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Copy pathSlimeShaderScript.cs
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SlimeShaderScript.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using ComputeShaderUtility;
public class SlimeShaderScript : MonoBehaviour
{
private bool begin = false;
private bool showInstructs = false;
private int step;
const int updateKernel = 0;
const int diffusedMapKernel = 1;
const int effectsKernel = 2;
public ComputeShader computeShader;
public RenderTexture trailMap;
public RenderTexture processedTrailMap;
public RenderTexture postProcessedTrailMap;
ComputeBuffer agentBuffer;
public int width;
public int height;
public int numAgents;
public float moveSpeed;
public float turnSpeed;
public int sensorSize;
public float sensorAngleDegrees;
public float sensorOffsetDist;
public float trailWeight;
public float diffusionSpeed;
public float evaporationSpeed;
public SpawnMode spawnMode;
public float vertLineThickness;
public float minEffectsColour;
public float effectsWavenumber;
public float effectsAngFreq;
private bool recording = false;
private int recordingNumber;
public int desiredFPS;
public int frameInterval;
private int frameIntervalCounter;
// Start is called before the first frame update
void Start()
{
ScriptManager scriptManager = gameObject.GetComponent<ScriptManager>();
width = scriptManager.width;
height = scriptManager.height;
// Restrict framerate so my computer doesnt die with large N of particles
QualitySettings.vSyncCount = 0;
Application.targetFrameRate = desiredFPS;
step = 0;
Agent[] agents = new Agent[numAgents];
for (int i=0; i < agents.Length; i++)
{
Vector2 centre = new Vector2(width / 2, height / 2);
Vector2 startPos = Vector2.zero;
float randomAngle = Random.value * Mathf.PI * 2;
float angle = 0;
// Spawn types
if (spawnMode == SpawnMode.Point)
{
startPos = centre;
angle = randomAngle;
}
else if (spawnMode == SpawnMode.InwardCircle)
{
startPos = centre + Random.insideUnitCircle * height * 0.5f;
angle = Mathf.Atan2((centre - startPos).normalized.y, (centre - startPos).normalized.x);
}
else if (spawnMode == SpawnMode.VerticalLines)
{
int N = (int)(width / (2 * sensorOffsetDist));
int groupSize = Mathf.FloorToInt(numAgents / N);
int agentGroup = Mathf.FloorToInt(i / groupSize);
float xPos = sensorOffsetDist + agentGroup * (2 * sensorOffsetDist) + Random.Range(-1f, 1f) * vertLineThickness;
startPos = new Vector2(xPos, 0);
angle = (float)(Mathf.PI * 0.5);
}
agents[i] = new Agent() {position = startPos, angle = angle};
}
ComputeHelper.CreateAndSetBuffer<Agent>(ref agentBuffer, agents, computeShader, "agents", updateKernel);
computeShader.SetInt("numAgents", numAgents);
computeShader.SetInt("width", width);
computeShader.SetInt("height", height);
computeShader.SetFloat("time", Time.time);
computeShader.SetFloat("moveSpeed", moveSpeed);
computeShader.SetFloat("turnSpeed", turnSpeed);
computeShader.SetInt("sensorSize", sensorSize);
computeShader.SetFloat("sensorAngleDegrees", sensorAngleDegrees);
computeShader.SetFloat("sensorOffsetDist", sensorOffsetDist);
computeShader.SetFloat("trailWeight", trailWeight);
computeShader.SetFloat("diffusionSpeed", diffusionSpeed);
computeShader.SetFloat("evaporationSpeed", evaporationSpeed);
computeShader.SetFloat("minEffectsColour", minEffectsColour);
computeShader.SetFloat("effectsWavenumber", effectsWavenumber);
computeShader.SetFloat("effectsAngFreq", effectsAngFreq);
trailMap = new RenderTexture(width, height, 24); // dimensions and buffer depth
trailMap.enableRandomWrite = true; // give access to random scripts to change
trailMap.Create(); // constructor doesnt create the actual texture this does
processedTrailMap = new RenderTexture(width, height, 24); // dimensions and buffer depth
processedTrailMap.enableRandomWrite = true; // give access to random scripts to change
