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#region Copyright | |
// Copyright 2014 Michael A. R. Duncan | |
// You are free to do whatever you want with this source | |
// File: Galaxy1Controller.cs | |
#endregion | |
#region | |
using Assets.MickyD.Scripts; | |
using UnityEngine; | |
#endregion | |
public class Galaxy1Controller : MonoBehaviour | |
{ | |
private const int GroupSize = 128; | |
private const int QuadStride = 12; | |
#region Fields | |
/// <summary> | |
/// The galaxy radius | |
/// </summary> | |
/// <remarks>This will appear as a Property Drawer in Unity 4</remarks> | |
[Range(10, 1000)] | |
public float GalaxyRadius = 200; | |
public Texture2D HueTexture; | |
public int NumStars = 10000; | |
public ComputeShader StarCompute; | |
public Material StarMaterial; | |
private GameManager _manager; | |
private ComputeBuffer _quadPoints; | |
private Star[] _stars; | |
private ComputeBuffer _starsBuffer; | |
private int _updateParticlesKernel; | |
#endregion | |
// Use this for initialization | |
#region Properties | |
private Vector3 StartPointA | |
{ | |
get { return new Vector3(GalaxyRadius, 0, 0); } | |
} | |
private Vector3 StartPointB | |
{ | |
get { return new Vector3(-GalaxyRadius, 0, 0); } | |
} | |
#endregion | |
#region Methods | |
private void CreateStars(int offset, int count, Vector3 T, Vector3 V) | |
{ | |
for (var i = offset; i < offset + count; i++) | |
{ | |
var star = _stars[i]; | |
star.color = Vector3.one; // white | |
star.position = Random.insideUnitSphere*GalaxyRadius + T; | |
star.velocity = V; | |
_stars[i] = star; | |
} | |
} | |
private void OnDestroy() | |
{ | |
// must deallocate here | |
_starsBuffer.Release(); | |
_quadPoints.Release(); | |
} | |
private void OnDrawGizmos() | |
{ | |
Gizmos.color = Color.yellow; | |
Gizmos.DrawWireSphere(transform.position, GalaxyRadius); | |
Gizmos.DrawWireSphere(transform.position + StartPointA, GalaxyRadius); | |
Gizmos.DrawWireSphere(transform.position + StartPointB, GalaxyRadius); | |
} | |
private void OnRenderObject() | |
{ | |
if (!SystemInfo.supportsComputeShaders) | |
{ | |
return; | |
} | |
// bind resources to material | |
StarMaterial.SetBuffer("stars", _starsBuffer); | |
StarMaterial.SetBuffer("quadPoints", _quadPoints); | |
// set the pass | |
StarMaterial.SetPass(0); | |
// draw | |
Graphics.DrawProcedural(MeshTopology.Triangles, 6, NumStars); | |
} | |
private void Start() | |
{ | |
_updateParticlesKernel = StarCompute.FindKernel("UpdateStars"); | |
if (_updateParticlesKernel == -1) | |
{ | |
Debug.LogError("Failed to find UpdateStars kernel"); | |
Application.Quit(); | |
} | |
_starsBuffer = new ComputeBuffer(NumStars, Constants.StarsStride); | |
_stars = new Star[NumStars]; | |
var n = NumStars/2; | |
var offset = 0; | |
CreateStars(offset, n, StartPointA, new Vector3(-10, 5, 0)); | |
offset += n; | |
CreateStars(offset, n, StartPointB, new Vector3(10, -5, 0)); | |
_starsBuffer.SetData(_stars); | |
_quadPoints = new ComputeBuffer(6, QuadStride); | |
_quadPoints.SetData(new[] | |
{ | |
new Vector3(-0.5f, 0.5f), | |
new Vector3(0.5f, 0.5f), | |
new Vector3(0.5f, -0.5f), | |
new Vector3(0.5f, -0.5f), | |
new Vector3(-0.5f, -0.5f), | |
new Vector3(-0.5f, 0.5f), | |
}); | |
_manager = FindObjectOfType<GameManager>(); | |
} | |
private void Update() | |
{ | |
// bind resources to compute shader | |
StarCompute.SetBuffer(_updateParticlesKernel, "stars", _starsBuffer); | |
StarCompute.SetFloat("deltaTime", Time.deltaTime*_manager.MasterSpeed); | |
StarCompute.SetTexture(_updateParticlesKernel, "hueTexture", HueTexture); | |
// dispatch, launch threads on GPU | |
var numberOfGroups = Mathf.CeilToInt((float) NumStars/GroupSize); | |
StarCompute.Dispatch(_updateParticlesKernel, numberOfGroups, 1, 1); | |
} | |
#endregion | |
} |
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