Learn ComputeShader 03 Passing data to shader

这次我们想要在一个平面中生成随机运动的圆形。之前传递数据都是通过setInt,setVector等方法进行的,但是这些方法并不能一下传递大量数据,比如一个结构体数组,一个数据块。所以这次的主要内容就是通过buffer传递大量数据。

首先是绘制圆形的代码,参数为圆心和半径

具体原理参考下面连接 

RasterisingLinesCircles.pdf (sunshine2k.de)

void plot1( int x, int y, int2 centre){
    Result[uint2(centre.x + x, centre.y + y)] = circleColor;
}

void plot8( int x, int y, int2 centre ) {
	plot1(  x,  y, centre );  plot1(  y,  x, centre );
	plot1(  x, -y, centre );  plot1(  y, -x, centre );
	plot1( -x, -y, centre );  plot1( -y, -x, centre );
	plot1( -x,  y, centre );  plot1( -y,  x, centre );
}

void drawCircle( int2 centre, int radius ) {
	int x = 0;
	int y = radius;
	int d = 1 - radius;

	while (x < y){
		if (d < 0){
			d += 2 * x + 3;
		}else{
			d += 2 * (x - y) + 5;
			y--;
		}
		
		plot8(x, y, centre);

		x++;
	}
}

接着先要绘制随机分布的静态的圆形。

先定义两个随机函数用来随机半径和圆心,

float random(float value, float seed = 0.546){
	float random = (frac(sin(value + seed) * 143758.5453));// + 1.0)/2.0;
	return random;
}

float2 random2(float value){
	return float2(
		random(value, 3.9812),
		random(value, 7.1536)
	);
}

接着编写核函数。

需要设置圆圈以及背景的颜色,要在同一个脚本中同时实现背景以及圆圈的绘制,需要编写两个核函数,并且先调用背景核函数,然后调用圆圈核函数覆盖背景颜色,这里两个核函数共用一张共享纹理。

第一个核函数每个线程随机绘制一个圆形,一个线程组有32个线程。同时为了保证圆圈在随机运动,又加了时间对圆心的影响

[numthreads(32,1,1)]
void Circles (uint3 id : SV_DispatchThreadID)
{
	int2 centre = (int2)(random2((float)id.x+time)*(float)texResolution);
	int radius = (int)(random((float)id.x)*30.0);
	drawCircle( centre, radius );
}

[numthreads(8,8,1)]
void Clear (uint3 id : SV_DispatchThreadID)
{
	Result[id.xy]=clearColor;
}

在代码中先启用设置背景颜色的核函数,接着启用绘制圆圈的核函数。这里在x方向上分配了十个线程组,所以会绘制出320个圆形

    private void DispatchKernels(int count)
    {
        shader.Dispatch(clearHandle, texResolution / 8, texResolution / 8, 1);
        shader.SetFloat("time", Time.time);
        shader.Dispatch(circlesHandle, count, 1, 1);
    }

    void Update()
    {
        DispatchKernels(10);
    }

下面是输出结果

 目前圆圈的运动难以控制,所以接下来我们要使用buffer来控制圆圈的运动。

下面是使用buffer的主要步骤

首先要做的是创建一个结构体来存储数据的单个实例,这里我们主要想实现控制圆的运动并将圆转回原点.,circledata表示所有圆圈的数据,buffer用于在 GPU 中存储和操作这些圆圈的数据。

struct Circle
    {
        public Vector2 origin;
        public Vector2 velocity;
        public float radius;
    }

    int count = 10;
    Circle[] circleData;
    ComputeBuffer buffer;

