コード例 #1
0
        public Layer(string name, int size, float damping, ErosionSim link, float overwriteFluidity, float fluidity)
        {
            main = new DoubleDataTexture(name, size, RenderTextureFormat.ARGBFloat, FilterMode.Point);    // was RFloat
            main.ClearColor();
            outFlow = new DoubleDataTexture(name, size, RenderTextureFormat.ARGBFloat, FilterMode.Point); //was ARGBHalf
            outFlow.ClearColor();
            this.damping = damping;
            this.link    = link;
            this.size    = size;

            this.overwriteFluidity = overwriteFluidity;
            this.fluidity          = fluidity;
        }
コード例 #2
0
        public LayerWithErosion(string name, int size, float viscosity, ErosionSim link) : base(name, size, viscosity, link)
        {
            //waterField = new DoubleDataTexture("Water Field", TEX_SIZE, RenderTextureFormat.RFloat, FilterMode.Point);
            //waterOutFlow = new DoubleDataTexture("Water outflow", TEX_SIZE, RenderTextureFormat.ARGBHalf, FilterMode.Point);


            sedimentField = new DoubleDataTexture("Sediment Field", size, RenderTextureFormat.ARGBFloat, FilterMode.Bilinear);        // was RHalf
            sedimentField.ClearColor();
            advectSediment = new DoubleDataTexture("Sediment Advection", size, RenderTextureFormat.RHalf, FilterMode.Bilinear);       // was RHalf
            advectSediment.ClearColor();
            sedimentDeposition = new DoubleDataTexture("Sediment Deposition", size, RenderTextureFormat.ARGBFloat, FilterMode.Point); // was RHalf
            sedimentDeposition.ClearColor();

            tiltAngle = DoubleDataTexture.Create("Tilt Angle", size, RenderTextureFormat.RHalf, FilterMode.Point);// was RHalf

            //sedimentOutFlow = DoubleDataTexture.Create("sedimentOutFlow", size, RenderTextureFormat.ARGBHalf, FilterMode.Point);// was ARGBHalf
            //sedimentOutFlow.ClearColor();
        }
コード例 #3
0
        private void InitMaps()
        {
            terrainField.ClearColor();
            //waterOutFlow.ClearColor();
            //waterVelocity.ClearColor();
            //advectSediment.ClearColor();
            //waterField.ClearColor();
            //sedimentField.ClearColor();
            regolithField.ClearColor();
            regolithOutFlow.ClearColor();
            //sedimentDeposition.ClearColor();
            magmaVelocity.ClearColor();



            DoubleDataTexture noiseTex;

            noiseTex = new DoubleDataTexture("", TEX_SIZE, RenderTextureFormat.RFloat, FilterMode.Bilinear);

            GPUPerlinNoise perlin = new GPUPerlinNoise(m_seed);

            perlin.LoadResourcesFor2DNoise();

            m_noiseMat.SetTexture("_PermTable1D", perlin.PermutationTable1D);
            m_noiseMat.SetTexture("_Gradient2D", perlin.Gradient2D);

            for (int j = 0; j < TERRAIN_LAYERS; j++)
            {
                m_noiseMat.SetFloat("_Offset", m_offset[j]);

                float amp  = 0.5f;
                float freq = m_frequency[j];

                //Must clear noise from last pass
                noiseTex.ClearColor();

                //write noise into texture with the settings for this layer
                for (int i = 0; i < m_octaves[j]; i++)
                {
                    m_noiseMat.SetFloat("_Frequency", freq);
                    m_noiseMat.SetFloat("_Amp", amp);
                    m_noiseMat.SetFloat("_Pass", (float)i);

                    Graphics.Blit(noiseTex.READ, noiseTex.WRITE, m_noiseMat, (int)m_layerStyle[j]);
                    noiseTex.Swap();

                    freq *= m_lacunarity[j];
                    amp  *= m_gain[j];
                }

                float useAbs = 0.0f;
                if (m_finalNosieIsAbs[j])
                {
                    useAbs = 1.0f;
                }

                //Mask the layers that we dont want to write into
                Vector4 mask = new Vector4(0.0f, 0.0f, 0.0f, 0.0f);
                mask[j] = 1.0f;

                m_initTerrainMat.SetFloat("_Amp", m_amp[j]);
                m_initTerrainMat.SetFloat("_UseAbs", useAbs);
                m_initTerrainMat.SetVector("_Mask", mask);
                m_initTerrainMat.SetTexture("_NoiseTex", noiseTex.READ);
                m_initTerrainMat.SetFloat("_Height", TERRAIN_HEIGHT);

                //Apply the noise for this layer to the terrain field
                Graphics.Blit(terrainField.READ, terrainField.WRITE, m_initTerrainMat);
                terrainField.Swap();
            }

            //dont need this tex anymore
            noiseTex.Destroy();
        }
コード例 #4
0
 public LayerWithVelocity(string name, int size, float viscosity, ErosionSim link) : base(name, size, viscosity, link, 0.96f, 4181f, 1f, 1f)
 {
     velocity = new DoubleDataTexture("Water Velocity", size, RenderTextureFormat.ARGBFloat, FilterMode.Bilinear);// was RGHalf
     velocity.ClearColor();
 }