Browse Source

修改bug

DESKTOP-BGJIU14\ck 1 week ago
parent
commit
efa6232a45

+ 2 - 2
Assets/Scripts/Core/BRG/BRGRender.cs

@@ -17,7 +17,7 @@ namespace Core.BRG
 
         private Map<string, BatchShaderBind> m_batchShaderBindMap = new Map<string, BatchShaderBind>();
 
-        public void InitRender(BRGSamples samples, List<T> gameObjectInfos)
+        public void InitRender(BRGSamples samples, List<T> gameObjectInfos,int maxCount)
         {
             this.m_gameObjectInfos = gameObjectInfos;
 
@@ -26,7 +26,7 @@ namespace Core.BRG
                 m_gameObjectInfos[i].initIndex = i;
             }
             int maxItemSize = samples.GetAllShaderValueSize();
-            Init(samples, gameObjectInfos.Count, maxItemSize);
+            Init(samples, maxCount, maxItemSize);
             UploadGpuData(gameObjectInfos.Count);
         }
 

+ 2 - 11
Assets/Scripts/Core/BRG/BRGRenderBasic.cs

@@ -227,20 +227,11 @@ public unsafe class BRGRenderBasic
         // 计算最后一个窗口中的实例数量
         int itemInLastBatch = m_instanceCount - m_maxInstancePerWindow * completeWindows;
 
-        // 如果最后一个窗口中有数据需要上传
+    
         // if (itemInLastBatch > 0)
         // {
-        //     // 计算窗口在float4单位中的偏移量
-        //     int windowOffsetInFloat4 = (lastBatchId * m_alignedGPUWindowSize) / 16 * 3;
-        //     // 计算obj2world矩阵在缓冲区中的偏移量
-        //     int offsetMat1 = windowOffsetInFloat4 + m_maxInstancePerWindow * 0;
-        //     // 计算world2obj矩阵在缓冲区中的偏移量
-        //     int offsetMat2 = windowOffsetInFloat4 + m_maxInstancePerWindow * 3;
-        //     // 计算颜色数据在缓冲区中的偏移量
-        //     int offsetColor = windowOffsetInFloat4 + m_maxInstancePerWindow * 3 * 2;
-        //     // 上传obj2world矩阵数据(每个实例3个float4)
         //
-        //     m_GPUPersistentInstanceData.SetData(m_sysmemBuffer, offsetMat1, offsetMat1, itemInLastBatch * 3);
+        //     m_GPUPersistentInstanceData.SetData(m_transfromBuffer, 0, 0, itemInLastBatch * 3);
         //     // 上传world2obj矩阵数据(每个实例3个float4)
         //     m_GPUPersistentInstanceData.SetData(m_sysmemBuffer, offsetMat2, offsetMat2, itemInLastBatch * 3);
         //     // // 上传颜色数据(每个实例1个float4)

+ 1 - 1
Assets/Scripts/Core/BRG/BRG_backgrond.cs

@@ -47,7 +47,7 @@ public class BRG_backgrond : MonoBehaviour
         }
 
         _mBrgRenderBasic = new BRGRender<BGRGameObjectInfo>();
-        _mBrgRenderBasic.InitRender(samples, m_gameObjectInfos);
+        _mBrgRenderBasic.InitRender(samples, m_gameObjectInfos,500);
     }
 
     private void OnDestroy()

+ 7 - 0
Assets/StreamingAssets/assetBundle.zip.meta

@@ -0,0 +1,7 @@
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+guid: DSxJ43uoUH8kT0YwMiNbOE+4J0BQp6l+fEMrKmhKdWq4r0S/FEZZQeH4/d3n
+DefaultImporter:
+  externalObjects: {}
+  userData: 
+  assetBundleName: 
+  assetBundleVariant: