예제 #1
0
    public static void SetAnimation(Entity e, SpriteSheetAnimationData animation)
    {
        int      bufferEnityID = EntityManager.GetComponentData <BufferHook>(e).bufferEnityID;
        int      bufferID      = EntityManager.GetComponentData <BufferHook>(e).bufferID;
        Material oldMaterial   = DynamicBufferManager.GetMaterial(bufferEnityID);
        string   oldAnimation  = SpriteSheetCache.GetMaterialName(oldMaterial);

        if (animation.animationName != oldAnimation)
        {
            Material material            = SpriteSheetCache.GetMaterial(animation.animationName);
            var      spriteSheetMaterial = new SpriteSheetMaterial {
                material = material
            };

            DynamicBufferManager.RemoveBuffer(oldMaterial, bufferID);

            //use new buffer
            bufferID = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);
            BufferHook bh = new BufferHook {
                bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
            };

            EntityManager.SetSharedComponentData(e, spriteSheetMaterial);
            EntityManager.SetComponentData(e, bh);
        }
        EntityManager.SetComponentData(e, new SpriteSheetAnimation {
            maxSprites = animation.sprites.Length, play = animation.playOnStart, samples = animation.samples, repetition = animation.repetition, elapsedFrames = 0
        });
        EntityManager.SetComponentData(e, new SpriteIndex {
            Value = animation.startIndex
        });
        MarkDirty <SpriteSheetColor>(e);
        MarkDirty <SpriteIndex>(e);
        MarkDirty <SpriteMatrix>(e);
    }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            instance  = this;
            archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //required params
                typeof(SpriteIndex),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(SpriteMatrix),
                typeof(BufferHook)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            //only needed for first tiem material baking
            KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites, "emoji");
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = atlasData.Key
            };

            DynamicBufferManager.manager = eManager;
            DynamicBufferManager.GenerateBuffers(material, entities.Length);
            DynamicBufferManager.BakeUvBuffer(material, atlasData);

            Rect   area      = GetSpawnArea();
            Random rand      = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            int    cellCount = atlasData.Value.Length;

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];
                eManager.SetComponentData(e, new SpriteIndex {
                    Value = rand.NextInt(0, cellCount)
                });
                eManager.SetComponentData(e, new Scale {
                    Value = 10
                });
                eManager.SetComponentData(e, new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                });
                eManager.SetComponentData(e, new SpriteSheetAnimation {
                    maxSprites = cellCount, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
                });
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    color = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, col);
                eManager.SetComponentData(e, new BufferHook {
                    bufferID = i, bufferEnityID = DynamicBufferManager.GetEntityBufferID(material)
                });
                eManager.SetSharedComponentData(e, material);
            }
        }
    public static void SetAnimation(EntityCommandBuffer commandBuffer, Entity e, SpriteSheetAnimationData animation, BufferHook hook)
    {
        Material oldMaterial  = DynamicBufferManager.GetMaterial(hook.bufferEnityID);
        string   oldAnimation = SpriteSheetCache.GetMaterialName(oldMaterial);

        if (animation.animationName != oldAnimation)
        {
            Material material            = SpriteSheetCache.GetMaterial(animation.animationName);
            var      spriteSheetMaterial = new SpriteSheetMaterial {
                material = material
            };

            //clean old buffer
            DynamicBufferManager.RemoveBuffer(oldMaterial, hook.bufferID);

            //use new buffer
            int        bufferID = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);
            BufferHook bh       = new BufferHook {
                bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
            };

            commandBuffer.SetSharedComponent(e, spriteSheetMaterial);
            commandBuffer.SetComponent(e, bh);
        }
        commandBuffer.SetComponent(e, new SpriteSheetAnimation {
            maxSprites = animation.sprites.Length, play = animation.playOnStart, samples = animation.samples, repetition = animation.repetition, elapsedFrames = 0
        });
        commandBuffer.SetComponent(e, new SpriteIndex {
            Value = animation.startIndex
        });
    }
    public static Entity Instantiate(EntityArchetype archetype, SpriteSheetAnimator animator)
    {
        Entity e = EntityManager.CreateEntity(archetype);

        animator.currentAnimationIndex = animator.defaultAnimationIndex;
        SpriteSheetAnimationData startAnim = animator.animations[animator.defaultAnimationIndex];
        int      maxSprites = startAnim.sprites.Length;
        Material material   = SpriteSheetCache.GetMaterial(animator.animations[animator.defaultAnimationIndex].animationName);
        int      bufferID   = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);

        var spriteSheetMaterial = new SpriteSheetMaterial {
            material = material
        };
        BufferHook bh = new BufferHook {
            bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
        };

