Initial Commit
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/*
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* Copyright (c) Meta Platforms, Inc. and affiliates.
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* All rights reserved.
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*
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* Licensed under the Oculus SDK License Agreement (the "License");
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* you may not use the Oculus SDK except in compliance with the License,
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* which is provided at the time of installation or download, or which
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* otherwise accompanies this software in either electronic or hard copy form.
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*
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* You may obtain a copy of the License at
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*
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* https://developer.oculus.com/licenses/oculussdk/
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*
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* Unless required by applicable law or agreed to in writing, the Oculus SDK
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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using System.Collections.Generic;
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using UnityEngine;
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namespace Oculus.Interaction
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{
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public class PolylineRenderer
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{
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private Vector4[] _positions = null;
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private bool _positionsNeedUpdate = false;
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private Color[] _colors = null;
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private bool _colorsNeedUpdate = false;
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private Bounds _bounds;
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private Mesh _baseMesh;
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private Material _material;
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// Indicate whether using single pass rendering
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private bool _renderSinglePass;
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// If single pass rendering, duplicate buffer data
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private int Copies => _renderSinglePass ? 2 : 1;
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// Each line instance requires 2 float4, double that if also single pass
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private int BufferSize => _maxLineCount * 2 * Copies;
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private ComputeBuffer _positionBuffer;
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private ComputeBuffer _colorBuffer;
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private ComputeBuffer _argsBuffer;
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private uint[] _argsData;
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private int _positionBufferShaderID = Shader.PropertyToID("_PositionBuffer");
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private int _colorBufferShaderID = Shader.PropertyToID("_ColorBuffer");
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private int _localToWorldShaderID = Shader.PropertyToID("_LocalToWorld");
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private int _scaleShaderID = Shader.PropertyToID("_Scale");
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private int _maxLineCount = 1;
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private Matrix4x4 _matrix = Matrix4x4.identity;
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private float _lineScaleFactor = 1.0f;
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public float LineScaleFactor
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{
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get
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{
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return _lineScaleFactor;
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}
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set
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{
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_lineScaleFactor = value;
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}
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}
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public PolylineRenderer(Material material = null, bool renderSinglePass = true)
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{
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_renderSinglePass = renderSinglePass;
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if (material == null)
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{
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material = new Material(Shader.Find("Custom/PolylineUnlit"));
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}
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_material = new Material(material);
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GameObject baseCube = GameObject.CreatePrimitive(PrimitiveType.Cube);
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_baseMesh = baseCube.GetComponent<MeshFilter>().sharedMesh;
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GameObject.DestroyImmediate(baseCube);
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// Start with one of these is one Polyline
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_positions = new Vector4[BufferSize];
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_colors = new Color[BufferSize];
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// _maxLineCount * 2 as we use two points per segment
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// 16 for Vector4: 4*sizeof(float) = 4*4
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_positionBuffer = new ComputeBuffer(BufferSize, 16);
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_positionBuffer.SetData(_positions);
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_colorBuffer = new ComputeBuffer(BufferSize, 16);
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_colorBuffer.SetData(_colors);
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_material.SetBuffer(_positionBufferShaderID, _positionBuffer);
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_material.SetBuffer(_colorBufferShaderID, _colorBuffer);
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_argsData = new uint[5] { 0, 0, 0, 0, 0 };
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_argsData[0] = (uint)_baseMesh.GetIndexCount(0);
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_argsData[1] = (uint)(_maxLineCount * Copies);
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_argsBuffer = new ComputeBuffer(1, _argsData.Length * sizeof(uint),
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ComputeBufferType.IndirectArguments);
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_argsBuffer.SetData(_argsData);
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_positionsNeedUpdate = true;
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_colorsNeedUpdate = true;
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}
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public void Cleanup()
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{
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_positionBuffer.Release();
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_colorBuffer.Release();
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_argsBuffer.Release();
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if (Application.isPlaying)
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{
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GameObject.Destroy(_material);
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}
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else
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{
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GameObject.DestroyImmediate(_material);
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}
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}
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public void SetLines(List<Vector4> positions, Color color)
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{
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SetPositions(positions.Count, positions);
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SetDrawCount(positions.Count / 2);
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SetColor(positions.Count, color);
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}
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public void SetLines(List<Vector4> positions, List<Color> colors, int maxCount = -1)
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{
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int count = maxCount < 0 ? positions.Count : maxCount;
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SetPositions(count, positions);
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SetDrawCount(count / 2);
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SetColors(count, colors);
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}
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private void SetPositions(int count, List<Vector4> positions)
