Files
Fishing2/Assets/Obi/Scripts/Common/Backends/Compute/Rendering/RopeAndRod/ComputePathSmootherRenderSystem.cs
2026-01-22 22:08:21 +08:00

95 lines
4.4 KiB
C#

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();
}
}
}
}
}