public override DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // Stack required. // Get a material: UnityEngine.Material material = GetMaterial(TypeID, SubMaterialID); // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; // Allocate sources: AllocateSources(material, info, tex, targetStack, 1); // Create our node: MaterialStackNode matNode = DrawStore as MaterialStackNode; if (matNode == null) { matNode = new MaterialStackNodeCleared(); DrawStore = matNode; // This is where the magic happens! Set mesh to being our custom one: matNode.Mesh = Mesh_; } matNode.Material = material; matNode.Stack = stack; return(matNode); }
public override void Draw(DrawInfo info) { // Always pull the latest mode, checking if it's changed: Property pv = Distance as Property; if (pv != null) { // Update now if we can: pv.UpdateIfChanged(info); } int materialMode = (int)Distance.GetValue(0, 0); if (materialMode != MaterialID_) { // Change! MaterialID_ = materialMode; // Allocate shader now: SubMaterialChanged(); } // Check for changes on jitter and frequency: bool updateData = false; pv = Jitter as Property; if (pv != null) { // Update now if we can: if (pv.UpdateIfChanged(info)) { updateData = true; } } pv = Frequency as Property; if (pv != null) { // Update now if we can: if (pv.UpdateIfChanged(info)) { updateData = true; } } if (updateData) { MaterialStackNode msn = DrawStore as MaterialStackNode; if (msn != null) { msn.Material.SetVector("_Data", DataVector); } } // Draw now: base.Draw(info); }
public override void Draw(DrawInfo info) { // Always pull the latest method, checking if it's changed: Property pv = Method as Property; if (pv != null) { // Update now if we can: pv.UpdateIfChanged(info); } int method = (int)(Method.GetValue(0, 0)); if (method != Method_) { // Change! Method_ = method; // Allocate shader now: SubMaterialChanged(); } // Check for changes on radius: bool updateData = false; pv = RadiusX as Property; if (pv != null) { // Update now if we can: if (pv.UpdateIfChanged(info)) { updateData = true; } } pv = RadiusY as Property; if (pv != null) { // Update now if we can: if (pv.UpdateIfChanged(info)) { updateData = true; } } if (updateData) { MaterialStackNode msn = DrawStore as MaterialStackNode; if (msn != null) { msn.Material.SetVector("_Data", GetDataVector(info)); } } // Draw now: base.Draw(info); }
/// <summary>Called when this nodes SubMaterialID has changed.</summary> public void SubMaterialChanged() { // Get the stack node: MaterialStackNode matNode = DrawStore as MaterialStackNode; if (matNode != null) { // Update the shader now: matNode.Material.shader = GetShader(TypeID, SubMaterialID); } }
public override DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // Stack required. // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; int subID = SubMaterialID; // Create the material: Material material = GetMaterial(TypeID, subID); // _Data (Seed, Frequency, Amplitude, Jitter): material.SetVector( "_Data", DataVector ); if (subID == 3) { // Minkowski number required. // Get the input node: TextureNode input = MinkowskiNumber; // Allocate it now (must not allocate targetStack in the direct kids): int inputStacks = (targetStack == 0)?1:0; DrawStackNode drawNode = input.Allocate(info, tex, ref inputStacks); // Apply it to our material: material.SetTexture("_Src0", drawNode.Texture); } // Create our node: MaterialStackNode matNode = new MaterialStackNode(); DrawStore = matNode; matNode.Mesh = info.Mesh; matNode.Material = material; matNode.Stack = stack; return(matNode); }
public override DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // RandomVectors required. if (RandomVectors == null) { RandomVectors = Resources.Load("Loonim-Random-Vectors") as Texture2D; } // Stack required. // Get a material: UnityEngine.Material material = GetMaterial(TypeID, SubMaterialID); // _Data: material.SetVector( "_Data", DataVector ); // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; // Allocate sources: AllocateSources(material, info, tex, targetStack, 2); // Random vectors are always SRC2: material.SetTexture("_Src2", RandomVectors); // Create our node: MaterialStackNode matNode = DrawStore as MaterialStackNode; if (matNode == null) { matNode = new MaterialStackNode(); DrawStore = matNode; matNode.Mesh = info.Mesh; } matNode.Material = material; matNode.Stack = stack; return(matNode); }
public void CollectMaterials(List <Material> into) { MaterialStackNode msn = (DrawStore as MaterialStackNode); if (msn != null) { // Add my material: into.Add(msn.Material); } if (Sources != null) { // For each source.. for (int i = 0; i < Sources.Length; i++) { // Collect its materials too: Sources[i].CollectMaterials(into); } } }
public override DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // Stack required. // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; int subID = SubMaterialID; // Create the material: Material material = GetMaterial(TypeID, subID); // Allocate Src0: TextureNode input = Sources[0]; int inputStacks = (targetStack == 0)?1:0; DrawStackNode drawNode = input.Allocate(info, tex, ref inputStacks); // Apply it to our material: material.SetTexture("_Src0", drawNode.Texture); // _Data (Rx,Ry,Rx,-Ry): material.SetVector( "_Data", GetDataVector(info) ); // Create our node: MaterialStackNode matNode = new MaterialStackNode(); DrawStore = matNode; matNode.Mesh = info.Mesh; matNode.Material = material; matNode.Stack = stack; return(matNode); }
/// <summary>Allocates GPU drawing meta now.</summary> public virtual DrawStackNode Allocate(DrawInfo info, SurfaceTexture tex, ref int stackID) { // If the source is a constant or a graph // then we don't allocate a material for it. // We do, however, create a texture: // CONSTANT: 1 * 1 (Texture) // GRAPH : info.ImageX * 1 (Texture) // ELSE : info.ImageX * info.ImageY (Stack) int dimensions = OutputDimensions; if (dimensions == 2) { // Stack required. // Allocate a target stack now: int targetStack = stackID; DrawStack stack = tex.GetStack(targetStack, info); stackID++; // Create the material: Material material = GetMaterial(MaterialID, SubMaterialID); if (Sources != null) { int inputStacks = (targetStack == 0)?1:0; for (int i = 0; i < Sources.Length; i++) { // Get the input node: TextureNode input = Sources[i]; // Allocate it now (must not allocate targetStack in the direct kids): DrawStackNode drawNode = input.Allocate(info, tex, ref inputStacks); if (inputStacks == targetStack) { // Skip: inputStacks++; } // Apply it to our material: material.SetTexture("_Src" + i, drawNode.Texture); } } // Create our node: MaterialStackNode matNode = DrawStore as MaterialStackNode; if (matNode == null) { matNode = new MaterialStackNode(); DrawStore = matNode; matNode.Mesh = info.Mesh; } matNode.Material = material; matNode.Stack = stack; return(matNode); } // It'll be baked/ drawn by the CPU. // Get the width of the texture: int width = (dimensions == 1)?info.ImageX : 1; TextureStackNode constNode = DrawStore as TextureStackNode; if (constNode == null) { constNode = new TextureStackNode(this, info.HDR, width); DrawStore = constNode; } // Ok: return(constNode); }