//called from SimBuffer public void Blit(ref CommandBuffer cBuffer, ref RenderTexture sourcePosRT, ref RenderTexture destPosRT) { //get temp RT for (int i = 0; i < tempRT.Length; i++) { tempRT[i] = SimBuffer.GetTempRT(destPosRT); } //init mpb positionRT; for (int i = 0; i < sim.maxSpringConvergenceID; i++) { if (i == 0) { mpb[i].SetTexture(ID_PositionRT, sourcePosRT); } else { mpb[i].SetTexture(ID_PositionRT, tempRT[i - 1]); } } for (int i = 0; i < sim.maxSpringConvergenceID; i++) { if (i == sim.maxSpringConvergenceID - 1) { cBuffer.SetRenderTarget(destPosRT); //if it is the last step, blit into the final dest rt } else { cBuffer.SetRenderTarget(tempRT[i]); } cBuffer.DrawMesh(SimBuffer.quadMesh, Matrix4x4.identity, GPUVerletIntegrator.springMtl, 0, -1, mpb[i]); } }
public static SimBuffer Create(Simulation sim) { int x, y; float u; if (sim.maxAngleConvergenceID <= 0 || sim.maxAngleConvergenceID <= 0) { Debug.LogError("The simualtion does not have correct convergence group, GPU solver cannot be created!"); return(null); } if (!SimBuffer.GetTexDimension(sim.numberOfParticles(), out x, out y, out u)) { Debug.LogError("Cannot create GPU rendertexture with wrong dimension"); return(null); } return(new SimBuffer(x, y, sim)); }
//called from SimBuffer public void Blit(ref CommandBuffer cBuffer, ref RenderTexture sourcePosRT, ref RenderTexture destPosRT) { //get temp RT for (int i = 0; i < tempRT.Length; i++) { tempRT[i] = SimBuffer.GetTempRT(destPosRT); } for (int i = 0; i < tempDeltaRT.Length; i++) { tempDeltaRT[i] = SimBuffer.GetTempRT(deltaRTWidth, deltaRTHeight, RTFormat.R); } //init mpb positionRT; for (int i = 0; i < sim.maxAngleConvergenceID; i++) { if (i == 0) { mpb[i].SetTexture(ID_PositionRT, sourcePosRT); } else { mpb[i].SetTexture(ID_PositionRT, tempRT[i - 1]); } mpb[i].SetTexture(ID_AngleDeltaRT, tempDeltaRT[i]); } for (int i = 0; i < sim.maxAngleConvergenceID; i++) { //get the delta cBuffer.SetRenderTarget(tempDeltaRT[i]); cBuffer.DrawMesh(deltaMesh[i], Matrix4x4.identity, GPUVerletIntegrator.angleDeltaMtl, 0, -1, mpb[i]); //apply delta if (i == sim.maxAngleConvergenceID - 1) { cBuffer.SetRenderTarget(destPosRT); //if it is the last step, blit into the final dest rt } else { cBuffer.SetRenderTarget(tempRT[i]); } cBuffer.DrawMesh(SimBuffer.quadMesh, Matrix4x4.identity, GPUVerletIntegrator.angleMtl, 0, -1, mpb[i]); } }
public GPUVerletIntegrator(Simulation sim) : base(sim) { //remember to add these shader in the pre loaded assets if (springMtl == null) { springMtl = new Material(Shader.Find("ParticlePhysics2D/Spring")); } if (angleMtl == null) { angleMtl = new Material(Shader.Find("ParticlePhysics2D/Angle")); } if (verletMtl == null) { verletMtl = new Material(Shader.Find("ParticlePhysics2D/VerletGPUIntegrator")); } if (angleDeltaMtl == null) { angleDeltaMtl = new Material(Shader.Find("ParticlePhysics2D/AngleDelta")); } simbuffer = SimBuffer.Create(sim); eof = new WaitForEndOfFrame(); }
