예제 #1
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            void ScheduleCullingJob(NativeArray <Voxel> voxels, int chunkSize)
            {
                VoxelCullingJob voxelCullingJob = new VoxelCullingJob
                {
                    voxels    = voxels,
                    chunkSize = chunkSize,
                    vertices  = nativeVertices,
                    normals   = nativeNormals,
                    uvs       = nativeUVs,
                    indices   = nativeIndices,
                    colors    = nativeColors,
                    lightData = nativeLightData,
                    counter   = counter.ToConcurrent(),
                };

                jobHandle = voxelCullingJob.Schedule(voxels.Length, 32);
                JobHandle.ScheduleBatchedJobs();
            }
예제 #2
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    public void ParallelDecrement()
    {
        var counter = new NativeCounter(Allocator.Temp);
        var jobData = new ParallelDecrementCountTo();

        jobData.counter = counter.ToConcurrent();
        // Count every second item
        jobData.countMask = 1;
        jobData.Schedule(1000000, 1).Complete();
        Assert.AreEqual(-500000, counter.Count);
        counter.Dispose();
    }
예제 #3
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    public void ConcurrentIncrement()
    {
        var counter           = new NativeCounter(Allocator.Temp);
        var concurrentCounter = counter.ToConcurrent();

        Assert.AreEqual(0, counter.Count);
        concurrentCounter.Increment();
        Assert.AreEqual(1, counter.Count);
        concurrentCounter.Increment();
        concurrentCounter.Increment();
        Assert.AreEqual(3, counter.Count);
        counter.Dispose();
    }
예제 #4
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    public void SetCountConcurrentDecrement()
    {
        var counter           = new NativeCounter(Allocator.Temp);
        var concurrentCounter = counter.ToConcurrent();

        Assert.AreEqual(0, counter.Count);
        concurrentCounter.Decrement();
        Assert.AreEqual(-1, counter.Count);
        counter.Count = 40;
        Assert.AreEqual(40, counter.Count);
        concurrentCounter.Decrement();
        concurrentCounter.Decrement();
        Assert.AreEqual(38, counter.Count);
        counter.Dispose();
    }
예제 #5
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    public void ConcurrentDecrement()
    {
        int count;
        var counter           = new NativeCounter(Allocator.Temp);
        var concurrentCounter = counter.ToConcurrent();

        Assert.AreEqual(0, counter.Count);
        count = concurrentCounter.Decrement();
        Assert.AreEqual(-1, count);
        Assert.AreEqual(-1, counter.Count);
        count = concurrentCounter.Decrement();
        count = concurrentCounter.Decrement();
        Assert.AreEqual(-3, count);
        Assert.AreEqual(-3, counter.Count);
        counter.Dispose();
    }
    public static void GenerateMarchingSquaresWithJob(NativeArray <Voxel> nativeVoxels, Vector2Int chunkSize, Vector2 chunkScale, bool interpolate, bool triangleIndexing, bool greedyMeshing, List <Vector3> vertices, List <int> triangles)
    {
        NativeArray <Vector3> nativeVertices  = new NativeArray <Vector3>(9 * chunkSize.x * chunkSize.y, Allocator.TempJob);
        NativeArray <int>     nativeTriangles = new NativeArray <int>(9 * chunkSize.x * chunkSize.y, Allocator.TempJob);
        NativeArray <bool>    nativeQuadMap   = new NativeArray <bool> (chunkSize.x * chunkSize.y, Allocator.TempJob);
        NativeCounter         counter         = new NativeCounter(Allocator.TempJob);

        MarchingSquaresJob marchingSquaresJob = new MarchingSquaresJob
        {
            vertices         = nativeVertices,
            quadMap          = nativeQuadMap,
            counter          = counter.ToConcurrent(),
            voxels           = nativeVoxels,
            chunkSize        = chunkSize,
            chunkScale       = chunkScale,
            interpolate      = interpolate,
            triangleIndexing = triangleIndexing,
            greedyMeshing    = greedyMeshing
        };

        JobHandle marchingSquaresJobHandle = marchingSquaresJob.Schedule(chunkSize.x * chunkSize.y, 32);

        marchingSquaresJobHandle.Complete();

        if (greedyMeshing)
        {
            GreedyMeshingForJob(chunkSize, chunkScale, nativeVertices, counter, nativeQuadMap);
        }
        else
        {
            MakeQuadJob quadJob = new MakeQuadJob
            {
                chunkSize  = chunkSize,
                chunkScale = chunkScale,
                vertices   = nativeVertices,
                triangles  = nativeTriangles,
                quadMap    = nativeQuadMap,
                counter    = counter.ToConcurrent()
            };

