Search Unity

GPU line renderer

Discussion in 'Made With Unity' started by polyflow3d, Aug 18, 2019.

  1. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Here is gpu line renderer test for my upcoming editor tools. Seems mush faster than GL.lines ))
     
    joshcamas, Peter77, Rs and 1 other person like this.
  2. palex-nx

    palex-nx

    Joined:
    Jul 23, 2018
    Posts:
    1,748
    Looks cool. May I ask for a tutorial?
     
    polyflow3d and Rs like this.
  3. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Added corners interpolation with costant thickness

     
    Rs likes this.
  4. palex-nx

    palex-nx

    Joined:
    Jul 23, 2018
    Posts:
    1,748
    Looks like something is wrong when rotating
     
    polyflow3d likes this.
  5. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    TY. I am not sure that my practice is the best way to do this, I present this as a research project.

    Implemented closed splines
     
    Rs likes this.
  6. palex-nx

    palex-nx

    Joined:
    Jul 23, 2018
    Posts:
    1,748
    It's definitely worth to try to so i eagerly waiting for a tutorial on this :)
     
    polyflow3d likes this.
  7. Azaphrael

    Azaphrael

    Joined:
    Nov 17, 2011
    Posts:
    41
    Very interesting.
    Geometry Shader?
     
    polyflow3d likes this.
  8. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Yes
     
  9. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Recently ran in to an issue with Handles.DrawAAPolyLine being really slow when needing to draw lots of lines. Would love to hear in more detail what you are doing :) so I can improve my person editor tools too!
     
    polyflow3d likes this.
  10. Azaphrael

    Azaphrael

    Joined:
    Nov 17, 2011
    Posts:
    41
    Are you planning on releasing this at some point in some form?
     
    polyflow3d likes this.
  11. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    I plan to publish this on AS for free. At least for first version.
    1)I have done acute angles solving. Now it act much correct than built-in line render - not losing thickness, no flick when sign is changed.
    2) added separated width and feather parameters.
    3) all lines rendered by one drawcall
    4) each line has own origin matrix

     
    palex-nx likes this.
  12. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Looking forward to it. What does the API look like
     
    polyflow3d likes this.
  13. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Also, we need to draw a lot of lines, so we'd take every bit of performance we can get. Might be nice to be able to disable acute angle solving! :) Maybe worth keeping in mind while developing your solution.
     
  14. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Ok, i got it.
    Currently, polylines use the same width and color for all vertices. Are there any cases where each vertex inside polyline requires a unique color and width?
     
  15. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Width no, color yes. But I can see width being useful for some cases.

    We have the color fade from one to another. (2 colors) from start to end.
     
  16. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Pervertex color and with attributes is not a problem for the shader, but it increases the size of the vertex buffer that is passed to the shader. The buffer is updated each Repaint event, so the buffer should be as small as possible. So in the first version for polylines, I will implement the colors of the beginning and end only for.
     
  17. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Cool. It might be worth noting that the lines do not change very often in editor tools. Sometimes the lines do not change at all. So it would be good if we can initialise a line and redraw it many times, instead of resubmitting vertex data every frame.

    Almost like creating a mesh once and rendering it multiple times.
     
  18. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Hello, Prodigga.

    As you can see the performance of dynamic lines is pretty good now : 1000 dynamic lines with 10 vertex tooks about 1.5ms CPU time. For compare - SceneView/Repaint event takes about 10 ms for empty scene.
    So i plan to delay a "persistent" and simple polylines to next version and release package soon as possible.
    I added a new primitive - a Dot and made a vector3 handle class based on it.
    Dot also are drawen in screen space with fixed pixel radius and recieve world position as parameter.
    Added separate thickness and color parameters for the beginning and end of polyline.

     
    Prodigga likes this.
  19. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    Prodigga, Is this allowed if the color interpolation inside the polyline is based on the index of the vertex? Or do you need distance based interpolation? Second one requires much more calculations.
     
    Prodigga likes this.
  20. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    That's probably fine.
     
  21. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    This is a simple example of drawing in a GUI space that uses polylines.
     
    Rodolfo-Rubens and Prodigga like this.
  22. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
    OK, this package is heading for release, now it's called the Scene View Extension
    Just made a teaser
     
    Last edited: Nov 14, 2019
    Prodigga likes this.
  23. Prodigga

    Prodigga

    Joined:
    Apr 13, 2011
    Posts:
    1,123
    Any pricing information and links to API? :)
     
  24. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297
  25. polyflow3d

    polyflow3d

    Joined:
    Oct 6, 2014
    Posts:
    297