Пример #1
0
    public static void ComputeSphereBatchesClipped(Camera camera)
    {
        if (SceneManager.Get.NumProteinInstances <= 0)
        {
            return;
        }

        // Always clear append buffer before usage
        GPUBuffers.Instance.SphereBatches.ClearAppendBuffer();

        ComputeShaderManager.Instance.SphereBatchCS.SetFloat("_Scale", PersistantSettings.Instance.Scale);
        ComputeShaderManager.Instance.SphereBatchCS.SetInt("_NumLevels", SceneManager.Get.NumLodLevels);
        ComputeShaderManager.Instance.SphereBatchCS.SetInt("_NumInstances", SceneManager.Get.NumProteinInstances);
        ComputeShaderManager.Instance.SphereBatchCS.SetInt("_EnableLod", Convert.ToInt32(PersistantSettings.Instance.EnableLod));
        ComputeShaderManager.Instance.SphereBatchCS.SetVector("_CameraForward", camera.transform.forward);
        ComputeShaderManager.Instance.SphereBatchCS.SetVector("_CameraPosition", camera.transform.position);
        ComputeShaderManager.Instance.SphereBatchCS.SetFloats("_FrustrumPlanes", MyUtility.FrustrumPlanesAsFloats(camera));

        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinRadii", GPUBuffers.Instance.ProteinRadii);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinAtomCount", GPUBuffers.Instance.ProteinAtomCount);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinAtomStart", GPUBuffers.Instance.ProteinAtomStart);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinClusterCount", GPUBuffers.Instance.ProteinAtomClusterCount);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinClusterStart", GPUBuffers.Instance.ProteinAtomClusterStart);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_LodLevelsInfos", GPUBuffers.Instance.LodInfo);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinInstanceInfo", GPUBuffers.Instance.ProteinInstanceInfo);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinInstancePositions", GPUBuffers.Instance.ProteinInstancePositions);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinInstanceCullFlags", GPUBuffers.Instance.ProteinInstanceCullFlags);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinInstanceVisibilityFlags", GPUBuffers.Instance.ProteinInstanceVisibilityFlags);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinInstanceOcclusionFlags", GPUBuffers.Instance.ProteinInstanceOcclusionFlags);
        ComputeShaderManager.Instance.SphereBatchCS.SetBuffer(4, "_ProteinSphereBatchInfos", GPUBuffers.Instance.SphereBatches);

        ComputeShaderManager.Instance.SphereBatchCS.Dispatch(4, Mathf.CeilToInt(SceneManager.Get.NumProteinInstances / 64.0f), 1, 1);
        ComputeBuffer.CopyCount(GPUBuffers.Instance.SphereBatches, GPUBuffers.Instance.ArgBuffer, 0);
    }
Пример #2
0
    public static void ComputeLipidSphereBatches(Camera camera)
    {
        if (SceneManager.Get.NumLipidInstances <= 0)
        {
            return;
        }

        // Always clear append buffer before usage
        GPUBuffers.Get.SphereBatches.ClearAppendBuffer();

        ComputeShaderManager.Get.SphereBatchCS.SetFloat("_Scale", GlobalProperties.Get.Scale);
        ComputeShaderManager.Get.SphereBatchCS.SetInt("_NumLevels", SceneManager.Get.NumLodLevels);
        ComputeShaderManager.Get.SphereBatchCS.SetInt("_NumInstances", SceneManager.Get.NumLipidInstances);
        ComputeShaderManager.Get.SphereBatchCS.SetInt("_EnableLod", Convert.ToInt32(GlobalProperties.Get.EnableLod));
        ComputeShaderManager.Get.SphereBatchCS.SetVector("_CameraForward", camera.transform.forward);
        ComputeShaderManager.Get.SphereBatchCS.SetVector("_CameraPosition", camera.transform.position);
        ComputeShaderManager.Get.SphereBatchCS.SetFloats("_FrustrumPlanes", MyUtility.FrustrumPlanesAsFloats(camera));

        ComputeShaderManager.Get.SphereBatchCS.SetBuffer(2, "_LipidInstanceInfo", GPUBuffers.Get.LipidInstancesInfo);
        ComputeShaderManager.Get.SphereBatchCS.SetBuffer(2, "_LipidInstancePositions", GPUBuffers.Get.LipidInstancePositions);
        ComputeShaderManager.Get.SphereBatchCS.SetBuffer(2, "_LipidInstanceCullFlags", GPUBuffers.Get.LipidInstanceCullFlags);
        ComputeShaderManager.Get.SphereBatchCS.SetBuffer(2, "_LipidInstanceOcclusionFlags", GPUBuffers.Get.LipidInstanceOcclusionFlags);
        ComputeShaderManager.Get.SphereBatchCS.SetBuffer(2, "_LipidSphereBatches", GPUBuffers.Get.SphereBatches);
        ComputeShaderManager.Get.SphereBatchCS.Dispatch(2, Mathf.CeilToInt(SceneManager.Get.NumLipidInstances / 64.0f), 1, 1);
        ComputeBuffer.CopyCount(GPUBuffers.Get.SphereBatches, GPUBuffers.Get.ArgBuffer, 0);
    }