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{
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if (count * Copies > _positions.Length)
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{
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_maxLineCount = count / 2;
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_positions = new Vector4[BufferSize];
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_positionBuffer.Release();
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_positionBuffer = new ComputeBuffer(BufferSize, 16);
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_positionBuffer.SetData(_positions);
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}
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_bounds = new Bounds();
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Vector3 min = Vector3.zero;
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Vector3 max = Vector3.zero;
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// Given position data p0,p1,p2,p3
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// For double pass -> [p0,p1, p2,p3]
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// For single pass -> [p0,p1, p0,p1, p2,p3, p2,p3]
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for (int i = 0; i < count; i += 2)
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{
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for (int j = 0; j < 2; j++)
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{
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Vector4 position = positions[i + j];
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for (int k = 0; k < Copies; k++)
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{
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_positions[(i + k) * Copies + j] = position;
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}
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Vector3 width = position.w * Vector3.one;
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Vector3 p = (Vector3)position;
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Vector3 pmin = p - width / 2f;
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Vector3 pmax = p + width / 2f;
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if (i == 0)
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{
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min = pmin;
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max = pmax;
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}
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else
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{
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min.x = Mathf.Min(pmin.x, min.x);
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min.y = Mathf.Min(pmin.y, min.y);
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min.z = Mathf.Min(pmin.z, min.z);
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max.x = Mathf.Max(pmax.x, max.x);
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max.y = Mathf.Max(pmax.y, max.y);
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max.z = Mathf.Max(pmax.z, max.z);
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}
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}
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}
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_bounds.SetMinMax(min, max);
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_positionsNeedUpdate = true;
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}
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private void SetColors(int count, List<Color> colors)
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{
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PrepareColorBuffer(count);
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// Given color data c0,c1,c2,c3
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// For double pass -> [c0,c1, c2,c3]
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// For single pass -> [c0,c1, c0,c1, c2,c3, c2,c3]
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for (int i = 0; i < count; i += 2)
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{
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for (int j = 0; j < 2; j++)
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{
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for (int k = 0; k < Copies; k++)
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{
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_colors[(i + k) * Copies + j] = colors[i + j];
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}
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}
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}
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_colorsNeedUpdate = true;
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}
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private void SetColor(int count, Color color)
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{
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PrepareColorBuffer(count);
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// Given color data c0,c1,c2,c3
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// For double pass -> [c0,c1, c2,c3]
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// For single pass -> [c0,c1, c0,c1, c2,c3, c2,c3]
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for (int i = 0; i < count; i += 2)
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{
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for (int j = 0; j < 2; j++)
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{
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for (int k = 0; k < Copies; k++)
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{
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_colors[(i + k) * Copies + j] = color;
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}
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}
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}
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_colorsNeedUpdate = true;
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}
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private void SetDrawCount(int c)
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{
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int drawCount = c;
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_argsData[1] = (uint)(drawCount * Copies);
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_argsBuffer.SetData(_argsData);
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}
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private void PrepareColorBuffer(int count)
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{
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if (count * Copies <= _colors.Length)
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{
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return;
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}
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_maxLineCount = count / 2;
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_colors = new Color[BufferSize];
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_colorBuffer.Release();
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_colorBuffer = new ComputeBuffer(BufferSize, 16);
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_colorBuffer.SetData(_colors);
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}
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public void RenderLines()
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{
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if (_positionsNeedUpdate)
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{
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_positionBuffer.SetData(_positions);
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_material.SetBuffer(_positionBufferShaderID, _positionBuffer);
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_positionsNeedUpdate = false;
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}
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if (_colorsNeedUpdate)
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{
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_colorBuffer.SetData(_colors);
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_material.SetBuffer(_colorBufferShaderID, _colorBuffer);
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_colorsNeedUpdate = false;
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}
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_material.SetFloat(_scaleShaderID, _lineScaleFactor);
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_material.SetMatrix(_localToWorldShaderID, _matrix);
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Bounds bounds = new Bounds(
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_matrix.MultiplyPoint(_bounds.center),
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_matrix.MultiplyVector(_bounds.size));
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Graphics.DrawMeshInstancedIndirect(_baseMesh, 0, _material, bounds, _argsBuffer);
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}
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public void SetTransform(Transform transform)
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{
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_matrix = transform.localToWorldMatrix;
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}
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}
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}
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