processedTrailMap.Create(); // constructor doesnt create the actual texture this does
postProcessedTrailMap = new RenderTexture(width, height, 24); // dimensions and buffer depth
postProcessedTrailMap.enableRandomWrite = true; // give access to random scripts to change
postProcessedTrailMap.Create(); // constructor doesnt create the actual texture this does
computeShader.SetTexture(updateKernel, "TrailMap", trailMap); // give output texture to CS with an index and string to refference
computeShader.SetTexture(diffusedMapKernel, "TrailMap", trailMap);
computeShader.SetTexture(diffusedMapKernel, "ProcessedTrailMap", processedTrailMap);
computeShader.SetTexture(effectsKernel, "ProcessedTrailMap", processedTrailMap);
computeShader.SetTexture(effectsKernel, "PostProcessedTrailMap", postProcessedTrailMap);
}
// Update is called once per frame
void Update()
{
if (Input.GetKeyDown(KeyCode.Space)){
begin = !begin;
if (!showInstructs){showInstructs = true;}
}
if (Input.GetKeyDown(KeyCode.P))
{
Tools.screenshot(postProcessedTrailMap, "Slime");
}
if (Input.GetKeyDown(KeyCode.R))
{
if (!recording)
{
frameIntervalCounter = 0;
recordingNumber = Tools.beginRecording("Slime");
}
recording = !recording;
}
}
private void OnRenderImage(RenderTexture src, RenderTexture dest)
{
// ASSIGN TEXTURES:
// trail
computeShader.SetTexture(updateKernel, "TrailMap", trailMap); // give output texture to CS with an index and string to refference
// processing
computeShader.SetTexture(diffusedMapKernel, "TrailMap", trailMap);
computeShader.SetTexture(diffusedMapKernel, "ProcessedTrailMap", processedTrailMap);
// post processing
computeShader.SetTexture(effectsKernel, "ProcessedTrailMap", processedTrailMap);
computeShader.SetTexture(effectsKernel, "PostProcessedTrailMap", postProcessedTrailMap);
// Variable inputs
//computeShader.SetFloat("deltaTime", Time.deltaTime);
computeShader.SetFloat("deltaTime", 0.016667f);
computeShader.SetFloat("time", Time.time);
computeShader.SetFloat("moveSpeed", moveSpeed);
computeShader.SetFloat("turnSpeed", turnSpeed);
computeShader.SetInt("sensorSize", sensorSize);
computeShader.SetFloat("sensorAngleDegrees", sensorAngleDegrees);
computeShader.SetFloat("sensorOffsetDist", sensorOffsetDist);
computeShader.SetInt("width", width);
computeShader.SetInt("height", height);
computeShader.SetFloat("trailWeight", trailWeight);
computeShader.SetFloat("diffusionSpeed", diffusionSpeed);
computeShader.SetFloat("evaporationSpeed", evaporationSpeed);
computeShader.SetFloat("minEffectsColour", minEffectsColour);
computeShader.SetFloat("effectsWavenumber", effectsWavenumber);
computeShader.SetFloat("effectsAngFreq", effectsAngFreq);
if (begin)
{
// Dispatches
ComputeHelper.Dispatch(computeShader, numAgents, 1, 1, kernelIndex: updateKernel); // Does the same but neater
ComputeHelper.Dispatch(computeShader, width, height, 1, kernelIndex: diffusedMapKernel);
// Necessary to swap the trail for the processed to keep processing more the next time
ComputeHelper.CopyRenderTexture(processedTrailMap, trailMap);
// Effects dispatch
ComputeHelper.Dispatch(computeShader, width, height, 1, kernelIndex: effectsKernel);
if (recording)
{
if (frameIntervalCounter >= frameInterval){frameIntervalCounter = 0;}
if (frameIntervalCounter == 0){
Tools.addFrame(postProcessedTrailMap, "Slime", recordingNumber);
}
frameIntervalCounter++;
}
}
Graphics.Blit(postProcessedTrailMap, dest);
step++;
}
void OnGUI()
{
string fps = "FPS: " + (int)(1f / Time.unscaledDeltaTime);
GUI.Label(new Rect(10, 10, 100, 50), fps);
if (!showInstructs){
GUI.Label(new Rect(480, 344, 540, 40), "Begin and pause with SPACE. Return to menu with ESC.");
}
}
void OnDisable()
{
ComputeHelper.Release(agentBuffer);
}
public struct Agent
{
public Vector2 position;
public float angle;
}
public enum SpawnMode
{
Point,
InwardCircle,
VerticalLines
}
}