public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); force.BindPrimaryForm("_VertBuffer", Hair); force.BindForm("_BaseBuffer", Base); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); constraint.BindPrimaryForm("_VertBuffer", Hair); constraint.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); resolve.BindPrimaryForm("_VertBuffer", Hair); resolve.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); pass.BindPrimaryForm("_VertBuffer", Hair); pass.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader force.BindFloat("_HairLength", () => Hair.length); force.BindFloat("_HairVariance", () => Hair.variance); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(force); }
public override void Bind() { // print("hmmmss"); transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); TrailRibbonVerts v = (TrailRibbonVerts)verts; transfer.BindInt("_RibbonLength", () => v.length); TrailParticles s = (TrailParticles)skeleton; transfer.BindInt("_NumVertsPerHair", () => s.particlesPerTrail); parallel.BindPrimaryForm("_ParticleBuffer", particles); parallel.BindForm("_VertBuffer", verts); parallel.BindInt("_RibbonLength", () => v.length); parallel.BindInt("_NumVertsPerHair", () => v.length); data.BindCameraData(parallel); parallel.BindFloat("_Radius", () => this.radius); }
public override void Bind() { data.BindLandData(setTile); setTile.BindVector3("_Offset", () => this._Offset); setTile.BindInt("_ID", () => this._ID); data.BindLandData(setSkirt); setSkirt.BindFloat("_WhichGrid", () => this.whichGrid); setSkirt.BindFloat("_Size", () => this.tileSize); setSkirt.BindFloat("_RingSize", () => this.ringSize); setSkirt.BindInt("_TileDimensions", () => this.tileDimensions); setSkirt.BindInt("_CenterX", () => this.currentCenterX); setSkirt.BindInt("_CenterY", () => this.currentCenterY); }
public override void Bind() { life.BindForm("_HumanBuffer", humanBuffer); life.BindFloat("_HumanRadius", () => this.radius); life.BindFloat("_HumanForce", () => this.power); life.BindInt("_ParticlesPerPerson", () => this._ParticlesPerPerson); }
public override void Bind() { data.BindLandData(setTile); setTile.BindVector3("_Offset", () => this._Offset); setTile.BindInt("_ID", () => this._ID); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); collision.BindPrimaryForm("_VertBuffer", Hair); collision.BindForm("_BaseBuffer", Base); constraint0.BindInt("_Pass", 0); constraint0.BindPrimaryForm("_VertBuffer", Hair); constraint0.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); constraint1.BindInt("_Pass", 1); constraint1.BindPrimaryForm("_VertBuffer", Hair); constraint1.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader collision.BindFloat("_HairLength", () => Hair.length); collision.BindFloat("_HairVariance", () => Hair.variance); collision.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); collision.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(collision); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", particles); set.BindInt("_Size", () => size); set.BindVector3("_TopLeft", () => this.topLeft); set.BindVector3("_TopRight", () => this.topRight); set.BindVector3("_BottomLeft", () => this.bottomLeft); set.BindVector3("_BottomRight", () => this.bottomRight); simulate.BindPrimaryForm("_VertBuffer", particles); simulate.BindInt("_Locked", () => locked); simulate.BindFloat("_DeathTime", () => deathTime); simulate.BindFloat("_Distance", () => distance); simulate.BindFloat("_CanEdgeSwipe", () => data.inputEvents.canEdgeSwipe); simulate.BindInt("_ClosestID", () => (int)checkClosest.closestID); data.BindAllData(simulate); data.BindAllData(transfer.transfer); transfer.transfer.BindInt("_NumVerts", () => this.size); transfer.transfer.BindInt("_NumSmoothedVerts", () => this.smoothedSize); transfer.transfer.BindFloat("_DeathTime", () => deathTime); transfer.transfer.BindInt("_Locked", () => locked); transfer.transfer.BindFloat("_Distance", () => distance); transfer.transfer.BindFloat("_CanEdgeSwipe", () => data.inputEvents.canEdgeSwipe); transfer.transfer.BindFloat("_Fade", () => currentPage.fade); corners.transfer.BindFloat("_Distance", () => distance); corners.transfer.BindFloat("_Fade", () => currentPage.fade); corners.transfer.BindInt("_Locked", () => locked); corners.transfer.BindFloat("_DeathTime", () => deathTime); checkClosest.Set(particles); data.BindAllData(checkClosest); }
