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Multi-Threaded pixel painting on the CPU in Unity
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using System; | |
using System.Linq; | |
using System.Threading; | |
using UnityEngine; | |
using Random = System.Random; | |
public class PixelThreading : MonoBehaviour | |
{ | |
[SerializeField] private Material material; | |
[SerializeField] private int width = 512; | |
[SerializeField] private int threadCount = 32; | |
private Texture2D _texture; | |
private static readonly int BaseMap = Shader.PropertyToID("_BaseMap"); | |
private Color[] _data; | |
private Thread _thread; | |
private readonly object _lock = new(); | |
private bool _alive; | |
private bool[] _wait; | |
private string _printBuffer; | |
private Thread[] _threads; | |
private float _time; | |
struct ThreadData | |
{ | |
public int index; | |
public int total; | |
public int partial; | |
public int start; | |
public float percentage => (float)partial / total; | |
} | |
private void Awake() | |
{ | |
_alive = true; | |
} | |
void Start() | |
{ | |
_texture = new Texture2D(width, width, TextureFormat.RGBA32, false); | |
_texture.filterMode = FilterMode.Point; | |
_texture.name = "Procedural Texture"; | |
_data = new Color[width * width]; | |
material.SetTexture(BaseMap, _texture); | |
_threads = new Thread[threadCount]; | |
_wait = new bool[threadCount]; | |
for (int i = 0; i < threadCount; i++) | |
{ | |
ThreadData data = new ThreadData | |
{ | |
index = i, | |
total = width * width, | |
partial = width * width / threadCount, | |
start = i * (width * width / threadCount) | |
}; | |
var thread = new Thread(DoMultiThreadWork); | |
thread.Start(data); | |
_threads[i] = thread; | |
} | |
} | |
void Update() | |
{ | |
_texture.SetPixels(_data); | |
_texture.Apply(); | |
_time = Time.time; | |
_wait = Enumerable.Repeat(false, threadCount).ToArray(); | |
if (!string.IsNullOrEmpty(_printBuffer)) | |
{ | |
Debug.Log(_printBuffer); | |
_printBuffer = string.Empty; | |
} | |
transform.Rotate(Vector3.forward, Time.deltaTime * 10); | |
} | |
private float rand(Random random, float x, float y) | |
{ | |
return (float)(random.NextDouble() * x % y); | |
} | |
private void DoMultiThreadWork(object obj) | |
{ | |
ThreadData tData = (ThreadData)obj; | |
var random = new Random(Thread.CurrentThread.ManagedThreadId); | |
int index = tData.index; | |
var perc = tData.percentage; | |
var total = tData.total; | |
var partial = tData.partial; | |
var start = tData.start; | |
var data = new Color[partial]; | |
try | |
{ | |
while (_alive) | |
{ | |
var t = _time; | |
for (int i = 0; i < partial; i++) | |
{ | |
var x = (i + start) % width - width / 2; | |
var y = (i + start) / width - width / 2; | |
var a = Mathf.Sin(Mathf.Atan2(y, x) * 12f); | |
var dist = Vector2.Distance(Vector2.zero, new Vector2(x, y)); | |
var sinx = Mathf.Sin(dist * 0.01f + t + a * 0.1f) * .5f + .5f; | |
var siny = Mathf.Sin(dist * 0.01f + t + a * 0.1f + Mathf.PI * .5f) * .5f + .5f; | |
var sinz = Mathf.Sin(dist * 0.01f + t + a * 0.1f + Mathf.PI) * .5f + .5f; | |
dist *= 0.005f; | |
data[i] = new Color( | |
1 - Mathf.Pow(sinx, dist) + rand(random, 0.1f, 1.0f), | |
1 - Mathf.Pow(siny, dist) + rand(random, 0.1f, 1.0f), | |
1 - Mathf.Pow(sinz, dist) + rand(random, 0.1f, 1.0f), | |
1); | |
} | |
Array.Copy(data, 0, _data, start, partial); | |
_wait[index] = true; | |
while (_wait[index]) | |
{ | |
Thread.Sleep(1); | |
} | |
} | |
} | |
catch (Exception e) | |
{ | |
lock (_lock) | |
{ | |
_printBuffer = $"index: {index}, start: {start}, partial: {partial} , total: {total} \n {e}"; | |
} | |
} | |
_threads[index] = null; | |
} | |
private void OnDestroy() | |
{ | |
_alive = false; | |
} | |
} |
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