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Chris
2025-03-12 14:22:16 -04:00
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using Drawing;
using Unity.Jobs;
using Unity.Burst;
using UnityEngine;
using Unity.Mathematics;
namespace Drawing.Examples {
[HelpURL("http://arongranberg.com/aline/documentation/stable/burstexample.html")]
public class BurstExample : MonoBehaviour {
// Use [BurstCompile] to allow Unity to compile the job using the Burst compiler
[BurstCompile]
struct DrawingJob : IJob {
public float2 offset;
// The job takes a command builder which we can use to draw things with
public CommandBuilder builder;
Color Colormap (float x) {
// Simple color map that goes from black through red to yellow
float r = math.clamp(8.0f / 3.0f * x, 0.0f, 1.0f);
float g = math.clamp(8.0f / 3.0f * x - 1.0f, 0.0f, 1.0f);
float b = math.clamp(4.0f * x - 3.0f, 0.0f, 1.0f);
return new Color(r, g, b, 1.0f);
}
public void Execute (int index) {
int x = index / 100;
int z = index % 100;
// Draw a solid box and a wire box
// Use Perlin noise to generate a procedural heightmap
var noise = Mathf.PerlinNoise(x * 0.05f + offset.x, z * 0.05f + offset.y);
Bounds bounds = new Bounds(new float3(x, 0, z), new float3(1, 14 * noise, 1));
//builder.WireBox(bounds, new Color(0, 0, 0, 0.2f));
builder.SolidBox(bounds, Colormap(noise));
}
public void Execute () {
for (int index = 0; index < 100 * 100; index++) {
Execute(index);
}
}
}
public void Update () {
var builder = DrawingManager.GetBuilder(true);
// Create a new job struct and schedule it using the Unity Job System
var job = new DrawingJob {
builder = builder,
offset = new float2(Time.time * 0.2f, Time.time * 0.2f),
}.Schedule();
// Dispose the builder after the job is complete
builder.DisposeAfter(job);
job.Complete();
}
}
}

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