接下来要初始化数据,分别设置每个圆形的圆心,半径,移动速度,其中Random.value 会返回一个0-1之间的值, shader.GetKernelThreadGroupSizes(circlesHandle, out threadGroupSizeX, out _, out _);这个方法会获取我们在shader代码中设置的线程组在x方向上的值并输出到threadGroupSizeX这个变量

    void InitData()
    {
        circlesHandle = shader.FindKernel("Circles");

        uint threadGroupSizeX;

        shader.GetKernelThreadGroupSizes(circlesHandle, out threadGroupSizeX, out _, out _);
        int total = (int)threadGroupSizeX * count;
        circleData = new Circle[total];

        float speed = 100;
        float halfSpeed = speed * 0.5f;
        float minRadius = 10.0f;
        float maxRadius = 30.0f;
        float radiusRange = maxRadius- minRadius;


        for (int i = 0; i < total; i++)
        {
            Circle circle = circleData[i];
            circle.origin.x = Random.value * texResolution;
            circle.origin.y = Random.value * texResolution;
            circle.velocity.x = (Random.value * speed) - halfSpeed;
            circle.velocity.y = (Random.value * speed) - halfSpeed;
            circle.radius = Random.value * radiusRange + minRadius;
            circleData[i] = circle;
        }


    }

在传递数据之前,还需要在shader代码中设置接收数据的缓冲区

struct circle{
	float2 origin;
	float2 velocity;
	float radius ;
};

StructuredBuffer<circle> circlesBuffer;

接下来回到脚本代码中准备传递buffer到shader中.

第一行代码计算出单个结构体的大小

下面是创建buffer的构造函数,具体参数以及含义如下图

然后使用数据填充buffer,最后将缓冲区传递给着色器

 int stride = (2 + 2 + 1) * sizeof(float);
        buffer = new ComputeBuffer(circleData.Length, stride);
        buffer.SetData(circleData);
        shader.SetBuffer(circlesHandle, "circlesBuffer", buffer);

接下来将原来核函数的值替换成buffer的值

[numthreads(32,1,1)]
void Circles (uint3 id : SV_DispatchThreadID)
{
	int2 centre = (int2)(circlesBuffer[id.x].origin+circlesBuffer[id.x].velocity*time);
	int radius = (int)(circlesBuffer[id.x].radius);
	drawCircle( centre, radius );
}

目前所有圆圈的运动平滑了很多,但是还有一个问题就是最终所有的圆圈都会飞出屏幕。要解决这个问题也很简单,只需要当圆圈跑到屏幕外的时候,将圆心重新设置到屏幕内

[numthreads(32,1,1)]
void Circles (uint3 id : SV_DispatchThreadID)
{
	int2 centre = (int2)(circlesBuffer[id.x].origin+circlesBuffer[id.x].velocity*time);
	int radius = (int)(circlesBuffer[id.x].radius);

	while(centre.x>texResolution) centre.x-=texResolution;
	while(centre.x<0) centre.x+=texResolution;
	while(centre.y>texResolution) centre.y-=texResolution;
	while(centre.y<0) centre.y+=texResolution;

	drawCircle( centre, radius );
}

总结:使用computer buffer 的步骤

完整代码:

PassData.cs

using UnityEngine;
using System.Collections;

public class PassData : MonoBehaviour
{

    public ComputeShader shader;
    public int texResolution = 1024;

    Renderer rend;
    RenderTexture outputTexture;

    int circlesHandle;
    int clearHandle;

    struct Circle
    {
        public Vector2 origin;
        public Vector2 velocity;
        public float radius;
    }

    int count = 10;
    Circle[] circleData;
    ComputeBuffer buffer;

    public Color clearColor = new Color();
    public Color circleColor = new Color();

    // Use this for initialization
    void Start()
    {
        outputTexture = new RenderTexture(texResolution, texResolution, 0);
        outputTexture.enableRandomWrite = true;
        outputTexture.Create();

        rend = GetComponent<Renderer>();
        rend.enabled = true;

        InitData();