            JobHandle quadJobHandle = quadJob.Schedule(chunkSize.x * chunkSize.y, 32);
            quadJobHandle.Complete();
        }

        int verticeSize  = counter.Count * 3;
        int triangleSize = verticeSize;

        if (triangleIndexing)
        {
            verticeSize = TriangleIndexingForJob(nativeVertices, nativeTriangles, verticeSize);
        }
        else
        {
            AddTriangleIndexForNoIndexing triangleJob = new AddTriangleIndexForNoIndexing
            {
                triangles = nativeTriangles
            };

            JobHandle triangleJobHandle = triangleJob.Schedule(verticeSize, 32);
            triangleJobHandle.Complete();
        }

        NativeSlice <Vector3> nativeSliceVertices  = new NativeSlice <Vector3>(nativeVertices, 0, verticeSize);
        NativeSlice <int>     nativeSliceTriangles = new NativeSlice <int>(nativeTriangles, 0, triangleSize);

        vertices.Clear();
        triangles.Clear();

        vertices.NativeAddRange(nativeSliceVertices);
        triangles.NativeAddRange(nativeSliceTriangles);

        counter.Dispose();
        nativeQuadMap.Dispose();
        nativeVertices.Dispose();
        nativeTriangles.Dispose();
    }
예제 #7
0
    public static void GenerateMarchingCubesWithJob(Voxel[,,] voxels, Vector3Int cellSize, Vector3 chunkScale, bool triangleIndexing, List <Vector3> vertices, List <int> triangles, List <Color> colors)
    {
        NativeArray <Vector3> nativeVertices  = new NativeArray <Vector3>(15 * cellSize.x * cellSize.y * cellSize.z, Allocator.TempJob);
        NativeArray <int>     nativeTriangles = new NativeArray <int>(15 * cellSize.x * cellSize.y * cellSize.z, Allocator.TempJob);
        NativeArray <Color>   nativeColors    = new NativeArray <Color>(15 * cellSize.x * cellSize.y * cellSize.z, Allocator.TempJob);
        NativeCounter         counter         = new NativeCounter(Allocator.TempJob);
        NativeArray <Voxel>   nativeVoxels    = new NativeArray <Voxel>(voxels.Length, Allocator.TempJob);

        nativeVoxels.ManagedToNative(voxels);

        MarchingCubesJob marchingCubesJob = new MarchingCubesJob
        {
            vertices   = nativeVertices,
            counter    = counter.ToConcurrent(),
            voxels     = nativeVoxels,
            colors     = nativeColors,
            cellSize   = cellSize,
            gridSize   = cellSize + Vector3Int.one,
            chunkScale = chunkScale,
        };

        JobHandle marchingCubesJobHandle = marchingCubesJob.Schedule(voxels.Length, 32);

        marchingCubesJobHandle.Complete();

        if (counter.Count > 0)
        {
            int verticeSize  = counter.Count * 3;
            int triangleSize = verticeSize;

            if (triangleIndexing)
            {
                verticeSize = TriangleIndexingForJob(nativeVertices, nativeTriangles, nativeColors, verticeSize);
            }
            else
            {
                AddTriangleIndexForNoIndexing triangleJob = new AddTriangleIndexForNoIndexing
                {
                    triangles = nativeTriangles
                };

                JobHandle triangleJobHandle = triangleJob.Schedule(verticeSize, 32);
                triangleJobHandle.Complete();
            }

            NativeSlice <Vector3> nativeSliceVertices  = new NativeSlice <Vector3>(nativeVertices, 0, verticeSize);
            NativeSlice <Color>   nativeSliceColors    = new NativeSlice <Color>(nativeColors, 0, verticeSize);
            NativeSlice <int>     nativeSliceTriangles = new NativeSlice <int>(nativeTriangles, 0, triangleSize);

            colors.Clear();
            vertices.Clear();
            triangles.Clear();

            vertices.NativeAddRange(nativeSliceVertices);
            triangles.NativeAddRange(nativeSliceTriangles);
            colors.NativeAddRange(nativeSliceColors);
        }

        counter.Dispose();
        nativeVertices.Dispose();
        nativeTriangles.Dispose();
        nativeVoxels.Dispose();
        nativeColors.Dispose();
    }