        EntityManager.SetComponentData(e, bh);
        EntityManager.SetComponentData(e, new SpriteSheetAnimation {
            maxSprites = maxSprites, play = startAnim.playOnStart, samples = startAnim.samples, repetition = startAnim.repetition
        });
        EntityManager.SetComponentData(e, new SpriteIndex {
            Value = startAnim.startIndex
        });
        EntityManager.SetSharedComponentData(e, spriteSheetMaterial);
        animator.managedEntity = e;
        SpriteSheetCache.entityAnimator.Add(e, animator);
        return(e);
    }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            EntityArchetype archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //required params
                typeof(SpriteIndex),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(SpriteMatrix),
                typeof(BufferHook)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            //only needed for the first time to bake the material and create the uv map
            SpriteSheetManager.RecordSpriteSheet(sprites, spriteSheetName, entities.Length);


            Rect   area                  = GetSpawnArea();
            Random rand                  = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            int    cellCount             = SpriteSheetCache.GetLength(spriteSheetName);
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = SpriteSheetCache.GetMaterial(spriteSheetName)
            };

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];
                eManager.SetComponentData(e, new SpriteIndex {
                    Value = rand.NextInt(0, cellCount)
                });
                eManager.SetComponentData(e, new Scale {
                    Value = 10
                });
                eManager.SetComponentData(e, new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                });
                eManager.SetComponentData(e, new SpriteSheetAnimation {
                    frameCount = cellCount, playMode = PlayMode.Loop, framesPerSecond = 10
                });
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    color = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, col);
                eManager.SetComponentData(e, new BufferHook {
                    bufferID = i, bufferEntityID = DynamicBufferManager.GetEntityBufferID(material)
                });
                eManager.SetSharedComponentData(e, material);
            }
        }
    //only use this when you didn't bake the uv yet
    public static void BakeUvBuffer(SpriteSheetMaterial spriteSheetMaterial, KeyValuePair <Material, float4[]> atlasData)
    {
        Entity entity = GetEntityBuffer(spriteSheetMaterial.material);
        var    buffer = EntityManager.GetBuffer <UvBuffer>(entity);

        for (int j = 0; j < atlasData.Value.Length; j++)
        {
            buffer.Add(atlasData.Value[j]);
        }
    }
예제 #7
0
        void BuildBuffersForKey(SpriteSheetMaterial key)
        {
            List <BufferState> states = materialBufferMap_.GetOrCreateValueList(key);

            states.Clear();
            for (int i = 0; i < bufferSignatures_.Count; ++i)
            {
                states.Add(new BufferState(bufferSignatures_[i].shaderName, bufferSignatures_[i].stride));
            }
        }
예제 #8
0
        void WriteUVs(SpriteSheetMaterial mat)
        {
            ComputeBuffer b;

            if (!uvBuffers_.TryGetValue(mat, out b))
            {
                b = CachedUVData.GetUVBuffer(mat.material);
                mat.material.SetBuffer("uvBuffer", b);
                uvBuffers_[mat] = b;
            }
        }
    public static void RecordSpriteSheet(Sprite[] sprites, string spriteSheetName, int spriteCount = 0)
    {
        KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites, spriteSheetName);
        SpriteSheetMaterial material = new SpriteSheetMaterial {
            material = atlasData.Key
        };

