Files
SoundTool/Assets/Scripts/VoxelOctree/GPU/VoxelRaycastGpuManager.cs
2025-10-19 22:56:25 +02:00

142 lines
4.7 KiB
C#

using UnityEngine;
using System.Runtime.InteropServices;
public class VoxelRaycastGpuManager
{
ComputeShader raycastShader;
OctreeNode root; // assign your built octree root
public VoxelRaycastGpuManager(ComputeShader computeShader, OctreeNode octreeRoot)
{
raycastShader = computeShader;
root = octreeRoot;
}
ComputeBuffer nodeBuffer;
public LinearTree linearTree;
int kernel;
ComputeBuffer hitCounterBuffer = null;
ComputeBuffer rayBuffer = null;
int raysPerBatch;
int batchDataClassSize = Marshal.SizeOf(typeof(VoxelRaycastGPU.BatchData));
int groupsX;
int maxRaycastPerIteration;
public VoxelRaycastGPU.BatchData[] Raycast(in VoxelRaycastGPU.BatchData[] batchData, int datasLenght)
{
ComputeBuffer hitBuffer = new ComputeBuffer(5000, batchDataClassSize, ComputeBufferType.Append);
ComputeBuffer datasBuffer = new ComputeBuffer(datasLenght, batchDataClassSize, ComputeBufferType.Default);
ComputeBuffer countBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw);
int iteration = 0;
int currentCount = datasLenght;
int previousCount = datasLenght;
datasBuffer.SetData(batchData, 0, 0, currentCount);
while (iteration < 4 && currentCount > 0)
{
previousCount = currentCount;
raycastShader.SetBuffer(kernel, "batchDatas", datasBuffer);
raycastShader.SetBuffer(kernel, "hits", hitBuffer);
int threadsY = 8;
int groupsY = Mathf.CeilToInt((float)currentCount / threadsY);
raycastShader.Dispatch(kernel, groupsX, groupsY, 1);
ComputeBuffer.CopyCount(hitBuffer, countBuffer, 0);
int[] countArr = new int[1];
countBuffer.GetData(countArr);
currentCount = countArr[0];
/*VoxelRaycastGPU.BatchData[] hits = new VoxelRaycastGPU.BatchData[currentCount];
hitBuffer.GetData(hits, 0, 0, currentCount);
for (int i = 0; i < currentCount; i++)
{
GameObject sphere = GameObject.CreatePrimitive(PrimitiveType.Sphere);
sphere.transform.position = hits[i].origin;
sphere.transform.localScale = Vector3.one * 0.5f;
}*/
if (currentCount > 0)
{
(datasBuffer, hitBuffer) = (hitBuffer, datasBuffer);
hitBuffer.Release();
hitBuffer = new ComputeBuffer(5000, batchDataClassSize, ComputeBufferType.Append);
}
iteration++;
}
VoxelRaycastGPU.BatchData[] result = new VoxelRaycastGPU.BatchData[previousCount];
if (currentCount == 0)
datasBuffer.GetData(result, 0, 0, previousCount);
else
hitBuffer.GetData(result, 0, 0, previousCount);
hitBuffer.Release();
datasBuffer.Release();
countBuffer.Release();
return result;
}
public void Init( int nbRaysPerBatch, in VoxelRaycastGPU.Ray[] rays )
{
// Flatten octree
linearTree = OctreeGpuHelpers.FlattenOctree(root);
int nodeStride = Marshal.SizeOf(typeof(LinearNode)); // should be 64
rayBuffer = new ComputeBuffer(rays.Length, Marshal.SizeOf(typeof(VoxelRaycastGPU.Ray)), ComputeBufferType.Default);
rayBuffer.SetData(rays, 0, 0, rays.Length);
// Create GPU buffer for nodes
nodeBuffer = new ComputeBuffer(linearTree.nodes.Length, nodeStride, ComputeBufferType.Default);
nodeBuffer.SetData(linearTree.nodes);
hitCounterBuffer = new ComputeBuffer(1, sizeof(int), ComputeBufferType.Raw);
uint[] counterInit = { 0 };
counterInit[0] = 0;
hitCounterBuffer.SetData(counterInit);
kernel = raycastShader.FindKernel("CSMain");
raycastShader.SetBuffer(kernel, "nodes", nodeBuffer);
raycastShader.SetBuffer(kernel, "hitCount", hitCounterBuffer);
raycastShader.SetBuffer(kernel, "rays", rayBuffer);
raycastShader.SetInt("raysPerBatch", nbRaysPerBatch);
raycastShader.SetInt("rootIndex", linearTree.rootIndex);
raycastShader.SetInt("nodeCount", linearTree.nodes.Length);
raycastShader.SetFloat("rootHalfSize", root.bounds.size.x / 2f);
raycastShader.SetFloats("rootCenter", new float[3] { root.bounds.center.x, root.bounds.center.y, root.bounds.center.z });
raysPerBatch = nbRaysPerBatch;
groupsX = Mathf.CeilToInt((float)raysPerBatch / 8);
maxRaycastPerIteration = 5000 / raysPerBatch;
}
~VoxelRaycastGpuManager()
{
if (hitCounterBuffer != null)
hitCounterBuffer.Release();
if (rayBuffer != null)
rayBuffer.Release();
}
}