162 lines
5.8 KiB
Plaintext
162 lines
5.8 KiB
Plaintext
#pragma kernel UpdateLineMesh
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#include "PathFrame.cginc"
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struct smootherPathData
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{
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uint smoothing;
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float decimation;
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float twist;
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float restLength;
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float smoothLength;
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uint usesOrientedParticles;
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};
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struct lineMeshData
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{
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float2 uvScale;
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float thicknessScale;
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float uvAnchor;
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uint normalizeV;
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};
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StructuredBuffer<int> pathSmootherIndices;
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StructuredBuffer<int> chunkOffsets;
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StructuredBuffer<pathFrame> frames;
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StructuredBuffer<int> frameOffsets;
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StructuredBuffer<int> frameCounts;
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StructuredBuffer<int> vertexOffsets;
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StructuredBuffer<int> triangleOffsets;
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StructuredBuffer<int> triangleCounts;
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StructuredBuffer<lineMeshData> rendererData;
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StructuredBuffer<smootherPathData> pathData;
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RWByteAddressBuffer vertices;
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RWByteAddressBuffer tris;
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// Variables set from the CPU
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uint firstRenderer;
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uint rendererCount;
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float3 localSpaceCamera;
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pathFrame LookAt(pathFrame frame, in pathFrame target, out float dist)
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{
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float3 tangent = target.position - frame.position;
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dist = length(tangent);
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tangent /= dist + EPSILON;
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quaternion rotQ = from_to_rotation(frame.tangent, tangent);
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frame.normal = rotate_vector(rotQ, frame.normal);
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frame.binormal = rotate_vector(rotQ, frame.binormal);
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frame.tangent = tangent;
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return frame;
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}
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[numthreads(128, 1, 1)]
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void UpdateLineMesh (uint3 id : SV_DispatchThreadID)
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{
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unsigned int u = id.x;
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if (u >= rendererCount) return;
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int k = firstRenderer + u;
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int s = pathSmootherIndices[k];
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float3 vertex = float3(0,0,0);
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float3 normal = float3(0,0,0);
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float4 bitangent = FLOAT4_ZERO;
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int tri = 0;
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int sectionIndex = 0;
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int firstVertex = vertexOffsets[k];
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int firstTriangle = triangleOffsets[k];
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float smoothLength = 0;
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int i = 0;
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for (i = chunkOffsets[s]; i < chunkOffsets[s + 1]; ++i)
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smoothLength += pathData[i].smoothLength;
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float vCoord = -rendererData[k].uvScale.y * pathData[chunkOffsets[s]].restLength * rendererData[k].uvAnchor;
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float actualToRestLengthRatio = smoothLength / pathData[chunkOffsets[s]].restLength;
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// clear out triangle indices for this rope:
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for (i = firstTriangle; i < firstTriangle + triangleCounts[k]; ++i)
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{
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int offset = i*3;
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tris.Store((offset)<<2, 0);
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tris.Store((offset+1)<<2,0);
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tris.Store((offset+2)<<2,0);
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}
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// for each chunk in the rope:
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for (i = chunkOffsets[s]; i < chunkOffsets[s+1]; ++i)
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{
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int firstFrame = frameOffsets[i];
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int frameCount = frameCounts[i];
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for (int f = 0; f < frameCount; ++f)
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{
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// Calculate previous and next curve indices:
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int prevIndex = firstFrame + max(f - 1, 0);
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int index = firstFrame + f;
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// advance v texcoord:
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vCoord += rendererData[k].uvScale.y * (distance(frames[index].position, frames[prevIndex].position) /
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(rendererData[k].normalizeV == 1 ? smoothLength : actualToRestLengthRatio));
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// calculate section thickness and scale the basis vectors by it:
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float sectionThickness = frames[index].thickness * rendererData[k].thicknessScale;
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normal.x = frames[index].position.x - localSpaceCamera.x;
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normal.y = frames[index].position.y - localSpaceCamera.y;
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normal.z = frames[index].position.z - localSpaceCamera.z;
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normal = normalize(normal);
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bitangent.x = -(normal.y * frames[index].tangent.z - normal.z * frames[index].tangent.y);
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bitangent.y = -(normal.z * frames[index].tangent.x - normal.x * frames[index].tangent.z);
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bitangent.z = -(normal.x * frames[index].tangent.y - normal.y * frames[index].tangent.x);
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bitangent.xyz = normalize(bitangent.xyz);
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bitangent.w = 1;
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vertex.x = frames[index].position.x - bitangent.x * sectionThickness;
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vertex.y = frames[index].position.y - bitangent.y * sectionThickness;
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vertex.z = frames[index].position.z - bitangent.z * sectionThickness;
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int base = (firstVertex + sectionIndex * 2) * 16;
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vertices.Store3( base<<2, asuint(vertex));
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vertices.Store3((base + 3)<<2, asuint(-normal));
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vertices.Store4((base + 6)<<2, asuint(bitangent));
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vertices.Store4((base + 10)<<2, asuint(frames[index].color));
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vertices.Store2((base + 14)<<2, asuint(float2(0, vCoord)));
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vertex.x = frames[index].position.x + bitangent.x * sectionThickness;
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vertex.y = frames[index].position.y + bitangent.y * sectionThickness;
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vertex.z = frames[index].position.z + bitangent.z * sectionThickness;
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base = (firstVertex + sectionIndex * 2 + 1) * 16;
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vertices.Store3( base<<2, asuint(vertex));
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vertices.Store3((base + 3)<<2, asuint(-normal));
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vertices.Store4((base + 6)<<2, asuint(bitangent));
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vertices.Store4((base + 10)<<2, asuint(frames[index].color));
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vertices.Store2((base + 14)<<2, asuint(float2(1, vCoord)));
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if (f < frameCount - 1)
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{
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int offset = firstTriangle * 3;
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * 2));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + (sectionIndex + 1) * 2));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * 2 + 1));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * 2 + 1));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + (sectionIndex + 1) * 2));
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tris.Store((offset + tri++)<<2, asuint(firstVertex + (sectionIndex + 1) * 2 + 1));
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}
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sectionIndex++;
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}
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}
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} |