ObiParticleRenderer.cs 5.2 KB

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  1. using UnityEngine;
  2. using System;
  3. using System.Threading;
  4. using System.Collections;
  5. using System.Collections.Generic;
  6. namespace Obi{
  7. [ExecuteInEditMode]
  8. [AddComponentMenu("Physics/Obi/Obi Particle Renderer")]
  9. [RequireComponent(typeof(ObiActor))]
  10. public class ObiParticleRenderer : MonoBehaviour
  11. {
  12. public bool render = true;
  13. public Shader shader;
  14. public Color particleColor = Color.white;
  15. public float radiusScale = 1;
  16. private ObiActor actor;
  17. private List<Mesh> meshes = new List<Mesh>();
  18. private Material material;
  19. // Geometry buffers:
  20. private List<Vector3> vertices = new List<Vector3>(4000);
  21. private List<Vector3> normals = new List<Vector3>(4000);
  22. private List<Color> colors = new List<Color>(4000);
  23. private List<int> triangles = new List<int>(6000);
  24. private List<Vector4> anisotropy1 = new List<Vector4>(4000);
  25. private List<Vector4> anisotropy2 = new List<Vector4>(4000);
  26. private List<Vector4> anisotropy3 = new List<Vector4>(4000);
  27. int particlesPerDrawcall = 0;
  28. int drawcallCount;
  29. private Vector3 particleOffset0 = new Vector3(1,1,0);
  30. private Vector3 particleOffset1 = new Vector3(-1,1,0);
  31. private Vector3 particleOffset2 = new Vector3(-1,-1,0);
  32. private Vector3 particleOffset3 = new Vector3(1,-1,0);
  33. public IEnumerable<Mesh> ParticleMeshes{
  34. get { return meshes; }
  35. }
  36. public Material ParticleMaterial{
  37. get { return material; }
  38. }
  39. public void Awake(){
  40. actor = GetComponent<ObiActor>();
  41. }
  42. public void OnEnable(){
  43. Camera.onPreCull += ScenePreCull;
  44. }
  45. public void OnDisable(){
  46. Camera.onPreCull -= ScenePreCull;
  47. ClearMeshes();
  48. GameObject.DestroyImmediate(material);
  49. }
  50. void CreateMaterialIfNeeded(){
  51. if (shader != null){
  52. if (!shader.isSupported)
  53. Debug.LogWarning("Particle rendering shader not suported.");
  54. if (material == null || material.shader != shader){
  55. GameObject.DestroyImmediate(material);
  56. material= new Material (shader);
  57. material.hideFlags = HideFlags.HideAndDontSave;
  58. }
  59. }
  60. }
  61. void ScenePreCull(Camera cam)
  62. {
  63. if (!isActiveAndEnabled || !actor.isActiveAndEnabled || !actor.Initialized){
  64. ClearMeshes();
  65. return;
  66. }
  67. CreateMaterialIfNeeded();
  68. ObiSolver solver = actor.Solver;
  69. // figure out the size of our drawcall arrays:
  70. particlesPerDrawcall = Constants.maxVertsPerMesh/4;
  71. drawcallCount = actor.positions.Length / particlesPerDrawcall + 1;
  72. particlesPerDrawcall = Mathf.Min(particlesPerDrawcall,actor.positions.Length);
  73. // If the amount of meshes we need to draw the particles has changed:
  74. if (drawcallCount != meshes.Count){
  75. // Re-generate meshes:
  76. ClearMeshes();
  77. for (int i = 0; i < drawcallCount; i++){
  78. Mesh mesh = new Mesh();
  79. mesh.name = "Particle imposters";
  80. mesh.hideFlags = HideFlags.HideAndDontSave;
  81. mesh.MarkDynamic();
  82. meshes.Add(mesh);
  83. }
  84. }
  85. Vector3 position;
  86. Vector4 basis1;
  87. Vector4 basis2;
  88. Vector4 basis3;
  89. Color color;
  90. //Convert particle data to mesh geometry:
  91. for (int i = 0; i < drawcallCount; i++){
  92. // Clear all arrays
  93. vertices.Clear();
  94. normals.Clear();
  95. colors.Clear();
  96. triangles.Clear();
  97. anisotropy1.Clear();
  98. anisotropy2.Clear();
  99. anisotropy3.Clear();
  100. int index = 0;
  101. int limit = Mathf.Min((i+1) * particlesPerDrawcall, actor.active.Length);
  102. for(int j = i * particlesPerDrawcall; j < limit; ++j)
  103. {
  104. if (actor.active[j]){
  105. position = actor.GetParticlePosition(j);
  106. actor.GetParticleAnisotropy(j,out basis1,out basis2,out basis3);
  107. color = (actor.colors != null && j < actor.colors.Length) ? actor.colors[j] : Color.white;
  108. vertices.Add(position);
  109. vertices.Add(position);
  110. vertices.Add(position);
  111. vertices.Add(position);
  112. normals.Add(particleOffset0);
  113. normals.Add(particleOffset1);
  114. normals.Add(particleOffset2);
  115. normals.Add(particleOffset3);
  116. colors.Add(color);
  117. colors.Add(color);
  118. colors.Add(color);
  119. colors.Add(color);
  120. anisotropy1.Add(basis1);
  121. anisotropy1.Add(basis1);
  122. anisotropy1.Add(basis1);
  123. anisotropy1.Add(basis1);
  124. anisotropy2.Add(basis2);
  125. anisotropy2.Add(basis2);
  126. anisotropy2.Add(basis2);
  127. anisotropy2.Add(basis2);
  128. anisotropy3.Add(basis3);
  129. anisotropy3.Add(basis3);
  130. anisotropy3.Add(basis3);
  131. anisotropy3.Add(basis3);
  132. triangles.Add(index+2);
  133. triangles.Add(index+1);
  134. triangles.Add(index);
  135. triangles.Add(index+3);
  136. triangles.Add(index+2);
  137. triangles.Add(index);
  138. index += 4;
  139. }
  140. }
  141. Apply(meshes[i]);
  142. }
  143. DrawParticles();
  144. }
  145. private void DrawParticles(){
  146. if (material != null){
  147. material.SetFloat("_RadiusScale",radiusScale);
  148. material.SetColor("_Color",particleColor);
  149. // Send the meshes to be drawn:
  150. if (render){
  151. foreach(Mesh mesh in meshes)
  152. Graphics.DrawMesh(mesh, Matrix4x4.identity, material, gameObject.layer);
  153. }
  154. }
  155. }
  156. private void Apply(Mesh mesh){
  157. mesh.Clear();
  158. mesh.SetVertices(vertices);
  159. mesh.SetNormals(normals);
  160. mesh.SetColors(colors);
  161. mesh.SetUVs(0,anisotropy1);
  162. mesh.SetUVs(1,anisotropy2);
  163. mesh.SetUVs(2,anisotropy3);
  164. mesh.SetTriangles(triangles,0,true);
  165. }
  166. private void ClearMeshes(){
  167. foreach(Mesh mesh in meshes)
  168. GameObject.DestroyImmediate(mesh);
  169. meshes.Clear();
  170. }
  171. }
  172. }