        InitShader();
    }

    void InitData()
    {
        circlesHandle = shader.FindKernel("Circles");

        uint threadGroupSizeX;

        shader.GetKernelThreadGroupSizes(circlesHandle, out threadGroupSizeX, out _, out _);
        int total = (int)threadGroupSizeX * count;
        circleData = new Circle[total];

        float speed = 100;
        float halfSpeed = speed * 0.5f;
        float minRadius = 10.0f;
        float maxRadius = 30.0f;
        float radiusRange = maxRadius- minRadius;


        for (int i = 0; i < total; i++)
        {
            Circle circle = circleData[i];
            circle.origin.x = Random.value * texResolution;
            circle.origin.y = Random.value * texResolution;
            circle.velocity.x = (Random.value * speed) - halfSpeed;
            circle.velocity.y = (Random.value * speed) - halfSpeed;
            circle.radius = Random.value * radiusRange + minRadius;
            circleData[i] = circle;
        }


    }

    private void InitShader()
    {

        clearHandle = shader.FindKernel("Clear");

        shader.SetInt( "texResolution", texResolution);
        shader.SetTexture( circlesHandle, "Result", outputTexture);
        shader.SetTexture(clearHandle, "Result", outputTexture);

        shader.SetVector("clearColor", clearColor);
        shader.SetVector("circleColor", circleColor);

        int stride = (2 + 2 + 1) * sizeof(float);
        buffer = new ComputeBuffer(circleData.Length, stride);
        buffer.SetData(circleData);
        shader.SetBuffer(circlesHandle, "circlesBuffer", buffer);


        rend.material.SetTexture("_MainTex", outputTexture);
    }
 
    private void DispatchKernels(int count)
    {
        shader.Dispatch(clearHandle, texResolution / 8, texResolution / 8, 1);
        shader.SetFloat("time", Time.time);
        shader.Dispatch(circlesHandle, count, 1, 1);
    }

    void Update()
    {
        DispatchKernels(10);
    }
}

PassData.compute

// Each #kernel tells which function to compile; you can have many kernels
#pragma kernel Circles
#pragma kernel Clear

// Create a RenderTexture with enableRandomWrite flag and set it
// with cs.SetTexture
RWTexture2D<float4> Result;

int texResolution;

float4 clearColor ;
float4 circleColor;
float time;

struct circle{
	float2 origin;
	float2 velocity;
	float radius ;
};

StructuredBuffer<circle> circlesBuffer;

/*Returns pseudo random number in range 0 <= x < 1 */
float random(float value, float seed = 0.546){
	float random = (frac(sin(value + seed) * 143758.5453));// + 1.0)/2.0;
	return random;
}

float2 random2(float value){
	return float2(
		random(value, 3.9812),
		random(value, 7.1536)
	);
}

void plot1( int x, int y, int2 centre){
    Result[uint2(centre.x + x, centre.y + y)] = circleColor;
}

void plot8( int x, int y, int2 centre ) {
	plot1(  x,  y, centre );  plot1(  y,  x, centre );
	plot1(  x, -y, centre );  plot1(  y, -x, centre );
	plot1( -x, -y, centre );  plot1( -y, -x, centre );
	plot1( -x,  y, centre );  plot1( -y,  x, centre );
}

void drawCircle( int2 centre, int radius ) {
	int x = 0;
	int y = radius;
	int d = 1 - radius;

	while (x < y){
		if (d < 0){
			d += 2 * x + 3;
		}else{
			d += 2 * (x - y) + 5;
			y--;
		}
		
		plot8(x, y, centre);

		x++;
	}
}

[numthreads(32,1,1)]
void Circles (uint3 id : SV_DispatchThreadID)
{
	int2 centre = (int2)(circlesBuffer[id.x].origin+circlesBuffer[id.x].velocity*time);
	int radius = (int)(circlesBuffer[id.x].radius);

	while(centre.x>texResolution) centre.x-=texResolution;
	while(centre.x<0) centre.x+=texResolution;
	while(centre.y>texResolution) centre.y-=texResolution;
	while(centre.y<0) centre.y+=texResolution;

	drawCircle( centre, radius );
}

[numthreads(8,8,1)]
void Clear (uint3 id : SV_DispatchThreadID)
{
	Result[id.xy]=clearColor;
}


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