Exemplo n.º 1
0
        /// <summary>
        /// Can be used to change the mesh of a prototype at runtime
        /// </summary>
        /// <param name="manager">GPUI Manager</param>
        /// <param name="prototype">GPUI Prototype</param>
        /// <param name="mesh">New mesh to set on the renderer</param>
        /// <param name="lodLevel">LOD level</param>
        /// <param name="rendererIndex">Renderer index on the LOD level</param>
        /// <param name="subMeshIndex">Submesh index of the renderer</param>
        public static void ChangeMesh(GPUInstancerManager manager, GPUInstancerPrototype prototype, Mesh mesh, int lodLevel = 0, int rendererIndex = 0, int subMeshIndex = 0)
        {
            GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true);

            if (runtimeData == null)
            {
                return;
            }
            GPUInstancerRenderer gpuiRenderer = runtimeData.instanceLODs[lodLevel].renderers[rendererIndex];

            if (gpuiRenderer.mesh.subMeshCount != mesh.subMeshCount)
            {
                Debug.LogError("ChangeMesh method can not be used with a mesh that has different amount of submeshes than the original mesh.");
                return;
            }

            if (gpuiRenderer.mesh.vertexCount != mesh.vertexCount)
            {
                int argsLastIndex = gpuiRenderer.argsBufferOffset;
                // Setup the indirect renderer buffer:
                for (int j = 0; j < gpuiRenderer.mesh.subMeshCount; j++)
                {
                    runtimeData.args[argsLastIndex++] = gpuiRenderer.mesh.GetIndexCount(j); // index count per instance
                    runtimeData.args[argsLastIndex++] = 0;                                  // (uint)runtimeData.bufferSize;
                    runtimeData.args[argsLastIndex++] = gpuiRenderer.mesh.GetIndexStart(j); // start index location
                    runtimeData.args[argsLastIndex++] = 0;                                  // base vertex location
                    runtimeData.args[argsLastIndex++] = 0;                                  // start instance location
                }
                runtimeData.argsBuffer.SetData(runtimeData.args);
            }

            gpuiRenderer.mesh = mesh;
        }
Exemplo n.º 2
0
        /// <summary>
        /// Can be used to change the material of a prototype at runtime
        /// </summary>
        /// <param name="manager">GPUI Manager</param>
        /// <param name="prototype">GPUI Prototype</param>
        /// <param name="material">New material to set on the renderer</param>
        /// <param name="lodLevel">LOD level</param>
        /// <param name="rendererIndex">Renderer index on the LOD level</param>
        /// <param name="subMeshIndex">Submesh index of the renderer</param>
        public static void ChangeMaterial(GPUInstancerManager manager, GPUInstancerPrototype prototype, Material material, int lodLevel = 0, int rendererIndex = 0, int subMeshIndex = 0)
        {
            GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true);

            if (runtimeData == null)
            {
                return;
            }
            GPUInstancerRenderer gpuiRenderer = runtimeData.instanceLODs[lodLevel].renderers[rendererIndex];

            // Generate proxy GO with a Mesh Renderer to get material property blocks
            GameObject   proxyGameObject = new GameObject("ProxyGO");
            MeshFilter   meshFilter      = proxyGameObject.AddComponent <MeshFilter>();
            MeshRenderer proxyRenderer   = proxyGameObject.AddComponent <MeshRenderer>();

            // Set mesh to proxy GO
            meshFilter.mesh = gpuiRenderer.mesh;
            // Set new material to runtime data
            gpuiRenderer.materials[subMeshIndex] = GPUInstancerConstants.gpuiSettings.shaderBindings.GetInstancedMaterial(material);
            // Set new material to proxy GO
            proxyRenderer.materials[subMeshIndex] = material;
            // Get material property blocks
            proxyRenderer.GetPropertyBlock(gpuiRenderer.mpb);
            if (gpuiRenderer.shadowMPB != null)
            {
                proxyRenderer.GetPropertyBlock(gpuiRenderer.shadowMPB);
            }

            // Destroy proxy GO
            GameObject.Destroy(proxyGameObject);

            // Setup new materials for instancing
            GPUInstancerUtility.SetAppendBuffers(runtimeData);
        }
Exemplo n.º 3
0
        /// <summary>
        /// Returns the array that stores the transform data of the instances
        /// </summary>
        /// <param name="manager">GPUI Manager</param>
        /// <param name="prototype">GPUI Prototype</param>
        /// <returns>Instance data array</returns>
        public static Matrix4x4[] GetInstanceDataArray(GPUInstancerManager manager, GPUInstancerPrototype prototype)
        {
            GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true);

            if (runtimeData == null)
            {
                return(null);
            }
            return(runtimeData.instanceDataArray);
        }
Exemplo n.º 4
0
        /// <summary>
        /// SetInstanceCount can be used to discard instances that are indexed higher than the given index count
        /// </summary>
        /// <param name="manager">GPUI Manager</param>
        /// <param name="prototype">GPUI Prototype</param>
        /// <param name="instanceCount">New instance count to set on the runtime data</param>
        public static void SetInstanceCount(GPUInstancerManager manager, GPUInstancerPrototype prototype, int instanceCount)
        {
            GPUInstancerRuntimeData runtimeData = manager.GetRuntimeData(prototype, true);

            if (runtimeData == null)
            {
                return;
            }
            if (instanceCount > runtimeData.bufferSize)
            {
                Debug.LogError("Instance count can not be higher than the buffer size.");
                return;
            }
            runtimeData.instanceCount = instanceCount;
        }