_xiaofang/xiaofang/Assets/Obi/Resources/Compute/RopeExtrudedRendering.compute
杨号敬 bcc74f0465 add
2024-12-18 02:18:45 +08:00

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#pragma kernel UpdateRopeMesh
#include "PathFrame.cginc"
struct smootherPathData
{
uint smoothing;
float decimation;
float twist;
float restLength;
float smoothLength;
uint usesOrientedParticles;
};
struct extrudedMeshData
{
int sectionVertexCount;
float thicknessScale;
float uvAnchor;
uint normalizeV;
float2 uvScale;
};
StructuredBuffer<int> pathSmootherIndices;
StructuredBuffer<int> chunkOffsets;
StructuredBuffer<pathFrame> frames;
StructuredBuffer<int> frameOffsets;
StructuredBuffer<int> frameCounts;
StructuredBuffer<float2> sectionData;
StructuredBuffer<int> sectionOffsets;
StructuredBuffer<int> sectionIndices;
StructuredBuffer<int> vertexOffsets;
StructuredBuffer<int> triangleOffsets;
StructuredBuffer<int> triangleCounts;
StructuredBuffer<extrudedMeshData> extrudedData;
StructuredBuffer<smootherPathData> pathData;
RWByteAddressBuffer vertices;
RWByteAddressBuffer tris;
// Variables set from the CPU
uint firstRenderer;
uint rendererCount;
pathFrame LookAt(pathFrame frame, in pathFrame target, out float dist)
{
float3 tangent = target.position - frame.position;
dist = length(tangent);
tangent /= dist + EPSILON;
quaternion rotQ = from_to_rotation(frame.tangent, tangent);
frame.normal = rotate_vector(rotQ, frame.normal);
frame.binormal = rotate_vector(rotQ, frame.binormal);
frame.tangent = tangent;
return frame;
}
[numthreads(128, 1, 1)]
void UpdateRopeMesh (uint3 id : SV_DispatchThreadID)
{
unsigned int u = id.x;
if (u >= rendererCount) return;
int k = firstRenderer + u;
int s = pathSmootherIndices[k];
float3 vertex = float3(0,0,0);
float3 normal = float3(0,0,0);
float4 texTangent = FLOAT4_ZERO;
int tri = 0;
int sectionIndex = 0;
int sectionStart = sectionOffsets[sectionIndices[k]];
int sectionSegments = (sectionOffsets[sectionIndices[k] + 1] - sectionStart) - 1;
int verticesPerSection = sectionSegments + 1; // the last vertex in each section must be duplicated, due to uv wraparound.
float smoothLength = 0;
int i;
for (i = chunkOffsets[s]; i < chunkOffsets[s + 1]; ++i)
smoothLength += pathData[i].smoothLength;
float vCoord = -extrudedData[k].uvScale.y * pathData[chunkOffsets[s]].restLength * extrudedData[k].uvAnchor;
float actualToRestLengthRatio = smoothLength / pathData[chunkOffsets[s]].restLength;
int firstVertex = vertexOffsets[k];
int firstTriangle = triangleOffsets[k];
// clear out triangle indices for this rope:
for (i = firstTriangle; i < firstTriangle + triangleCounts[k]; ++i)
{
int offset = i*3;
tris.Store((offset)<<2, 0);
tris.Store((offset+1)<<2,0);
tris.Store((offset+2)<<2,0);
}
// for each chunk in the rope:
for (i = chunkOffsets[s]; i < chunkOffsets[s+1]; ++i)
{
int firstFrame = frameOffsets[i];
int frameCount = frameCounts[i];
for (int f = 0; f < frameCount; ++f)
{
// Calculate previous and next curve indices:
int prevIndex = firstFrame + max(f - 1, 0);
int index = firstFrame + f;
// advance v texcoord:
vCoord += extrudedData[k].uvScale.y * (distance(frames[index].position, frames[prevIndex].position) /
(extrudedData[k].normalizeV ? smoothLength : actualToRestLengthRatio));
// calculate section thickness and scale the basis vectors by it:
float sectionThickness = frames[index].thickness * extrudedData[k].thicknessScale;
// Loop around each segment:
int nextSectionIndex = sectionIndex + 1;
for (int j = 0; j <= sectionSegments; ++j)
{
// make just one copy of the section vertex:
float2 sectionVertex = sectionData[sectionStart + j];
// calculate normal using section vertex, curve normal and binormal:
normal.x = (sectionVertex.x * frames[index].normal.x + sectionVertex.y * frames[index].binormal.x) * sectionThickness;
normal.y = (sectionVertex.x * frames[index].normal.y + sectionVertex.y * frames[index].binormal.y) * sectionThickness;
normal.z = (sectionVertex.x * frames[index].normal.z + sectionVertex.y * frames[index].binormal.z) * sectionThickness;
// offset curve position by normal:
vertex.x = frames[index].position.x + normal.x;
vertex.y = frames[index].position.y + normal.y;
vertex.z = frames[index].position.z + normal.z;
// cross(normal, curve tangent)
texTangent.xyz = cross(normal, frames[index].tangent);
texTangent.w = -1;
int base = (firstVertex + sectionIndex * verticesPerSection + j) * 16;
vertices.Store3( base<<2, asuint(vertex));
vertices.Store3((base + 3)<<2, asuint(normal));
vertices.Store4((base + 6)<<2, asuint(texTangent));
vertices.Store4((base + 10)<<2, asuint(frames[index].color));
vertices.Store2((base + 14)<<2, asuint(float2(j / (float)sectionSegments * extrudedData[k].uvScale.x, vCoord)));
if (j < sectionSegments && f < frameCount - 1)
{
int offset = firstTriangle * 3;
tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + j));
tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + j));
tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + (j + 1)));
tris.Store((offset + tri++)<<2, asuint(firstVertex + sectionIndex * verticesPerSection + (j + 1)));
tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + j));
tris.Store((offset + tri++)<<2, asuint(firstVertex + nextSectionIndex * verticesPerSection + (j + 1)));
}
}
sectionIndex++;
}
}
}