Esempio n. 1
0
        public void BeginCamera(Camera camera)
        {
            m_camera        = camera;
            m_threadGroupsX = Mathf.CeilToInt((float)camera.pixelWidth / THREADS_PER_GROUP);
            m_threadGroupsY = Mathf.CeilToInt((float)camera.pixelHeight / THREADS_PER_GROUP);

            m_renderTarget = _renderTargetsRepository.GetRT(camera);

            m_shapeData.Clear();
            m_shapes.GetShapeData(m_shapeData);
            _buffer = new ComputeBuffer(m_shapeData.Count, ShapeData.GetStructSize());
            _buffer.SetData(m_shapeData);
        }
Esempio n. 2
0
        private void RenderInPlace()
        {
            var shapesData = new List <ShapeData>();

            _shapes.GetShapeData(shapesData);

            _computeShader.SetMatrix(CamToWorldMatrixProp, _camera.cameraToWorldMatrix);
            _computeShader.SetMatrix(InvProjectionMatrixProp, _camera.projectionMatrix.inverse);
            _computeShader.SetTexture(0, DestinationTextureProp, _renderTexture);

            if (shapesData.Count > 0)
            {
                using (var computeBuffer = new ComputeBuffer(shapesData.Count, ShapeData.GetStructSize()))
                {
                    int threadGroupsX = Mathf.CeilToInt((float)_camera.pixelWidth / 8);
                    int threadGroupsY = Mathf.CeilToInt((float)_camera.pixelHeight / 8);
                    computeBuffer.SetData(shapesData);
                    _computeShader.SetBuffer(0, BufferProp, computeBuffer);
                    _computeShader.SetInt(BufferLengthProp, computeBuffer.count);
                    _computeShader.Dispatch(0, threadGroupsX, threadGroupsY, 1);
                }
            }
        }