public override void Bind() { force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); force.BindInt("_NumVertsPerHair", () => skeleton.numVertsPerHair); force.BindInt("_NumHairs", () => skeleton.numHairs); force.BindInt("_VertsPerVert", () => verts.vertsPerVert); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); constrain.BindInt("_NumVertsPerHair", () => skeleton.numVertsPerHair); constrain.BindInt("_NumHairs", () => skeleton.numHairs); constrain.BindInt("_VertsPerVert", () => verts.vertsPerVert); constrain.BindFloat("_Length", () => this.armLength); }
public override void Bind() { simulate.BindInt("_Frame", () => frame); simulate.BindPrimaryForm("_VertBuffer", verts); simulate.BindForm("_ConnectionBuffer", connections); resolve.BindPrimaryForm("_VertBuffer", verts); resolve.BindForm("_ConnectionBuffer", connections); closest.Set(verts); }
public override void Bind() { sim.BindPrimaryForm("_VertBuffer", verts); sim.BindForm("_InfoBuffer", info); sim.BindForm("_ConnectionBuffer", connections); sim.BindVector3("_RO", () => _RO); sim.BindVector3("_RD", () => _RD); sim.BindInt("_SelectedVert", () => selectedVert); sim.BindInt("_ActiveVert", () => activeVert); closest.BindPrimaryForm("_VertBuffer", verts); closest.BindVector3("_RO", () => _RO); closest.BindVector3("_RD", () => _RD); resolve.BindInt("_SelectedVert", () => selectedVert); resolve.BindPrimaryForm("_VertBuffer", verts); resolve.BindForm("_ConnectionBuffer", connections); }
public void SelfBind(Life toBind) { toBind.BindInt("_ParticlesPerParticle", () => this.particlesPerParticle); toBind.BindForm("_BaseBuffer", baseParticles); toBind.BindPrimaryForm("_VertBuffer", this); }
public override void Bind() { setGlyph.BindForm("_TransferBuffer", body.verts); setGlyph.BindForm("_VertBuffer", particles); setGlyph.BindPrimaryForm("_AnchorBuffer", anchor); setAnchor.BindForm("_VertBuffer", particles); setAnchor.BindPrimaryForm("_AnchorBuffer", anchor); setPage.BindForm("_AnchorBuffer", anchor); setPage.BindForm("_VertBuffer", particles); simulate.BindPrimaryForm("_VertBuffer", particles); simulate.BindForm("_TransferBuffer", body.verts); transfer.BindPrimaryForm("_TransferBuffer", body.verts); transfer.BindForm("_VertBuffer", particles); setPage.BindVector3("_EmitPos", () => this.emitterPosition); setGlyph.BindFloat("_Radius", () => this.radius); //"radius",this);//.BindForm("_VertBuffer",particles); setGlyph.BindFloat("_Scale", () => this.scale); //.BindForm("_VertBuffer",particles); /* var scaleGetter = () -> { return this.scale; }; * setGlyph.BindAttribute("_Scale", () -> { return this.scale; }, float); */ setGlyph.BindInt("_BaseID", () => this.currentMin); setAnchor.BindInt("_BaseID", () => this.currentMin); setPage.BindInt("_BaseID", () => this.currentMin); simulate.BindInt("_BaseID", () => this.currentMin); transfer.BindInt("_BaseID", () => this.currentMin); setGlyph.BindInt("_TipID", () => this.currentMax); setAnchor.BindInt("_TipID", () => this.currentMax); setPage.BindInt("_TipID", () => this.currentMax); simulate.BindInt("_TipID", () => this.currentMax); transfer.BindInt("_TipID", () => this.currentMax); setGlyph.BindFloat("_FontWidth", () => Arial.width); setGlyph.BindFloat("_FontHeight", () => Arial.height); setAnchor.BindFloat("_FontSize", () => Arial.size); setAnchor.BindFloat("_FontWidth", () => Arial.width); setAnchor.BindFloat("_FontHeight", () => Arial.height); setAnchor.BindFloat("_FontSize", () => Arial.size); setAnchor.BindFloat("_Radius", () => this.radius); //"radius",this);//.BindForm("_VertBuffer",particles); setAnchor.BindFloat("_Scale", () => this.scale); //.BindForm("_VertBuffer",particles); /* simulate.BindAttribute("_Active","pageActive",story); * * simulate.BindAttribute("_Up","up",story.ursula); * simulate.BindAttribute("_CameraForward","forward",touch); * simulate.BindAttribute("_CameraUp","up",touch); * simulate.BindAttribute("_PageAlive","pageAlive",story); * simulate.BindAttribute("_UrsulaPos","position" , story.ursula ); * * simulate.BindAttribute("_Fade","fade" , story ); * * simulate.BindAttribute("_RayOrigin", "RayOrigin",touch); * simulate.BindAttribute("_RayDirection", "RayDirection",touch); * simulate.BindAttribute("_Scale","scale",this);*/ }