コード例 #1
0
    private void BuildForcefieldsBuffer(
        out TypedComputeBuffer <SwarmShaderForcefieldState> outPooledForcefieldsBuffer,
        out int outActiveForcefieldCount)
    {
        // Grab the oldest buffer off the queue, and move it back to mark it as the most recently touched buffer.
        TypedComputeBuffer <SwarmShaderForcefieldState> targetForcefieldsBuffer = forcefieldsBufferQueue.Dequeue();

        forcefieldsBufferQueue.Enqueue(targetForcefieldsBuffer);

        swarmForcefieldCollector.CollectForcefields(
            transform.localToWorldMatrix,
            ref scratchForcefieldStateList);

        if (scratchForcefieldStateList.Count > targetForcefieldsBuffer.count)
        {
            Debug.LogWarningFormat(
                "Discarding some forcefields since [{0}] were wanted, but only [{1}] can be passed to the shader.",
                scratchForcefieldStateList.Count,
                targetForcefieldsBuffer.count);

            scratchForcefieldStateList.RemoveRange(
                targetForcefieldsBuffer.count,
                (scratchForcefieldStateList.Count - targetForcefieldsBuffer.count));
        }

        targetForcefieldsBuffer.SetData(scratchForcefieldStateList.ToArray());

        outPooledForcefieldsBuffer = targetForcefieldsBuffer;
        outActiveForcefieldCount   = scratchForcefieldStateList.Count;
    }
コード例 #2
0
ファイル: SwarmerModel.cs プロジェクト: AustinSpafford/myriad
    private bool TryAllocateBuffers()
    {
        bool result = false;

        if (!SystemInfo.supportsComputeShaders)
        {
            Debug.LogError("Compute shaders are not supported on this machine. Is DX11 or later installed?");
        }
        else
        {
            if (swarmerModelVerticesBuffer == null)
            {
                var swarmerModelVertices = new List <SwarmShaderSwarmerModelVertex>();

                switch (ModelShape)
                {
                case ModelShapeType.SimpleFlatTriangle:
                {
                    AppendFlatDoubleSidedTriangleVerticesToModel(
                        0.0f,                                 // leftSegmentFraction
                        0.0f,                                 // rightSegmentFraction
                        ModelColoration,
                        Matrix4x4.identity,
                        ref swarmerModelVertices);

                    break;
                }

                case ModelShapeType.TriamondWing:
                {
                    AppendTriangularBifrustumVerticesToModel(
                        0.0f,                                 // leftSegmentFraction
                        0.0f,                                 // rightSegmentFraction
                        ModelColoration,
                        FacetType.Generic,                    // Front-left (before rotation).
                        FacetType.Generic,                    // Front-right (before rotation).
                        FacetType.Front,                      // Rear (before rotation).
                        Matrix4x4.TRS(
                            new Vector3(
                                0.0f,
                                0.0f,
                                (1.0f - Mathf.Sin(30.0f * Mathf.Deg2Rad))),
                            Quaternion.AngleAxis(180, Vector3.up),
                            Vector3.one),
                        ref swarmerModelVertices);

                    AppendTriangularBifrustumVerticesToModel(
                        0.0f,                                 // leftSegmentFraction
                        1.0f,                                 // rightSegmentFraction
                        ModelColoration,
                        FacetType.Generic,                    // Front-left (before rotation).
                        FacetType.Front,                      // Front-right (before rotation).
                        FacetType.Rear,                       // Rear (before rotation).
                        Matrix4x4.TRS(
                            new Vector3(
                                (1.0f * Mathf.Cos(30.0f * Mathf.Deg2Rad)),
                                0.0f,
                                0.0f),
                            Quaternion.identity,
                            Vector3.one),
                        ref swarmerModelVertices);

                    AppendTriangularBifrustumVerticesToModel(
                        1.0f,                                 // leftSegmentFraction
                        0.0f,                                 // rightSegmentFraction
                        ModelColoration,
                        FacetType.Front,                      // Front-left (before rotation).
                        FacetType.Generic,                    // Front-right (before rotation).
                        FacetType.Rear,                       // Rear (before rotation).
                        Matrix4x4.TRS(
                            new Vector3(
                                (-1.0f * Mathf.Cos(30.0f * Mathf.Deg2Rad)),
                                0.0f,
                                0.0f),
                            Quaternion.identity,
                            Vector3.one),
                        ref swarmerModelVertices);

                    break;
                }

                default:
                    throw new System.ComponentModel.InvalidEnumArgumentException();
                }

                swarmerModelVerticesBuffer =
                    new TypedComputeBuffer <SwarmShaderSwarmerModelVertex>(swarmerModelVertices.Count);

                swarmerModelVerticesBuffer.SetData(swarmerModelVertices.ToArray());

                allocatedModelColorationType = ModelColoration;
                allocatedModelShapeType      = ModelShape;
            }

            if (swarmerModelVerticesBuffer != null)
            {
                result = true;
            }
            else
            {
                // Abort any partial-allocations.
                ReleaseBuffers();
            }
        }

        if (DebugLoggingEnabled)
        {
            Debug.LogFormat("Compute buffer allocation attempted. [Success={0}]", result);
        }

        return(result);
    }