コード例 #1
0
        //-------------------------------------------------------------------------
        // end: GPU compute / grid samples


        // GPU compute / custom samples
        //-------------------------------------------------------------------------

        public static void Compute(Vector2Array input, FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetClassicCustom2(out shader, out kernelId);
            NoiseCommon.Compute(input, output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }
コード例 #2
0
        //-------------------------------------------------------------------------
        // end: common


        // GPU compute / grid samples
        //-------------------------------------------------------------------------

        public static void Compute(FloatArray output, int seed = 0)
        {
            ComputeShader shader;
            int           kernelId;

            GetRandom1(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, seed);
        }
コード例 #3
0
        //-------------------------------------------------------------------------
        // end: common


        // GPU compute / grid samples
        //-------------------------------------------------------------------------

        public static void Compute(FloatArray output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetClassicGrid2(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, scale.GetArray(), offset, numOctaves, octaveOffsetFactor);
        }
コード例 #4
0
        public static void Compute(Vector3Array output, NoiseScale scale, NoiseOffset offset, int numOctaves, float octaveOffsetFactor)
        {
            ComputeShader shader;
            int           kernelId;

            GetSimplexGradientGrid3(out shader, out kernelId);
            NoiseCommon.Compute(output, shader, kernelId, scale, offset, numOctaves, octaveOffsetFactor);
        }