void OnResetRender() { this.sim = this.GetComponent <IFormLayer>().GetSimulation; mpb = new MaterialPropertyBlock(); SetColor(color); }
public SimBuffer_Angle(Simulation sim, Vector2[] particleUV, int width, int height) { this.sim = sim; int angleNum = sim.numberOfAngleConstraints(); int parNum = sim.numberOfParticles(); //angle uv float usage = 0f; if (!SimBuffer.GetTexDimension(angleNum, out deltaRTWidth, out deltaRTHeight, out usage)) { Debug.LogError("Cannot create SimBuffer Angle deltaw rt with wrong dimesnion!"); return; } angleUV = new Vector2[angleNum]; int count = 0; float halfW = 0.5f / deltaRTWidth; float halfH = 0.5f / deltaRTHeight; for (int y = 0; y < deltaRTHeight; y++) { for (int x = 0; x < deltaRTWidth; x++) { if (count < angleNum) { angleUV[count] = new Vector2((float)x / (float)deltaRTWidth + halfW, (float)y / (float)deltaRTHeight + halfH); } count++; } } tempRT = new RenderTexture[sim.maxAngleConvergenceID - 1]; tempDeltaRT = new RenderTexture[sim.maxAngleConvergenceID]; paramRT = new RenderTexture[sim.maxAngleConvergenceID]; deltaMesh = new Mesh[sim.maxAngleConvergenceID]; ID_AngleParamRT = Shader.PropertyToID("_AngleParamRT"); ID_AngleConstant = Shader.PropertyToID("_AngleConstant"); ID_PositionRT = Shader.PropertyToID("_PositionRT"); ID_AngleDeltaRT = Shader.PropertyToID("_AngleDeltaRT"); //rg = the other end point's uv, ba = uv in the delta rt Color[] paramRTColor = new Color[width * height]; Texture2D tempTex = new Texture2D(width, height, TextureFormat.RGBAFloat, false, false); for (int i = 0; i < sim.maxAngleConvergenceID; i++) { //delta mesh int agbyid = sim.numberOfAnglesByConvID(i + 1); deltaMesh[i] = SimBuffer.PointMesh(agbyid); List <Vector3> vtc = new List <Vector3> (agbyid); //xy = a uv,y=fixedangle List <Color> cl = new List <Color> (agbyid); //rg=b uv,ba = m uv; List <Vector2> uv = new List <Vector2> (agbyid); //delta rt uv; //init rt paramRT[i] = new RenderTexture(width, height, 0, RTFormat.ARGB); paramRT[i].Create(); //prepare temp color for (int k = 0; k < width * height; k++) { if (k < parNum) { Vector2 puv = particleUV[k]; paramRTColor[k] = new Color(puv.x, puv.y, 0f, 0f); //rg = other end,ba = uv in deltart } else { paramRTColor[k] = Color.clear; } } //get info for (int j = 0; j < angleNum; j++) { AngleConstraint2D ag = sim.getAngleConstraint(j); if (ag.convergenceGroupID == i + 1) { int a = sim.getParticleIndex(ag.ParticleB); int b = sim.getParticleIndex(ag.ParticleM); int aIndex = sim.getParticleIndex(ag.ParticleA); //if it's free, rg = the other end's uv, else = own uv if (ag.ParticleB.IsFree) { paramRTColor[a].r = particleUV[b].x; paramRTColor[a].g = particleUV[b].y; } if (ag.ParticleM.IsFree) { paramRTColor[b].r = particleUV[a].x; paramRTColor[b].g = particleUV[a].y; } paramRTColor[a].b = paramRTColor[b].b = angleUV[j].x; paramRTColor[a].a = paramRTColor[b].a = angleUV[j].y; //mesh vtc and cl vtc.Add(new Vector3(angleUV[j].x, angleUV[j].y, ag.angle_Fixed)); uv.Add(particleUV[aIndex]); cl.Add(new Color(particleUV[a].x, particleUV[a].y, particleUV[b].x, particleUV[b].y)); } } //blit tempTex.SetPixels(paramRTColor); tempTex.Apply(); Graphics.Blit(tempTex, paramRT[i]); //delta mesh deltaMesh[i].vertices = vtc.ToArray(); deltaMesh[i].colors = cl.ToArray(); deltaMesh[i].uv = uv.ToArray(); //deltaMesh[i].UploadMeshData(true); } Extension.ObjDestroy(tempTex); //mpb mpb = new MaterialPropertyBlock[sim.maxSpringConvergenceID]; for (int i = 0; i < sim.maxAngleConvergenceID; i++) { mpb[i] = new MaterialPropertyBlock(); mpb[i].SetTexture(ID_AngleParamRT, paramRT[i]); mpb[i].SetFloat(ID_AngleConstant, sim.Settings.angleConstant); } }