102 lines
4.8 KiB
C#
102 lines
4.8 KiB
C#
using UnityEngine;
|
|
using UnityEngine.Rendering;
|
|
|
|
namespace Obi
|
|
{
|
|
public class ComputeExtrudedRopeRenderSystem : ObiExtrudedRopeRenderSystem
|
|
{
|
|
|
|
private ComputeShader ropeShader;
|
|
private int updateKernel;
|
|
|
|
public ComputeExtrudedRopeRenderSystem(ObiSolver solver) : base(solver)
|
|
{
|
|
ropeShader = GameObject.Instantiate(Resources.Load<ComputeShader>("Compute/RopeExtrudedRendering"));
|
|
updateKernel = ropeShader.FindKernel("UpdateRopeMesh");
|
|
}
|
|
|
|
|
|
public override void Setup()
|
|
{
|
|
base.Setup();
|
|
|
|
// Initialize each batch:
|
|
for (int i = 0; i < batchList.Count; ++i)
|
|
batchList[i].Initialize(layout, true);
|
|
|
|
sectionData.AsComputeBuffer<Vector2>();
|
|
sectionOffsets.AsComputeBuffer<int>();
|
|
sectionIndices.AsComputeBuffer<int>();
|
|
|
|
vertexOffsets.AsComputeBuffer<int>();
|
|
triangleOffsets.AsComputeBuffer<int>();
|
|
triangleCounts.AsComputeBuffer<int>();
|
|
|
|
pathSmootherIndices.AsComputeBuffer<int>();
|
|
rendererData.AsComputeBuffer<BurstExtrudedMeshData>();
|
|
|
|
pathSmootherSystem.chunkOffsets.AsComputeBuffer<int>();
|
|
}
|
|
|
|
public override void Render()
|
|
{
|
|
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, "pathSmootherIndices", pathSmootherIndices.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "chunkOffsets", pathSmootherSystem.chunkOffsets.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, "sectionData", sectionData.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "sectionOffsets", sectionOffsets.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "sectionIndices", sectionIndices.computeBuffer);
|
|
|
|
ropeShader.SetBuffer(updateKernel, "vertexOffsets", vertexOffsets.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "triangleOffsets", triangleOffsets.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "triangleCounts", triangleCounts.computeBuffer);
|
|
|
|
ropeShader.SetBuffer(updateKernel, "extrudedData", rendererData.computeBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "pathData", pathSmootherSystem.pathData.computeBuffer);
|
|
|
|
for (int i = 0; i < batchList.Count; ++i)
|
|
{
|
|
var batch = batchList[i];
|
|
int threadGroups = ComputeMath.ThreadGroupCount(batch.rendererCount, 128);
|
|
|
|
ropeShader.SetInt("firstRenderer", batch.firstRenderer);
|
|
ropeShader.SetInt("rendererCount", batch.rendererCount);
|
|
|
|
ropeShader.SetBuffer(updateKernel, "vertices", batch.gpuVertexBuffer);
|
|
ropeShader.SetBuffer(updateKernel, "tris", batch.gpuIndexBuffer);
|
|
|
|
ropeShader.Dispatch(updateKernel, threadGroups, 1, 1);
|
|
|
|
var rp = batch.renderParams;
|
|
rp.worldBounds = m_Solver.bounds;
|
|
|
|
Graphics.RenderMesh(rp, batch.mesh, 0, m_Solver.transform.localToWorldMatrix, m_Solver.transform.localToWorldMatrix);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
}
|
|
}
|
|
|