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DrawMeshInstancedIndirectを試す(その1)
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using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public class DrawMeshInstancedIndirect_demo : MonoBehaviour | |
{ | |
public int count = 10000; | |
public float radius = 10; | |
public Mesh copyMesh; | |
public Material material; | |
private Bounds bounds; | |
private ComputeBuffer meshPropertiesBuffer; | |
private ComputeBuffer argsBuffer; | |
private uint[] args = new uint[5] { 0, 0, 0, 0, 0 }; | |
private struct MeshProperties | |
{ | |
public Matrix4x4 mat; | |
public Vector4 color; | |
public static int Size() | |
{ | |
return | |
sizeof(float) * 4 * 4 + sizeof(float) * 4; | |
} | |
} | |
private void Start() | |
{ | |
SetUp(); | |
} | |
private void Update() | |
{ | |
Graphics.DrawMeshInstancedIndirect(copyMesh, 0, material, bounds, argsBuffer); | |
} | |
private void OnDisable() | |
{ | |
ReleaseBuffers(); | |
} | |
private void SetUp() | |
{ | |
bounds = new Bounds(transform.position, Vector3.one * (radius + 1)); | |
InitializeBuffers(); | |
} | |
private void InitializeBuffers() | |
{ | |
argsBuffer = new ComputeBuffer(1, args.Length * sizeof(uint), ComputeBufferType.IndirectArguments); | |
args[0] = copyMesh.GetIndexCount(0); | |
args[1] = (uint)count; | |
args[2] = copyMesh.GetIndexStart(0); | |
args[3] = copyMesh.GetBaseVertex(0); | |
args[4] = 0; | |
argsBuffer.SetData(args); | |
meshPropertiesBuffer = new ComputeBuffer(count, MeshProperties.Size()); | |
MeshProperties[] properties = new MeshProperties[count]; | |
for (int i = 0; i < count; i++) | |
{ | |
MeshProperties props = new MeshProperties(); | |
var pos = Random.insideUnitSphere * radius; | |
var rot = Quaternion.Euler( | |
Random.Range(-180, 180), | |
Random.Range(-180, 180), | |
Random.Range(-180, 180) | |
); | |
var size = Vector3.one; | |
props.mat = Matrix4x4.TRS(pos, rot, size); | |
props.color = Color.Lerp(Color.magenta, Color.cyan, Random.value); | |
properties[i] = props; | |
} | |
meshPropertiesBuffer.SetData(properties); | |
material.SetBuffer("_Properties", meshPropertiesBuffer); | |
} | |
private void ReleaseBuffers() | |
{ | |
if (meshPropertiesBuffer != null) | |
{ | |
meshPropertiesBuffer.Release(); | |
} | |
meshPropertiesBuffer = null; | |
if (argsBuffer != null) | |
{ | |
argsBuffer.Release(); | |
} | |
argsBuffer = null; | |
} | |
} |
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