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URasterizer
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
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d5088885
编写于
3月 18, 2022
作者:
H
happyfire
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
- refractor code to use Burst compiler
上级
169e1118
变更
6
隐藏空白更改
内联
并排
Showing
6 changed file
with
39 addition
and
63 deletion
+39
-63
URasterizer/Assets/URasterizer/Codes/CPURasterizer/CPURasterizer.cs
...r/Assets/URasterizer/Codes/CPURasterizer/CPURasterizer.cs
+20
-30
URasterizer/Assets/URasterizer/Codes/CPURasterizer/FragmentShader.cs
.../Assets/URasterizer/Codes/CPURasterizer/FragmentShader.cs
+3
-6
URasterizer/Assets/URasterizer/Codes/JobRasterizer/JobRasterizer.cs
...r/Assets/URasterizer/Codes/JobRasterizer/JobRasterizer.cs
+9
-24
URasterizer/Assets/URasterizer/Codes/JobRasterizer/TriangleJob.cs
...zer/Assets/URasterizer/Codes/JobRasterizer/TriangleJob.cs
+7
-3
URasterizer/Readme/job_brust.png
URasterizer/Readme/job_brust.png
+0
-0
URasterizer/Readme/job_brust_profile.png
URasterizer/Readme/job_brust_profile.png
+0
-0
未找到文件。
URasterizer/Assets/URasterizer/Codes/CPURasterizer/CPURasterizer.cs
浏览文件 @
d5088885
...
...
@@ -25,7 +25,7 @@ namespace URasterizer
public
Texture2D
texture
;
public
FragmentShader
CurrentFragmentShader
{
get
;
set
;}
ShaderUniforms
Uniforms
;
//Stats
int
_trianglesAll
,
_trianglesRendered
;
...
...
@@ -132,34 +132,18 @@ namespace URasterizer
}
public
void
SetupUniforms
(
Camera
camera
,
Light
mainLight
)
{
switch
(
_config
.
FragmentShaderType
)
{
case
ShaderType
.
VertexColor
:
CurrentFragmentShader
=
ShaderContext
.
FSVertexColor
;
break
;
case
ShaderType
.
BlinnPhong
:
CurrentFragmentShader
=
ShaderContext
.
FSBlinnPhong
;
break
;
case
ShaderType
.
NormalVisual
:
CurrentFragmentShader
=
ShaderContext
.
FSNormalVisual
;
break
;
default
:
CurrentFragmentShader
=
ShaderContext
.
FSBlinnPhong
;
break
;
}
{
ShaderContext
.
Config
=
_config
;
var
camPos
=
camera
.
transform
.
position
;
camPos
.
z
*=
-
1
;
ShaderContext
.
Uniforms
.
WorldSpaceCameraPos
=
camPos
;
Uniforms
.
WorldSpaceCameraPos
=
camPos
;
var
lightDir
=
mainLight
.
transform
.
forward
;
lightDir
.
z
*=
-
1
;
ShaderContext
.
Uniforms
.
WorldSpaceLightDir
=
-
lightDir
;
ShaderContext
.
Uniforms
.
LightColor
=
mainLight
.
color
*
mainLight
.
intensity
;
ShaderContext
.
Uniforms
.
AmbientColor
=
_config
.
AmbientColor
;
Uniforms
.
WorldSpaceLightDir
=
-
lightDir
;
Uniforms
.
LightColor
=
mainLight
.
color
*
mainLight
.
intensity
;
Uniforms
.
AmbientColor
=
_config
.
AmbientColor
;
TransformTool
.
SetupViewProjectionMatrix
(
camera
,
Aspect
,
out
_matView
,
out
_matProjection
);
}
...
...
@@ -654,8 +638,7 @@ namespace URasterizer
Vector3
worldNormal_p
=
(
alpha
*
t
.
Vertex0
.
WorldNormal
/
v
[
0
].
w
+
beta
*
t
.
Vertex1
.
WorldNormal
/
v
[
1
].
w
+
gamma
*
t
.
Vertex2
.
WorldNormal
/
v
[
2
].
w
)
*
z
;
ProfileManager
.
EndSample
();
if
(
CurrentFragmentShader
!=
null
)
{
FragmentShaderInputData
input
=
new
FragmentShaderInputData
();
input
.
Color
=
color_p
;
input
.
UV
=
uv_p
;
...
...
@@ -668,12 +651,19 @@ namespace URasterizer
input
.
WorldNormal
=
worldNormal_p
;
ProfileManager
.
BeginSample
(
"Rasterizer.RasterizeTriangle.FragmentShader"
);
frame_buf
[
index
]
=
CurrentFragmentShader
(
input
);
ProfileManager
.
EndSample
();
}
switch
(
_config
.
FragmentShaderType
){
case
ShaderType
.
BlinnPhong
:
frame_buf
[
index
]
=
ShaderContext
.
FSBlinnPhong
(
input
,
Uniforms
);
break
;
case
ShaderType
.
NormalVisual
:
frame_buf
[
index
]
=
ShaderContext
.
FSNormalVisual
(
input
);
break
;
case
ShaderType
.
VertexColor
:
frame_buf
[
index
]
=
ShaderContext
.
FSVertexColor
(
input
);
break
;
}
ProfileManager
.
EndSample
();
}
}
}
...
...
URasterizer/Assets/URasterizer/Codes/CPURasterizer/FragmentShader.cs
浏览文件 @
d5088885
...
...
@@ -39,9 +39,7 @@ namespace URasterizer
public
Vector3
WorldSpaceLightDir
;
public
Color
LightColor
;
public
Color
AmbientColor
;
}
public
delegate
Color
FragmentShader
(
FragmentShaderInputData
input
);
}
public
enum
ShaderType
{
...