public SimBuffer_Angle(Simulation sim, Vector2[] particleUV, int width, int height) { this.sim = sim; int angleNum = sim.numberOfAngleConstraints(); int parNum = sim.numberOfParticles(); //angle uv float usage = 0f; if (!SimBuffer.GetTexDimension(angleNum, out deltaRTWidth, out deltaRTHeight, out usage)) { Debug.LogError("Cannot create SimBuffer Angle deltaw rt with wrong dimesnion!"); return; } angleUV = new Vector2[angleNum]; int count = 0; float halfW = 0.5f / deltaRTWidth; float halfH = 0.5f / deltaRTHeight; for (int y = 0; y < deltaRTHeight; y++) { for (int x = 0; x < deltaRTWidth; x++) { if (count < angleNum) { angleUV[count] = new Vector2((float)x / (float)deltaRTWidth + halfW, (float)y / (float)deltaRTHeight + halfH); } count++; } } tempRT = new RenderTexture[sim.maxAngleConvergenceID - 1]; tempDeltaRT = new RenderTexture[sim.maxAngleConvergenceID]; paramRT = new RenderTexture[sim.maxAngleConvergenceID]; deltaMesh = new Mesh[sim.maxAngleConvergenceID]; ID_AngleParamRT = Shader.PropertyToID("_AngleParamRT"); ID_AngleConstant = Shader.PropertyToID("_AngleConstant"); ID_PositionRT = Shader.PropertyToID("_PositionRT"); ID_AngleDeltaRT = Shader.PropertyToID("_AngleDeltaRT"); //rg = the other end point's uv, ba = uv in the delta rt Color[] paramRTColor = new Color[width * height]; Texture2D tempTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false, false); for (int i = 0; i < sim.maxAngleConvergenceID; i++) { //delta mesh int agbyid = sim.numberOfAnglesByConvID(i + 1); deltaMesh[i] = SimBuffer.PointMesh(agbyid); List <Vector3> vtc = new List <Vector3> (agbyid); //xy = a uv,y=fixedangle List <Color> cl = new List <Color> (agbyid); //rg=b uv,ba = m uv; List <Vector2> uv = new List <Vector2> (agbyid); //delta rt uv; //init rt paramRT[i] = new RenderTexture(width, height, 0, RTFormat.ARGB); paramRT[i].Create(); //prepare temp color for (int k = 0; k < width * height; k++) { if (k < parNum) { Vector2 puv = particleUV[k]; paramRTColor[k] = new Color(puv.x, puv.y, 0f, 0f); //rg = other end,ba = uv in deltart } else { paramRTColor[k] = Color.clear; } } //get info for (int j = 0; j < angleNum; j++) { AngleConstraint2D ag = sim.getAngleConstraint(j); if (ag.convergenceGroupID == i + 1) { int a = sim.getParticleIndex(ag.ParticleB); int b = sim.getParticleIndex(ag.ParticleM); int aIndex = sim.getParticleIndex(ag.ParticleA); //if it's free, rg = the other end's uv, else = own uv if (ag.ParticleB.IsFree) { paramRTColor[a].r = particleUV[b].x; paramRTColor[a].g = particleUV[b].y; } if (ag.ParticleM.IsFree) { paramRTColor[b].r = particleUV[a].x; paramRTColor[b].g = particleUV[a].y; } paramRTColor[a].b = paramRTColor[b].b = angleUV[j].x; paramRTColor[a].a = paramRTColor[b].a = angleUV[j].y; //mesh vtc and cl vtc.Add(new Vector3(angleUV[j].x, angleUV[j].y, ag.angle_Fixed)); uv.Add(particleUV[aIndex]); cl.Add(new Color(particleUV[a].x, particleUV[a].y, particleUV[b].x, particleUV[b].y)); } } //blit tempTex.SetPixels(paramRTColor); tempTex.Apply(); Graphics.Blit(tempTex, paramRT[i]); //delta mesh deltaMesh[i].vertices = vtc.ToArray(); deltaMesh[i].colors = cl.ToArray(); deltaMesh[i].uv = uv.ToArray(); //deltaMesh[i].UploadMeshData(true); } Extension.ObjDestroy(tempTex); //mpb mpb = new MaterialPropertyBlock[sim.maxSpringConvergenceID]; for (int i = 0; i < sim.maxAngleConvergenceID; i++) { mpb[i] = new MaterialPropertyBlock(); mpb[i].SetTexture(ID_AngleParamRT, paramRT[i]); mpb[i].SetFloat(ID_AngleConstant, sim.Settings.angleConstant); } }