        DynamicBufferManager.GenerateBuffers(material, spriteCount);
        DynamicBufferManager.BakeUvBuffer(material, atlasData);
        renderInformation.Add(new RenderInformation(material.material, DynamicBufferManager.GetEntityBuffer(material.material)));
    }
 public static void RecordAnimator(SpriteSheetAnimator animator)
 {
     foreach (SpriteSheetAnimationData animation in animator.animations)
     {
         KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(animation.sprites, animation.animationName);
         SpriteSheetMaterial material = new SpriteSheetMaterial {
             material = atlasData.Key
         };
         DynamicBufferManager.GenerateBuffers(material);
         DynamicBufferManager.BakeUvBuffer(material, atlasData);
         renderInformation.Add(new RenderInformation(material.material, DynamicBufferManager.GetEntityBuffer(material.material)));
     }
 }
 public static void GenerateBuffers(SpriteSheetMaterial material, int entityCount = 0)
 {
     if (!materialEntityBufferID.ContainsKey(material.material))
     {
         CreateBuffersContainer(material);
         availableEntityID.Add(material.material, new List <int>());
         for (int i = 0; i < entityCount; i++)
         {
             availableEntityID[material.material].Add(i);
         }
         MassAddBuffers(bufferEntities.Last(), entityCount);
     }
 }
    //use this when it's the first time you are using that material
    //use this just to generate the buffers container
    public static void CreateBuffersContainer(SpriteSheetMaterial material)
    {
        var archetype = EntityManager.CreateArchetype(
            typeof(SpriteIndexBuffer),
            typeof(MatrixBuffer),
            typeof(SpriteColorBuffer),
            typeof(SpriteSheetMaterial),
            typeof(UvBuffer)
            );
        Entity e = EntityManager.CreateEntity(archetype);

        bufferEntities.Add(e);
        EntityManager.SetSharedComponentData(e, material);
        materialEntityBufferID.Add(material.material, materialEntityBufferID.Count);
    }
    public static Entity Instantiate(EntityArchetype archetype, string spriteSheetName)
    {
        Entity   e        = EntityManager.CreateEntity(archetype);
        Material material = SpriteSheetCache.GetMaterial(spriteSheetName);
        int      bufferID = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);

        var spriteSheetMaterial = new SpriteSheetMaterial {
            material = material
        };
        BufferHook bh = new BufferHook {
            bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
        };

        EntityManager.SetComponentData(e, bh);
        EntityManager.SetSharedComponentData(e, spriteSheetMaterial);
        return(e);
    }
예제 #14
0
    int UpdateBuffers(int renderIndex)
    {
        ClearDataBuffers(renderIndex);
        SpriteSheetMaterial material = new SpriteSheetMaterial {
            material = renderInfos[renderIndex].material
        };

        uvBufferQuery.SetFilter(material);
        matrixBufferQuery.SetFilter(material);
        indexBufferQuery.SetFilter(material);
        colorBufferQuery.SetFilter(material);

        var entities     = matrixBufferQuery.ToEntityArray(Allocator.TempJob);
        var bufferEntity = entities[0];

        entities.Dispose();

        int instanceCount = EntityManager.GetBuffer <SpriteIndexBuffer>(bufferEntity).Length;

        if (instanceCount > 0)
        {
            renderInfos[renderIndex].uvBuffer = new ComputeBuffer(instanceCount, 16);
            renderInfos[renderIndex].uvBuffer.SetData(EntityManager.GetBuffer <UvBuffer>(bufferEntity).Reinterpret <float4>().AsNativeArray());
            renderInfos[renderIndex].material.SetBuffer("uvBuffer", renderInfos[renderIndex].uvBuffer);


            renderInfos[renderIndex].indexBuffer = new ComputeBuffer(instanceCount, sizeof(int));
            renderInfos[renderIndex].indexBuffer.SetData(EntityManager.GetBuffer <SpriteIndexBuffer>(bufferEntity).Reinterpret <int>().AsNativeArray());
            renderInfos[renderIndex].material.SetBuffer("indexBuffer", renderInfos[renderIndex].indexBuffer);

