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ParticlesManager.cs
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ParticlesManager.cs
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using System.Collections;
using System.Collections.Generic;
using System.Runtime.InteropServices;
using UnityEngine;
public class ParticlesManager : MonoBehaviour {
public struct Particle
{
public Vector2 position;
public Vector2 velocity;
}
public ComputeShader computeShader;
public Material material;
ComputeBuffer particles;
const int WARP_SIZE = 1024;
int size = 1024000;
int stride;
int warpCount;
int kernelIndex;
Particle[] initBuffer;
/*private void OnDrawGizmos()
{
var p = new Particle[size];
particles.GetData(p);
for (int i = 0; i < size; i++)
{
Gizmos.DrawSphere(p[i].position, 0.1f);
}
}*/
// Use this for initialization
void Start () {
warpCount = Mathf.CeilToInt((float)size / WARP_SIZE);
stride = Marshal.SizeOf(typeof(Particle));
particles = new ComputeBuffer(size, stride);
initBuffer = new Particle[size];
for (int i = 0; i < size; i++)
{
initBuffer[i] = new Particle();
initBuffer[i].position = Random.insideUnitCircle * 10f;
initBuffer[i].velocity = Vector2.zero;
}
particles.SetData(initBuffer);
kernelIndex = computeShader.FindKernel("Update");
computeShader.SetBuffer(kernelIndex, "Particles", particles);
material.SetBuffer("Particles", particles);
}
// Update is called once per frame
void Update () {
if (Input.GetKeyDown(KeyCode.R))
{
particles.SetData(initBuffer);
}
computeShader.SetInt("shouldMove", Input.GetMouseButton(0) ? 1 : 0);
var mousePosition = GetMousePosition();
computeShader.SetFloats("mousePosition", mousePosition);
computeShader.SetFloat("dt", Time.deltaTime);
computeShader.Dispatch(kernelIndex, warpCount, 1, 1);
}
float[] GetMousePosition()
{
var mp = Input.mousePosition;
var v = Camera.main.ScreenToWorldPoint(mp);
return new float[] { v.x, v.y };
}
void OnRenderObject()
{
material.SetPass(0);
Graphics.DrawProcedural(MeshTopology.Points, 1, size);
}
void OnDestroy()
{
if (particles != null)
particles.Release();
}
}