I would like to know how to use DirectX 11 compute shaders in procedural mesh generation. I found a few projects, but I am beginner and I want to understand the simplest possible example:
Generating a plane mesh in a “traditional” way:
var width: float;
var height: float;
function Start() {
var mf: MeshFilter = GetComponent.<MeshFilter>();
var mesh = new Mesh();
mf.mesh = mesh;
var vertices: Vector3[] = new Vector3[4];
vertices[0] = new Vector3(0, 0, 0);
vertices[1] = new Vector3(width, 0, 0);
vertices[2] = new Vector3(0, height, 0);
vertices[3] = new Vector3(width, height, 0);
mesh.vertices = vertices;
var tri: int[] = new int[6];
tri[0] = 0;
tri[1] = 2;
tri[2] = 1;
tri[3] = 2;
tri[4] = 3;
tri[5] = 1;
mesh.triangles = tri;
var normals: Vector3[] = new Vector3[4];
normals[0] = -Vector3.forward;
normals[1] = -Vector3.forward;
normals[2] = -Vector3.forward;
normals[3] = -Vector3.forward;
mesh.normals = normals;
var uv: Vector2[] = new Vector2[4];
uv[0] = new Vector2(0, 0);
uv[1] = new Vector2(1, 0);
uv[2] = new Vector2(0, 1);
uv[3] = new Vector2(1, 1);
mesh.uv = uv;
}
source:
What it might look like in compute shader implementation ?