Procedural Drawing

This commit is contained in:
_Redstone_c_ 2021-01-31 17:55:48 +08:00
parent 1d3d62dd31
commit d7be9187e8
8 changed files with 228 additions and 34 deletions

8
Assets/Fractal.meta Normal file
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@ -8,14 +8,14 @@ Material:
m_PrefabInstance: {fileID: 0}
m_PrefabAsset: {fileID: 0}
m_Name: Fractal URP
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@ -49,6 +49,7 @@ Material:
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@ -4,13 +4,15 @@ public class Fractal : MonoBehaviour
{
private struct FractalPart
{
public Vector3 direction;
public Quaternion rotation;
public Transform transform;
public Vector3 direction, worldPosition;
public Quaternion rotation, worldRotation;
public float spinAngle;
}
FractalPart[][] parts;
Matrix4x4[][] matrices;
[SerializeField, Range(1, 8)]
int depth = 4;
@ -38,72 +40,120 @@ public class Fractal : MonoBehaviour
Quaternion.Euler(-90f, 0f, 0f)
};
private FractalPart CreatePart(int levelIndex, int childIndex, float scale)
private FractalPart CreatePart(int childIndex)
{
var go = new GameObject("Fractal Part L" + levelIndex + " C" + childIndex);
go.transform.localScale = scale * Vector3.one;
go.transform.SetParent(transform, false);
go.AddComponent<MeshFilter>().mesh = mesh;
go.AddComponent<MeshRenderer>().material = material;
return new FractalPart()
{
direction = directions[childIndex],
rotation = rotations[childIndex],
transform = go.transform
rotation = rotations[childIndex]
};
}
private void Awake()
ComputeBuffer[] matricesBuffers;
static readonly int matricesId = Shader.PropertyToID("_Matrices");
static MaterialPropertyBlock propertyBlock;
private void OnEnable()
{
parts = new FractalPart[depth][];
matrices = new Matrix4x4[depth][];
matricesBuffers = new ComputeBuffer[depth];
int stride = 16 * 4;
for (int i = 0, length = 1; i < parts.Length; i++, length *= 5)
{
parts[i] = new FractalPart[length];
matrices[i] = new Matrix4x4[length];
matricesBuffers[i] = new ComputeBuffer(length, stride);
}
var scale = 1f;
parts[0][0] = CreatePart(0, 0, scale);
parts[0][0] = CreatePart(0);
for (int li = 1; li < parts.Length; li++)
{
scale *= 0.5f;
FractalPart[] levelParts = parts[li];
for (int fpi = 0; fpi < levelParts.Length; fpi += 5)
{
for (int ci = 0; ci < 5; ci++)
{
levelParts[fpi + ci] = CreatePart(li, ci, scale);
levelParts[fpi + ci] = CreatePart(ci);
}
}
}
if (propertyBlock == null)
{
propertyBlock = new MaterialPropertyBlock();
}
}
private void OnDisable()
{
for (int i = 0; i < matricesBuffers.Length; i++)
{
matricesBuffers[i].Release();
}
parts = null;
matrices = null;
matricesBuffers = null;
}
void OnValidate()
{
if (parts != null && enabled)
{
OnDisable();
OnEnable();
}
}
private void Update()
{
Quaternion deltaRotation = Quaternion.Euler(0f, 22.5f * Time.deltaTime, 0f);
float spinAngleDelta = 22.5f * Time.deltaTime;
FractalPart rootPart = parts[0][0];
rootPart.rotation *= deltaRotation;
rootPart.transform.localRotation = rootPart.rotation;
rootPart.spinAngle += spinAngleDelta;
rootPart.worldRotation =
transform.rotation *
(rootPart.rotation * Quaternion.Euler(0f, rootPart.spinAngle, 0f));
rootPart.worldPosition = transform.position;
parts[0][0] = rootPart;
float objectScale = transform.lossyScale.x;
matrices[0][0] = Matrix4x4.TRS(
rootPart.worldPosition, rootPart.worldRotation, objectScale * Vector3.one
);
float scale = objectScale;
for (int li = 1; li < parts.Length; li++)
{
scale *= 0.5f;
FractalPart[] parentParts = parts[li - 1];
FractalPart[] levelParts = parts[li];
Matrix4x4[] levelMatrices = matrices[li];
for (int fpi = 0; fpi < levelParts.Length; fpi++)
{
var parentTransform = parentParts[fpi / 5].transform;
var parent = parentParts[fpi / 5];
var part = levelParts[fpi];
part.rotation *= deltaRotation;
part.transform.rotation =
parentTransform.localRotation * part.rotation;
part.transform.localPosition =
parentTransform.localPosition +
parentTransform.localRotation *
(1.5f * part.transform.localScale.x * part.direction);
part.spinAngle += spinAngleDelta;
part.worldRotation =
parent.worldRotation *
(part.rotation * Quaternion.Euler(0f, part.spinAngle, 0f));
part.worldPosition =
parent.worldPosition +
parent.worldRotation * (1.5f * scale * part.direction);
levelParts[fpi] = part;
levelMatrices[fpi] = Matrix4x4.TRS(
part.worldPosition, part.worldRotation, scale * Vector3.one
);
}
}
var bounds = new Bounds(rootPart.worldPosition, 3f * objectScale * Vector3.one);
for (int i = 0; i < matricesBuffers.Length; i++)
{
ComputeBuffer buffer = matricesBuffers[i];
buffer.SetData(matrices[i]);
propertyBlock.SetBuffer(matricesId, buffer);
Graphics.DrawMeshInstancedProcedural(mesh, 0, material, bounds, buffer.count, propertyBlock);
}
}
}

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@ -0,0 +1,17 @@
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
StructuredBuffer<float4x4> _Matrices;
#endif
void ConfigureProcedural () {
#if defined(UNITY_PROCEDURAL_INSTANCING_ENABLED)
unity_ObjectToWorld = _Matrices[unity_InstanceID];
#endif
}
void ShaderGraphFunction_float (float3 In, out float3 Out) {
Out = In;
}
void ShaderGraphFunction_half (half3 In, out half3 Out) {
Out = In;
}

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