Beispiel #1
0
        protected virtual void Initialize()
        {
            kernelMap = Enum.GetValues(typeof(ComputeKernels)).Cast <ComputeKernels>().ToDictionary(k => k, k => computeShader.FindKernel(k.ToString()));

            uint threadX, threadY, threadZ;

            computeShader.GetKernelThreadGroupSizes(kernelMap[ComputeKernels.Draw], out threadX, out threadY, out threadZ);
            gpuThreads = new GPUThreads(threadX, threadY, threadZ);

            InitialCheck();

            solverId       = Shader.PropertyToID(solverProp);
            densityId      = Shader.PropertyToID(densityProp);
            velocityId     = Shader.PropertyToID(velocityProp);
            prevId         = Shader.PropertyToID(prevProp);
            sourceId       = Shader.PropertyToID(sourceProp);
            diffId         = Shader.PropertyToID(diffProp);
            viscId         = Shader.PropertyToID(viscProp);
            dtId           = Shader.PropertyToID(dtProp);
            velocityCoefId = Shader.PropertyToID(velocityCoefProp);
            densityCoefId  = Shader.PropertyToID(densityCoefProp);
            solverTexId    = Shader.PropertyToID(solverTexProp);

            InitializeComputeShader();
        }
        protected virtual void Initialize()
        {
            uint threadX, threadY, threadZ;

            InitialCheck();

            kernelMap = System.Enum.GetValues(typeof(ComputeKernels))
                        .Cast <ComputeKernels>()
                        .ToDictionary(t => t, t => computeShader.FindKernel(t.ToString()));

            computeShader.GetKernelThreadGroupSizes(kernelMap[ComputeKernels.Draw], out threadX, out threadY, out threadZ);

            gpuThreads  = new GPUThreads(threadX, threadY, threadZ);
            solverTexId = Shader.PropertyToID(solverTexProp);

            solverId       = Shader.PropertyToID(solverProp);
            densityId      = Shader.PropertyToID(densityProp);
            velocityId     = Shader.PropertyToID(velocityProp);
            prevId         = Shader.PropertyToID(prevProp);
            sourceId       = Shader.PropertyToID(sourceProp);
            diffId         = Shader.PropertyToID(diffProp);
            viscId         = Shader.PropertyToID(viscProp);
            dtId           = Shader.PropertyToID(dtProp);
            velocityCoefId = Shader.PropertyToID(velocityCoefProp);
            densityCoefId  = Shader.PropertyToID(densityCoefProp);

            InitializeComputeShader();

            if (debug)
            {
                if (debugMat == null)
                {
                    return;
                }
                debugMat.mainTexture = solverTex;
            }
        }