コード例 #1
0
ファイル: Menbrane.cs プロジェクト: ignore444/CausticsUnity
        void Update()
        {
            CheckInit();

            var dt     = 1f / fps;
            var nSteps = _ticker.Count();
            var dx     = l / nGrids;
            var mass   = density * dx * dx;

            sim.SetFloat(SHADER_DX, dx);
            sim.SetFloat(SHADER_DT, dt);
            sim.SetFloat(SHADER_T, tension / mass);

            if (Input.GetMouseButton(0))
            {
                var        ray = Camera.main.ScreenPointToRay(Input.mousePosition);
                RaycastHit hit;
                if (collider.Raycast(ray, out hit, float.MaxValue))
                {
                    var pxPos     = nGrids * hit.textureCoord;
                    var projMat   = Matrix4x4.Ortho(0f, nGrids, 0f, nGrids, -1f, 1f);
                    var brushTex  = brushMat.mainTexture;
                    var brushSize = 0.128f * nGrids;
                    var paintRect = new Rect(pxPos.x - 0.5f * brushSize, pxPos.y - 0.5f * brushSize,
                                             brushSize, brushSize);

                    GL.PushMatrix();
                    GL.LoadIdentity();
                    GL.LoadProjectionMatrix(projMat);
                    RenderTexture.active = _hvTex0;
                    Graphics.DrawTexture(paintRect, brushTex, brushMat);
                    RenderTexture.active = null;
                    GL.PopMatrix();
                }
            }

            for (var i = 0; i < nSteps; i++)
            {
                Graphics.Blit(_hvTex0, _hvTex1, sim, 0);
                Swap();
                Graphics.Blit(_hvTex0, _nTex, sim, 1);
            }

            var mat = renderer.sharedMaterial;

            mat.SetTexture(SHADER_BUMP_TEX, _nTex);
        }