            renderInfos[renderIndex].matrixBuffer = new ComputeBuffer(instanceCount, 16);
            renderInfos[renderIndex].matrixBuffer.SetData(EntityManager.GetBuffer <MatrixBuffer>(bufferEntity).Reinterpret <float4>().AsNativeArray());
            renderInfos[renderIndex].material.SetBuffer("matrixBuffer", renderInfos[renderIndex].matrixBuffer);

            renderInfos[renderIndex].args[1] = (uint)instanceCount;
            renderInfos[renderIndex].argsBuffer.SetData(renderInfos[renderIndex].args);

            renderInfos[renderIndex].colorsBuffer = new ComputeBuffer(instanceCount, 16);
            renderInfos[renderIndex].colorsBuffer.SetData(EntityManager.GetBuffer <SpriteColorBuffer>(bufferEntity).Reinterpret <float4>().AsNativeArray());
            renderInfos[renderIndex].material.SetBuffer("colorsBuffer", renderInfos[renderIndex].colorsBuffer);
        }
        return(instanceCount);
    }
        public static Entity SpawnEntity(EntityCommandBuffer eManager, string materialName)
        {
            var e = eManager.CreateEntity(instance.archetype);
            //only needed for first tiem material baking
            Material material = SpriteSheetCache.materialNameMaterial[materialName];

            int    bufferID   = DynamicBufferManager.AddDynamicBuffers(DynamicBufferManager.GetEntityBuffer(material), material);
            Entity uvBuffer   = DynamicBufferManager.GetEntityBuffer(material);
            int    maxSprites = DynamicBufferManager.manager.GetBuffer <UvBuffer>(uvBuffer).Length;

            Rect   area = instance.GetSpawnArea();
            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));

            eManager.SetComponent(e, new SpriteIndex {
                Value = 0
            });
            eManager.SetComponent(e, new Scale {
                Value = 20
            });
            eManager.SetComponent(e, new Position2D {
                Value = rand.NextFloat2(area.min, area.max)
            });
            eManager.SetComponent(e, new SpriteSheetAnimation {
                maxSprites = maxSprites, play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
            });
            var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
            SpriteSheetColor col = new SpriteSheetColor {
                color = new float4(color.r, color.g, color.b, color.a)
            };

            eManager.SetComponent(e, col);
            var spriteSheetMaterial = new SpriteSheetMaterial {
                material = material
            };

            eManager.SetComponent(e, new BufferHook {
                bufferID = bufferID, bufferEnityID = DynamicBufferManager.GetEntityBufferID(spriteSheetMaterial)
            });
            eManager.SetSharedComponent(e, spriteSheetMaterial);
            return(e);
        }
예제 #16
0
        public void Render(SpriteSheetMaterial key, int count)
        {
            if (count == 0)
            {
                return;
            }

            int oldCount;

            instanceCounts_.TryGetValue(key, out oldCount);
            if (count != oldCount)
            {
                instanceCounts_[key] = count;
                args[1] = (uint)count;
                argsBuffer.SetData(args);
            }
            WriteUVs(key);

            var bounds = new Bounds(Vector3.zero, Vector3.one * 5000);

            Graphics.DrawMeshInstancedIndirect(mesh_, 0, key.material, bounds, argsBuffer);
        }
예제 #17
0
 public BufferState GetState(SpriteSheetMaterial key, int index)
 {
     return(materialBufferMap_[key][index]);
 }
 public static int GetEntityBufferID(SpriteSheetMaterial material)
 {
     return(materialEntityBufferID[material.material]);
 }
 public static BufferHook GetBufferHook(SpriteSheetMaterial material)
 {
     return(new BufferHook {
         bufferEnityID = materialEntityBufferID[material.material], bufferID = NextIDForEntity(material.material)
     });
 }
        public void Convert(Entity entity, EntityManager eManager, GameObjectConversionSystem conversionSystem)
        {
            var archetype = eManager.CreateArchetype(
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                //typeof(Bound2D),
                typeof(SpriteSheet),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(UvBuffer),
                typeof(SpriteSheetColor),
                typeof(RenderData)
                );

            NativeArray <Entity> entities = new NativeArray <Entity>(spriteCount, Allocator.Temp);

            eManager.CreateEntity(archetype, entities);