...
@@ -51,8 +49,7 @@ namespace URasterizer
}
public
class
ShaderContext
{
public
static
ShaderUniforms
Uniforms
;
{
public
static
RenderingConfig
Config
;
[
MethodImpl
(
MethodImplOptions
.
AggressiveInlining
)]
...
...
@@ -70,7 +67,7 @@ namespace URasterizer
}
[
MethodImpl
(
MethodImplOptions
.
AggressiveInlining
)]
public
static
Color
FSBlinnPhong
(
FragmentShaderInputData
input
)
public
static
Color
FSBlinnPhong
(
FragmentShaderInputData
input
,
ShaderUniforms
Uniforms
)
{
Color
textureColor
;
int
w
=
input
.
TextureWidth
;
...
...
URasterizer/Assets/URasterizer/Codes/JobRasterizer/JobRasterizer.cs
浏览文件 @
d5088885
...
...
@@ -22,9 +22,7 @@ namespace URasterizer
Color
[]
temp_buf
;
float
[]
temp_depth_buf
;
public
Texture2D
texture
;
public
FragmentShader
CurrentFragmentShader
{
get
;
set
;}
public
Texture2D
texture
;
//Stats
int
_trianglesAll
,
_trianglesRendered
;
...
...
@@ -40,6 +38,8 @@ namespace URasterizer
public
Texture
ColorTexture
{
get
=>
texture
;
}
ShaderUniforms
Uniforms
;
public
JobRasterizer
(
int
w
,
int
h
,
RenderingConfig
config
)
{
...
...
@@ -106,34 +106,18 @@ namespace URasterizer
}
public
void
SetupUniforms
(
Camera
camera
,
Light
mainLight
)
{
switch
(
_config
.
FragmentShaderType
)
{
case
ShaderType
.
VertexColor
:
CurrentFragmentShader
=
ShaderContext
.
FSVertexColor
;
break
;
case
ShaderType
.
BlinnPhong
:
CurrentFragmentShader
=
ShaderContext
.
FSBlinnPhong
;
break
;
case
ShaderType
.
NormalVisual
:
CurrentFragmentShader
=
ShaderContext
.
FSNormalVisual
;
break
;
default
:
CurrentFragmentShader
=
ShaderContext
.
FSBlinnPhong
;
break
;
}
{
ShaderContext
.
Config
=
_config
;
var
camPos
=
camera
.
transform
.
position
;
camPos
.
z
*=
-
1
;
ShaderContext
.
Uniforms
.
WorldSpaceCameraPos
=
camPos
;
Uniforms
.
WorldSpaceCameraPos
=
camPos
;
var
lightDir
=
mainLight
.
transform
.
forward
;
lightDir
.
z
*=
-
1
;
ShaderContext
.
Uniforms
.
WorldSpaceLightDir
=
-
lightDir
;
ShaderContext
.
Uniforms
.
LightColor
=
mainLight
.
color
*
mainLight
.
intensity
;
ShaderContext
.
Uniforms
.
AmbientColor
=
_config
.
AmbientColor
;
Uniforms
.
WorldSpaceLightDir
=
-
lightDir
;
Uniforms
.
LightColor
=
mainLight
.
color
*
mainLight
.
intensity
;
Uniforms
.
AmbientColor
=
_config
.
AmbientColor
;
TransformTool
.
SetupViewProjectionMatrix
(
camera
,
Aspect
,
out
_matView
,
out
_matProjection
);
}
...
...
@@ -184,6 +168,7 @@ namespace URasterizer
triJob
.
TextureHeight
=
ro
.
texture
.
height
;
triJob
.
UseBilinear
=
_config
.
BilinearSample
;
triJob
.
fsType
=
_config
.
FragmentShaderType
;
triJob
.
Uniforms
=
Uniforms
;
JobHandle
triHandle
=
triJob
.
Schedule
(
ro
.
jobData
.
trianglesData
.
Length
,
2
,
vsHandle
);
triHandle
.
Complete
();
...
...
URasterizer/Assets/URasterizer/Codes/JobRasterizer/TriangleJob.cs
浏览文件 @
d5088885
...
...
@@ -2,9 +2,11 @@ using System;
using
UnityEngine
;
using
Unity.Jobs
;
using
Unity.Collections
;
using
Unity.Burst
;
namespace
URasterizer
{
{
[
BurstCompile
]
public
struct
TriangleJob
:
IJobParallelFor
{
[
ReadOnly
]
...
...
@@ -29,7 +31,9 @@ namespace URasterizer
public
bool
UseBilinear
;
public
ShaderType
fsType
;
public
ShaderType
fsType
;
public
ShaderUniforms
Uniforms
;
public
void
Execute
(
int
index
)
...
...
@@ -245,7 +249,7 @@ namespace URasterizer
switch
(
fsType
){
case
ShaderType
.
BlinnPhong
:
frameBuffer
[
index
]
=
ShaderContext
.
FSBlinnPhong
(
input
);
frameBuffer
[
index
]
=
ShaderContext
.
FSBlinnPhong
(
input
,
Uniforms
);
break
;
case
ShaderType
.
NormalVisual
:
frameBuffer
[
index
]
=
ShaderContext
.
FSNormalVisual
(
input
);
...
...
URasterizer/Readme/job_brust.png
0 → 100644
浏览文件 @
d5088885
57.8 KB
URasterizer/Readme/job_brust_profile.png
0 → 100644
浏览文件 @
d5088885
115.2 KB
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