public ComputeShaderSkinningAdapter(SkinningMethod method, ComputeShader computeShader, RenderChunk chunk, Transform[] bones, Material material) { this.method = method; meshDataBuffer = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(MeshDataInfo))); meshDataBuffer.SetData(chunk.meshData); meshDataStream = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(RenderData))); meshDataStream.SetData(chunk.meshData); sourceDispatcher = new DataToDataDispatcher(computeShader, () => { return(meshDataBuffer); }, () => { return(meshDataStream); }); dispatchcer = ComputeShaderSkinningDispatcherFactory.CreateComputeBy(method, computeShader, chunk, bones, () => { return(meshDataBuffer); }, () => { return(meshDataStream); }); renderer = new ComputeShaderRenderer(chunk, material, () => { return(meshDataStream); }); }
public ComputeShaderSkinningAdapter(SkinningBlend method, ComputeShader computeShader, RenderChunk chunk, Transform[] bones, Material material, bool tension = false) { this.method = method; perVertexBuffer = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(DataPerVertex))); perVertexBuffer.SetData(chunk.dataPerVertex); perVertexSkinBuffer = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(SkinPerVertex))); perVertexSkinBuffer.SetData(chunk.skinPerVertex); perVertexStream = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(DataPerVertex))); perVertexStream.SetData(chunk.dataPerVertex); indexBuffer = new ComputeBuffer(chunk.indices.Length, sizeof(int)); indexBuffer.SetData(chunk.indices); indexCountBuffer = new ComputeBuffer(chunk.indexCounts.Length, sizeof(int)); indexCountBuffer.SetData(chunk.indexCounts); sourceDispatcher = new DataToDataDispatcher( computeShader, () => perVertexBuffer, () => perVertexStream ); dispatchcer = DispatcherFactory.CreateComputeBy( method, computeShader, chunk, bones, () => perVertexBuffer, () => perVertexSkinBuffer, () => perVertexStream ); if (!tension) { renderer = new ComputeShaderRenderer( chunk, material, () => perVertexStream, () => indexBuffer, () => indexCountBuffer ); } else { edgeLengthBuffer = new ComputeBuffer(chunk.edges.Length, sizeof(float)); edgeLengthBuffer.SetData(chunk.edges); tensionBuffer = new ComputeBuffer(chunk.vertexCount, sizeof(float)); tensionBuffer.SetData(new float[chunk.vertexCount]); tensionDispatcher = new TensionDispatcher( computeShader, chunk, () => perVertexStream, () => indexBuffer, () => edgeLengthBuffer, () => tensionBuffer ); renderer = new TensionRenderer(chunk, material, () => tensionBuffer, () => perVertexStream, () => indexBuffer, () => indexCountBuffer); } }
public ComputeShaderSkinningAdapter(SkinningBlend method, ComputeShader computeShader, RenderChunk chunk, Transform[] bones, Material material, bool tension = false) { this.method = method; perVertexBuffer = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(DataPerVertex))); perVertexBuffer.SetData(chunk.dataPerVertex); perVertexSkinBuffer = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(SkinPerVertex))); perVertexSkinBuffer.SetData(chunk.skinPerVertex); perVertexStream = new ComputeBuffer(chunk.vertexCount, Marshal.SizeOf(typeof(DataPerVertex))); perVertexStream.SetData(chunk.dataPerVertex); indexBuffer = new GraphicsBuffer(GraphicsBuffer.Target.Index, chunk.indices.Length, sizeof(int)); indexBuffer.SetData(chunk.indices); indexCountBuffer = new ComputeBuffer(chunk.indexCounts.Length, sizeof(int)); indexCountBuffer.SetData(chunk.indexCounts); minmaxBoundsBuffer = new ComputeBuffer(1, Marshal.SizeOf <Vector3>() * 2, ComputeBufferType.Structured); sourceDispatcher = new DataToDataDispatcher( computeShader, () => perVertexBuffer, () => perVertexStream, () => minmaxBoundsBuffer ); dispatchcer = DispatcherFactory.CreateComputeBy( method, computeShader, chunk, bones, () => perVertexBuffer, () => perVertexSkinBuffer, () => perVertexStream, () => minmaxBoundsBuffer ); if (!tension) { renderer = new ComputeShaderRenderer( chunk, material, () => perVertexStream, () => indexBuffer, () => { Bounds b = new Bounds(); // TODO:: REMOVE GC ALLOCATION, fixed or stack allocation as c# Array Vector3[] p = new Vector3[2]; minmaxBoundsBuffer.GetData(p); b.center = (p[0] + p[1]) / 2.0f; b.extents = (p[1] - p[0]) / 2.0f; return(b); } ); } else { edgeLengthBuffer = new ComputeBuffer(chunk.edges.Length, sizeof(float)); edgeLengthBuffer.SetData(chunk.edges); tensionBuffer = new ComputeBuffer(chunk.vertexCount, sizeof(float)); tensionBuffer.SetData(new float[chunk.vertexCount]); tensionDispatcher = new TensionDispatcher( computeShader, chunk, () => perVertexStream, () => indexBuffer, () => edgeLengthBuffer, () => tensionBuffer ); renderer = new TensionRenderer( chunk, material, () => tensionBuffer, () => perVertexStream, () => indexBuffer, () => { Bounds b = new Bounds(); // TODO:: REMOVE GC ALLOCATION, fixed or stack allocation as c# Array Vector3[] p = new Vector3[2]; minmaxBoundsBuffer.GetData(p); b.center = (p[0] + p[1]) / 2.0f; b.extents = (p[1] - p[0]) / 2.0f; return(b); } ); } }