Bloodmanager now has seperate values for blood mopped for both players

This commit is contained in:
SpoodyTheOne 2024-02-04 09:29:52 +01:00
parent 54b6c3115c
commit a70473e7e8
2 changed files with 131 additions and 120 deletions

View File

@ -15,7 +15,7 @@ public struct Droplet
public class BloodComputeShader : MonoBehaviour
{
public static BloodComputeShader Instance { get; private set; }
public static BloodComputeShader Instance { get; private set; }
public int numParticles = 1000;
public ComputeShader bloodCompute;
@ -28,6 +28,9 @@ public class BloodComputeShader : MonoBehaviour
public int activeParticles = 0;
public long score = 0;
public int mop1Clean = 0;
public int mop2Clean = 0;
public float squeakVolume = 0.0f;
public AudioSource squeakPlayer;
@ -104,8 +107,8 @@ public class BloodComputeShader : MonoBehaviour
argsBuffer = new ComputeBuffer(1, 5 * sizeof(uint), ComputeBufferType.IndirectArguments);
argsBuffer.SetData(args);
ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 2);
numParticlesConsumedBuffer.SetData(new uint[] { 0, 0 });
ComputeHelper.CreateStructuredBuffer<uint>(ref numParticlesConsumedBuffer, 3);
numParticlesConsumedBuffer.SetData(new uint[] { 0, 0, 0 });
bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
// Initialize with empty data
@ -145,47 +148,55 @@ public class BloodComputeShader : MonoBehaviour
}
bool putBuffer = false;
uint[] bufferData = new uint[] {0,0};
uint[] bufferData = {0,0,0};
if (readbackRequest.done)
{
bufferData[0] = readbackRequest.GetData<uint>()[0];
bufferData[1] = readbackRequest.GetData<uint>()[1];
bufferData = readbackRequest.GetData<uint>().ToArray();
// Blood cleaned
if (bufferData[0] > 0)
if (bufferData[0] > 0 || bufferData[1] > 0)
{
// Debug.Log("Cleaned " + bufferData[0]);
activeParticles -= (int)bufferData[0];
uint totalBloodCleaned = bufferData[0] + bufferData[1];
activeParticles -= (int)totalBloodCleaned;
score += bufferData[0];
float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
// this doesnt exist but ok
// float mappedRumble = Convert.ToSingle(bufferData[0]).Remap(0, RumbleAmount, 0, 0.1f);
//RumbleManager.StartRumble(-1, 0, mappedRumble, 0.1f);
squeakVolume += 0.1f;
mop1Clean += (int)bufferData[0];
mop2Clean += (int)bufferData[1];
// Reset counter
putBuffer = true;
bufferData[0] = 0;
bufferData[1] = 0;
}
// Blood hitting the floor
if (bufferData[1] > 0) {
splatterVolume += bufferData[1]/25.0f;
if (bufferData[1] > 0)
{
splatterVolume += bufferData[1] / 25.0f;
// Debug.Log("splat x" + bufferData[1]);
putBuffer = true;
bufferData[1] = 0;
bufferData[2] = 0;
}
RequestAsyncReadback();
}
if (putBuffer) {
if (putBuffer)
{
numParticlesConsumedBuffer.SetData(bufferData);
bloodCompute.SetBuffer(UpdateDustKernel, "numParticlesConsumed", numParticlesConsumedBuffer);
@ -206,6 +217,9 @@ public class BloodComputeShader : MonoBehaviour
if (squeakVolume < 0.001)
squeakVolume = 0;
mop1Clean = (int)(mop1Clean * 0.8f);
mop2Clean = (int)(mop2Clean * 0.8f);
}
void FixedUpdate()
@ -266,13 +280,13 @@ public class BloodComputeShader : MonoBehaviour
// Test for race conditions
// yield return new WaitForSeconds(1.0f);
bloodCompute.SetFloat("particleVel", power/4.0f);
bloodCompute.SetFloat("particleVel", power / 4.0f);
bloodCompute.SetVector("particleInitPos", loc);
bloodCompute.SetInt("particlesToInitialize", found);
Vector3 pow = UnityEngine.Random.insideUnitSphere * power;
pow.z = Mathf.Abs(pow.z);
bloodCompute.SetVector("initialVelocity",pow);
bloodCompute.SetVector("initialVelocity", pow);
ComputeHelper.Dispatch(bloodCompute, amount, 1, 1, InitDustKernel);

