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Question by kalledk21 · Mar 08, 2018 at 08:50 PM · c#distanceconversioncompute shaderbezier

How should i draw a bezier curve in a compute shader? (Already works in c#)

Okay, so i've made this mess of c# code; it loops through all the pixels in the texture and and calculates the distance from points along the bezier curve (defined by vx and vy). This works fine in c#, but i'd like to convert it to shader-code for some added performance. However I am (clearly) not that great with computeshaders, and i cant wrap my head around what i'm missing...

EDIT: the values i used for the vectors were; 1=(0,0) 2=(0.5,1) 3=(1,0), and the precision is 100.


Here is the c# code and the output it can produce, bear with me, I'm not too good at producing readable code;

 using UnityEngine;
 
 public class DrawOnTex : MonoBehaviour
 {
 
     public int width = 256;
     public int height = 256;
 
     Vector2 vec1;
     Vector2 vec2;
     Vector2 vec3;
 
     public Transform t1;
     public Transform t2;
     public Transform t3;
 
     public int perlinSize = 10;
 
     public int precision = 10;
 
     Renderer r;
 
     #region valueCheckers
     int oldW;
     int oldH;
 
     Vector2 oldV1;
     Vector2 oldV2;
     Vector2 oldV3;
 
     int oldPr;
 
     bool ValuesChanged()
     {
         bool dimensionsMatch = (width == oldW && height == oldH);
 
         bool vectorsMatch = (vec1 == oldV1 && vec2 == oldV2 && vec3 == oldV3);
 
         bool othersMatch = (precision == oldPr);
 
         //Debug.Log(dimensionsMatch +" "+ vectorsMatch + " " + othersMatch);
 
         return !(dimensionsMatch && vectorsMatch && othersMatch);
     }
 
     #endregion
 
     private void Start()
     {
         r = GetComponent<Renderer>();
 
     }
 
     private void Update()
     {
         PlaceVectors();
 
         if (ValuesChanged())
         {
             r.material.mainTexture = GenerateTex();
             //Debug.Log("generated");
         }
 
         oldW = width;
         oldH = height;
         oldV1 = vec1;
         oldV2 = vec2;
         oldV3 = vec3;
         oldPr = precision;
     }
 
     void PlaceVectors()
     {
         vec1 = t1.position;
         vec2 = t2.position;
         vec3 = t3.position;
     }
 
     RenderTexture GenerateTexCompute()
     {
         RunShader();
         return rTex;
     }
 
     Texture2D GenerateTex()
     {
         Texture2D tex = new Texture2D(width, height);
         Color[] values = new Color[width * height];
         for (int y = 0; y < height; y++)
         {
             for (int x = 0; x < width; x++)
             {
                 Color col = BezierCalc(vec1, vec2, vec3, x, y);
                 values[y * height + x] = col;
 
             }
         }
 
         tex.SetPixels(values);
         tex.Apply();
         tex.filterMode = FilterMode.Point;
         return tex;
     }
 
     Color BezierCalc(Vector2 a, Vector2 b, Vector2 c, int x, int y)
     {
         float xCoord = (float)x / width;
         float yCoord = (float)y / height;
 
         float v = 10000;
 
         for (int i = 0; i < precision; i++)
         {
             float t = (float)i / precision;
             float vx = a.x - 2 * t * a.x + (t * t) * a.x + 2 * t * b.x - 2 * (t * t) * b.x + (t * t) * c.x;
             float vy = a.y - 2 * t * a.y + (t * t) * a.y + 2 * t * b.y - 2 * (t * t) * b.y + (t * t) * c.y;
 
             Vector2 bz = new Vector2(vx, vy);
             Vector2 xy = new Vector2(xCoord, yCoord);
             float l = (bz - xy).magnitude;
             v = Mathf.Min(v, l);
         }
 
         return new Color(v, v, v, 1);
     }
 }

 

alt text


And here is the compute shader code and its output;

 using UnityEngine;
 
 public class DrawOnTex : MonoBehaviour
 {
 
     public int width = 256;
     public int height = 256;
 
     Vector2 vec1;
     Vector2 vec2;
     Vector2 vec3;
 
     public Transform t1;
     public Transform t2;
     public Transform t3;
 
     public int perlinSize = 10;
 
     public int precision = 10;
 
     Renderer r;
     RenderTexture rTex;
 
     #region ComputeshaderTest
     public ComputeShader shader;
 
     void RunShader()
     {
         int kernel = shader.FindKernel("CSMain");
         shader.SetTexture(kernel, Shader.PropertyToID("Result"), rTex);
 
         shader.SetFloat("width", width);
         shader.SetFloat("height", height);
 
         shader.SetVector("a", vec1);
         shader.SetVector("b", vec2);
         shader.SetVector("c", vec3);
 
         shader.SetInt("p", precision);
 
         shader.Dispatch(kernel, width, height, 1);
     }
 
     #endregion
 
     #region valueCheckers
     int oldW;
     int oldH;
 
     Vector2 oldV1;
     Vector2 oldV2;
     Vector2 oldV3;
 
     int oldPr;
 
     bool ValuesChanged()
     {
         bool dimensionsMatch = (width == oldW && height == oldH);
 
         bool vectorsMatch = (vec1 == oldV1 && vec2 == oldV2 && vec3 == oldV3);
 
         bool othersMatch = (precision == oldPr);
 
         //Debug.Log(dimensionsMatch +" "+ vectorsMatch + " " + othersMatch);
 
         return !(dimensionsMatch && vectorsMatch && othersMatch);
     }
 
     #endregion
 
     private void Start()
     {
         r = GetComponent<Renderer>();
         rTex = new RenderTexture(width, height, 0);
         rTex.enableRandomWrite = true;
         rTex.Create();
     }
 
     private void Update()
     {
         PlaceVectors();
 
         if (ValuesChanged())
         {
             r.material.mainTexture = GenerateTexCompute();
             Debug.Log("generated");
         }
 
         oldW = width;
         oldH = height;
         oldV1 = vec1;
         oldV2 = vec2;
         oldV3 = vec3;
         oldPr = precision;
     }
 
     void PlaceVectors()
     {
         vec1 = t1.position;
         vec2 = t2.position;
         vec3 = t3.position;
     }
 
     RenderTexture GenerateTexCompute()
     {
         RunShader();
         return rTex;
     }
 
 }

And the shader code itself;

 #pragma kernel CSMain
 
 RWTexture2D<float4> Result;
 
 float width;
 float height;
 float2 a;
 float2 b;
 float2 c;
 int p = 10;
 
 [numthreads(8,8,1)]
 void CSMain (uint3 id : SV_DispatchThreadID)
 {
     float xCoord = id.x / width;
     float yCoord = id.y / height;
 
     float v = 10000;
 
     for (int i = 0; i < p; i++)
     {
         float t = i / (uint)p;
         float vx = a.x - 2 * t * a.x + (t * t) * a.x + 2 * t * b.x - 2 * (t * t) * b.x + (t * t) * c.x;
         float vy = a.y - 2 * t * a.y + (t * t) * a.y + 2 * t * b.y - 2 * (t * t) * b.y + (t * t) * c.y;
 
         float2 bz = float2(vx, vy);
         float2 xy = float2(xCoord, yCoord);
         float l = length((bz-xy));
         v = min(v, l);
     }
     
 
 
     Result[id.xy] = float4(v,v,v,1);
 }
 

Btw, the result from the computeshader isnt inverted as the c# example is.

alt text


aaaplz1.png (39.5 kB)
aaaplz0.png (68.7 kB)
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