meshData.meshData.computeBuffer);
|
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ropeShader.SetBuffer(updateKernel, "rendererData", rendererData.computeBuffer);
|
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ropeShader.SetBuffer(updateKernel, "pathData", pathSmootherSystem.pathData.computeBuffer);
|
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ropeShader.SetBuffer(updateKernel, "sortedIndices", sortedIndices.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "sortedOffsets", sortedOffsets.computeBuffer);
|
||||
|
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ropeShader.SetBuffer(updateKernel, "positions", meshData.restPositions.computeBuffer);
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ropeShader.SetBuffer(updateKernel, "normals", meshData.restNormals.computeBuffer);
|
||||
ropeShader.SetBuffer(updateKernel, "tangents", meshData.restTangents.computeBuffer);
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||||
ropeShader.SetBuffer(updateKernel, "colors", meshData.restColors.computeBuffer);
|
||||
|
||||
for (int i = 0; i < batchList.Count; ++i)
|
||||
{
|
||||
var batch = batchList[i];
|
||||
int threadGroups = ComputeMath.ThreadGroupCount(batch.rendererCount, 16);
|
||||
|
||||
ropeShader.SetInt("firstRenderer", batch.firstRenderer);
|
||||
ropeShader.SetInt("rendererCount", batch.rendererCount);
|
||||
|
||||
ropeShader.SetBuffer(updateKernel, "vertices", batch.gpuVertexBuffer);
|
||||
|
||||
ropeShader.Dispatch(updateKernel, threadGroups, 1, 1);
|
||||
|
||||
var rp = batch.renderParams;
|
||||
rp.worldBounds = m_Solver.bounds;
|
||||
|
||||
for (int m = 0; m < batch.materials.Length; ++m)
|
||||
{
|
||||
rp.material = batch.materials[m];
|
||||
Graphics.RenderMesh(rp, batch.mesh, m, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f880620ed267d4cb4a701183bcadfe15
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,94 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Obi
|
||||
{
|
||||
|
||||
public class ComputePathSmootherRenderSystem : ObiPathSmootherRenderSystem
|
||||
{
|
||||
|
||||
private ComputeShader pathShader;
|
||||
private int parallelTransportKernel;
|
||||
private int decimateKernel;
|
||||
private int smoothKernel;
|
||||
|
||||
public ComputePathSmootherRenderSystem(ObiSolver solver) : base(solver)
|
||||
{
|
||||
pathShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/PathSmoothing"));
|
||||
parallelTransportKernel = pathShader.FindKernel("ParallelTransport");
|
||||
decimateKernel = pathShader.FindKernel("Decimate");
|
||||
smoothKernel = pathShader.FindKernel("ChaikinSmooth");
|
||||
}
|
||||
|
||||
public override void Setup()
|
||||
{
|
||||
base.Setup();
|
||||
|
||||
particleIndices.AsComputeBuffer<int>();
|
||||
rawFrameOffsets.AsComputeBuffer<int>();
|
||||
pathData.AsComputeBuffer<BurstPathSmootherData>();
|
||||
rawFrames.AsComputeBuffer<ObiPathFrame>();
|
||||
decimatedFrameCounts.AsComputeBuffer<int>();
|
||||
|
||||
smoothFrames.AsComputeBuffer<ObiPathFrame>();
|
||||
smoothFrameOffsets.AsComputeBuffer<int>();
|
||||
smoothFrameCounts.AsComputeBuffer<int>();
|
||||
}
|
||||
|
||||
public override void Render()
|
||||
{
|
||||
using (m_RenderMarker.Auto())
|
||||
{
|
||||
//base.Render();
|
||||
|
||||
var computeSolver = m_Solver.implementation as ComputeSolverImpl;
|
||||
|
||||
if (computeSolver.renderablePositionsBuffer != null && computeSolver.renderablePositionsBuffer.count > 0)
|
||||
{
|
||||
// wait for gpu data to be transferred:
|
||||
pathData.WaitForReadback();
|
||||
smoothFrames.WaitForReadback();
|
||||
|
||||
// update rest lenghts and upload to gpu:
|
||||
base.Render();
|
||||
pathData.Upload();
|
||||
|
||||
int threadGroups = ComputeMath.ThreadGroupCount(rawFrameOffsets.count, 128);
|
||||
pathShader.SetInt("chunkCount", rawFrameOffsets.count);
|
||||
|
||||
pathShader.SetBuffer(parallelTransportKernel, "frameOffsets", rawFrameOffsets.computeBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "particleIndices", particleIndices.computeBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "renderablePositions", computeSolver.renderablePositionsBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "renderableOrientations", computeSolver.renderableOrientationsBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "principalRadii", computeSolver.principalRadiiBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "colors", computeSolver.colorsBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "pathData", pathData.computeBuffer);
|
||||
pathShader.SetBuffer(parallelTransportKernel, "pathFrames", rawFrames.computeBuffer);
|
||||
|
||||
pathShader.Dispatch(parallelTransportKernel, threadGroups, 1, 1);
|
||||
|
||||
pathShader.SetBuffer(decimateKernel, "pathFrames", rawFrames.computeBuffer);
|
||||
pathShader.SetBuffer(decimateKernel, "frameOffsets", rawFrameOffsets.computeBuffer);
|
||||
pathShader.SetBuffer(decimateKernel, "decimatedFrameCounts", decimatedFrameCounts.computeBuffer);
|
||||
pathShader.SetBuffer(decimateKernel, "pathData", pathData.computeBuffer);
|
||||
|
||||
pathShader.Dispatch(decimateKernel, threadGroups, 1, 1);
|
||||
|
||||
pathShader.SetBuffer(smoothKernel, "pathFrames", rawFrames.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "frameOffsets", rawFrameOffsets.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "decimatedFrameCounts", decimatedFrameCounts.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "smoothFrames", smoothFrames.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "smoothFrameOffsets", smoothFrameOffsets.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "smoothFrameCounts", smoothFrameCounts.computeBuffer);
|
||||
pathShader.SetBuffer(smoothKernel, "pathData", pathData.computeBuffer);
|
||||
|
||||
pathShader.Dispatch(smoothKernel, threadGroups, 1, 1);
|
||||
|
||||
pathData.Readback();
|
||||
smoothFrames.Readback();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7ed459657fb054e7b8e0c806e8e5016e
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user