View File

@ -2,10 +2,10 @@
#pragma kernel UpdateDust
struct Particle {
float3 position;
float3 velocity;
float3 position;
float3 velocity;
uint enabled;
uint airborne;
uint airborne;
};
RWStructuredBuffer<float4> positions;
@ -28,115 +28,112 @@ float gravity;
float particleVel;
// Hash function www.cs.ubc.ca/~rbridson/docs/schechter-sca08-turbulence.pdf
uint hash(uint state)
{
state ^= 2747636419u;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
return state;
uint hash(uint state) {
state ^= 2747636419u;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
state ^= state >> 16;
state *= 2654435769u;
return state;
}
float scaleToRange01(uint state)
{
return state / 4294967295.0;
float scaleToRange01(uint state) { return state / 4294967295.0; }
[numthreads(64, 1, 1)] void InitDust(uint3 id
: SV_DispatchThreadID) {
if (id.x > particlesToInitialize) {
return;
}
uint i = freeParticles[id.x];
// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >=
// numParticles ) {
while (i <= numParticles) {
if (i == numParticles) {
return;
}
if (particles[i].enabled == 0) {
break;
}
i++;
}
uint randState = i;
randState = hash(randState);
float dv = scaleToRange01(randState) * 3.14f * 2.0f;
float dx = cos(dv);
float dy = sin(dv);
randState = hash(randState);
float dz = scaleToRange01(randState);
float3 nvel = float3(dx, dy, dz) * particleVel;
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;
particles[i].enabled = 1;
particles[i].airborne = 1;
positions[i] = float4(particles[i].position, 1 * size);
// particles[i].position = positions[i].xyz;
// InterlockedAdd(numParticlesInitialized[0],1);
}
[numthreads(64,1,1)]
void InitDust (uint3 id : SV_DispatchThreadID)
{
if (id.x > particlesToInitialize) {
return;
}
uint i = freeParticles[id.x];
// if (particles[id.x].enabled != 0 || numParticlesInitialized[0] >= numParticles ) {
while (i <= numParticles) {
if (i == numParticles) {
return;
}
if (particles[i].enabled == 0) {
break;
}
i++;
}
uint randState = i;
randState = hash(randState);
float dv = scaleToRange01(randState) * 3.14f*2.0f;
float dx = cos(dv);
float dy = sin(dv);
randState = hash(randState);
float dz = scaleToRange01(randState);
float3 nvel = float3(dx, dy, dz) * particleVel;
randState = hash(randState);
nvel.xy *= scaleToRange01(randState);
randState = hash(randState);
float3 iv = initialVelocity * scaleToRange01(randState);
particles[i].velocity = iv + nvel;
particles[i].position = particleInitPos;
particles[i].position.z = 0.01;
particles[i].enabled = 1;
particles[i].airborne = 1;
positions[i] = float4(particles[i].position, 1 * size);
// particles[i].position = positions[i].xyz;
// InterlockedAdd(numParticlesInitialized[0],1);
}
[numthreads(64,1,1)]
void UpdateDust (uint3 id : SV_DispatchThreadID)
{
uint i = id.x;
[numthreads(64, 1, 1)] void UpdateDust(uint3 id
: SV_DispatchThreadID) {
uint i = id.x;
if (particles[i].enabled == 0) {
return;
}
return;
}
float3 pos = particles[i].position;
float3 pos = particles[i].position;
if (particles[i].position.z > 0) {
particles[i].velocity.z -= gravity * deltaTime;
} else {
particles[i].velocity -= particles[i].velocity * deltaTime * 15;
if (particles[i].position.z > 0) {
particles[i].velocity.z -= gravity * deltaTime;
} else {
particles[i].velocity -= particles[i].velocity * deltaTime * 15;
if (particles[i].airborne == 1) {
particles[i].airborne = 0;
if (particles[i].airborne == 1) {
particles[i].airborne = 0;
// Increase splattered particles
InterlockedAdd(numParticlesConsumed[1],1);
}
// Increase splattered particles
InterlockedAdd(numParticlesConsumed[2], 1);
}
float3 offset1 = mop1Pos - pos;
offset1.z = 0;
float dist1 = dot(offset1, offset1);
float3 offset1 = mop1Pos - pos;
offset1.z = 0;
float dist1 = dot(offset1, offset1);
float3 offset2 = mop2Pos - pos;
offset2.z = 0;
float dist2 = dot(offset2, offset2);
float3 offset2 = mop2Pos - pos;
offset2.z = 0;
float dist2 = dot(offset2, offset2);
float dist = min(dist1, dist2);
float dist = min(dist1, dist2);
if (dist < CleanRadius) {
particles[i].enabled = 0;
// Increase cleaned particles
InterlockedAdd(numParticlesConsumed[0],1);
}
}
if (dist < CleanRadius) {
particles[i].enabled = 0;
// Increase cleaned particles
if (dist1 < dist2) { // Mop1 is the one that cleaned
InterlockedAdd(numParticlesConsumed[0], 1);
} else {
InterlockedAdd(numParticlesConsumed[1], 1);
}
}
}
particles[i].position += particles[i].velocity * deltaTime;
positions[i] = float4(particles[i].position, particles[i].enabled * size);
particles[i].position += particles[i].velocity * deltaTime;
positions[i] = float4(particles[i].position, particles[i].enabled * size);
}