            KeyValuePair <Material, float4[]> atlasData = SpriteSheetCache.BakeSprites(sprites);
            int cellCount = atlasData.Value.Length;

            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            Rect   area = GetSpawnArea();
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = atlasData.Key
            };

            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];

                SpriteSheet sheet = new SpriteSheet {
                    spriteIndex = rand.NextInt(0, cellCount), maxSprites = cellCount
                };
                Scale scale = new Scale {
                    Value = rand.NextFloat(minScale, maxScale)
                };
                Position2D pos = new Position2D {
                    Value = rand.NextFloat2(area.min, area.max)
                };
                SpriteSheetAnimation anim = new SpriteSheetAnimation {
                    play = true, repetition = SpriteSheetAnimation.RepetitionType.Loop, samples = 10
                };
                var color            = UnityEngine.Random.ColorHSV(.15f, .75f);
                SpriteSheetColor col = new SpriteSheetColor {
                    value = new float4(color.r, color.g, color.b, color.a)
                };
                eManager.SetComponentData(e, sheet);
                eManager.SetComponentData(e, scale);
                eManager.SetComponentData(e, pos);
                eManager.SetComponentData(e, anim);
                eManager.SetComponentData(e, col);
                eManager.SetSharedComponentData(e, material);

                // Fill uv buffer
                var buffer = eManager.GetBuffer <UvBuffer>(entities[i]);
                for (int j = 0; j < atlasData.Value.Length; j++)
                {
                    buffer.Add(atlasData.Value[j]);
                }
            }
        }
예제 #21
0
        void DoSpawn(SpriteSpawnerTest.SpawnData spawner, Material mat)
        {
            ComponentType[] type = new ComponentType[]
            {
                typeof(Position2D),
                typeof(Rotation2D),
                typeof(Scale),
                typeof(SpriteSheetAnimation),
                typeof(SpriteSheetMaterial),
                typeof(SpriteSheetColor),
                typeof(UVCell)
            };

            var em        = EntityManager;
            var archetype = em.CreateArchetype(type);

            NativeArray <Entity> entities = new NativeArray <Entity>(spawner.spriteCount, Allocator.Temp);

            em.CreateEntity(archetype, entities);

            int cellCount = CachedUVData.GetCellCount(mat);

            Random rand = new Random((uint)UnityEngine.Random.Range(0, int.MaxValue));
            Rect   area = spawner.GetSpawnArea();
            SpriteSheetMaterial material = new SpriteSheetMaterial {
                material = mat
            };
            var maxFrames = CachedUVData.GetCellCount(mat);

            //Debug.Log("Spawning entities and setting components");
            for (int i = 0; i < entities.Length; i++)
            {
                Entity e = entities[i];


                Scale scale = new Scale {
                    Value = rand.NextFloat(spawner.minScale, spawner.maxScale)
                };
                float2 p = rand.NextFloat2(area.min, area.max);


                Position2D pos = spawner.origin.xy + p;
                Rotation2D rot = new Rotation2D {
                    angle = spawner.rotation
                };

                int numFrames             = rand.NextInt(3, maxFrames / 2);
                int minFrame              = rand.NextInt(0, maxFrames - numFrames);
                SpriteSheetAnimation anim = new SpriteSheetAnimation
                {
                    play       = true,
                    repetition = SpriteSheetAnimation.RepetitionType.Loop,
                    fps        = rand.NextFloat(spawner.minFPS_, spawner.maxFPS_),
                    frameMin   = minFrame,
                    frameMax   = minFrame + numFrames
                };
                SpriteSheetColor color = UnityEngine.Random.ColorHSV(.35f, .75f);
                UVCell           cell  = new UVCell {
                    value = rand.NextInt(0, maxFrames)
                };

                em.SetComponentData(e, scale);
                em.SetComponentData(e, pos);
                em.SetComponentData(e, anim);
                em.SetComponentData(e, color);
                em.SetComponentData(e, cell);
                em.SetComponentData(e, rot);
                em.SetSharedComponentData(e, material);
            }
        }