/// <summary> /// Sets up the provided Material to be used with this NoiseSettings instance. Some assumptions are made /// here as far as definitions and variable declarations in the Material's Shader go. /// float4 _NoiseTranslation, float4 _NoiseRotation, float4 _NoiseScale, and float4x4 _NoiseTransform are /// assumed to be declared. Sets up the Material using the NoiseType and FractalType SetupMaterial /// functions. /// </summary> /// <param name="mat"> The Material to set up for use with this NoiseSettings instance </param> public void SetupMaterial(Material mat) { INoiseType noiseType = NoiseLib.GetNoiseTypeInstance(domainSettings.noiseTypeName); IFractalType fractalType = NoiseLib.GetFractalTypeInstance(domainSettings.fractalTypeName); // set individual transform info mat.SetVector(ShaderStrings.translation, transformSettings.translation); mat.SetVector(ShaderStrings.rotation, transformSettings.rotation); mat.SetVector(ShaderStrings.scale, transformSettings.scale); // set full transform matrix mat.SetMatrix(ShaderStrings.transform, trs); noiseType?.SetupMaterial(mat, domainSettings.noiseTypeParams); fractalType?.SetupMaterial(mat, domainSettings.fractalTypeParams); if (useTextureForPositions) { mat.EnableKeyword("USE_NOISE_TEXTURE"); mat.SetTexture("_NoiseTex", positionTexture); } else { mat.DisableKeyword("USE_NOISE_TEXTURE"); } }
private void DomainSettingsGUI() { noiseTypeName.stringValue = NoiseLib.NoiseTypePopup(Styles.noiseType, noiseTypeName.stringValue); INoiseType noiseType = NoiseLib.GetNoiseTypeInstance(noiseTypeName.stringValue); noiseTypeParams.stringValue = noiseType?.DoGUI(noiseTypeParams.stringValue); fractalTypeName.stringValue = NoiseLib.FractalTypePopup(Styles.fractalType, fractalTypeName.stringValue); IFractalType fractalType = NoiseLib.GetFractalTypeInstance(fractalTypeName.stringValue); fractalTypeParams.stringValue = fractalType?.DoGUI(fractalTypeParams.stringValue); }
private static void GatherNoiseTypes() { List <INoiseType> instances = new List <INoiseType>(); List <string> names = new List <string>(); List <Type> types = new List <Type>(); foreach (Assembly asm in AppDomain.CurrentDomain.GetAssemblies()) { Type[] assemblyTypes = null; try { assemblyTypes = asm.GetTypes(); } catch (Exception) { Debug.Log("NoiseLib::GatherNoiseTypes: Failed to get types from assembly: " + asm); assemblyTypes = null; } if (assemblyTypes != null) { types.AddRange(GetSubclassesOfGenericType(assemblyTypes, typeof(NoiseType <>))); } } foreach (Type t in types) { PropertyInfo propertyInfo = t.GetProperty("instance", s_bindingFlags); MethodInfo methodInfo = propertyInfo.GetGetMethod(); INoiseType instance = (INoiseType)methodInfo.Invoke(null, null); NoiseTypeDescriptor desc = instance.GetDescription(); if (string.IsNullOrEmpty(desc.name)) { Debug.LogError("NoiseType name cannot be null or empty! Skipping noise type: " + t); continue; } instances.Add(instance); names.Add(desc.name); } s_noiseTypes = instances.ToArray(); s_noiseNames = names.ToArray(); }
/// <summary> /// Sets up the provided Material to be used with this NoiseSettings instance. Some assumptions are made /// here as far as definitions and variable declarations in the Material's Shader go. /// float4 _NoiseTranslation, float4 _NoiseRotation, float4 _NoiseScale, and float4x4 _NoiseTransform are /// assumed to be declared. Sets up the Material using the NoiseType and FractalType SetupMaterial /// functions. /// </summary> /// <param name="mat"> The Material to set up for use with this NoiseSettings instance </param> public void SetupMaterial(Material mat) { INoiseType noiseType = NoiseLib.GetNoiseTypeInstance(domainSettings.noiseTypeName); IFractalType fractalType = NoiseLib.GetFractalTypeInstance(domainSettings.fractalTypeName); // set individual transform info mat.SetVector(ShaderStrings.translation, transformSettings.translation); mat.SetVector(ShaderStrings.rotation, transformSettings.rotation); mat.SetVector(ShaderStrings.scale, transformSettings.scale); // set full transform matrix mat.SetMatrix(ShaderStrings.transform, trs); noiseType?.SetupMaterial(mat, domainSettings.noiseTypeParams); fractalType?.SetupMaterial(mat, domainSettings.fractalTypeParams); }
/// <summary> /// Returns the Singleton instance for the specified NoiseType /// </summary> /// <param name="t"> The Type for the NoiseType implementation </param> public static INoiseType GetNoiseTypeInstance(Type t) { INoiseType[] instances = s_noiseTypes; for (int i = 0; i < instances.Length; ++i) { INoiseType noiseType = instances[i]; if (noiseType.GetType() == t) { return(instances[i]); } } return(null); }
public GeneratedShaderInfo(IFractalType fractalType, INoiseType noiseType) { this.fractalDesc = fractalType.GetDescription(); this.noiseDesc = noiseType.GetDescription(); this.noiseIncludeStr = string.Format("#include \"{0}\"", noiseDesc.sourcePath); if (!string.IsNullOrEmpty(fractalDesc.name)) { this.variantName = string.Format("{0}{1}", fractalDesc.name, noiseDesc.name); } else { this.variantName = noiseDesc.name; } // set the path of the generated file. this will be used when writing the file // to disk and when adding the include in any generated shaders that use this // fractal and noise type variant this.generatedIncludePath = string.Format("{0}/{1}/{2}.hlsl", noiseDesc.outputDir, fractalDesc.name, noiseDesc.name); this.outputDir = string.Format("{0}/{1}", noiseDesc.outputDir, fractalDesc.name); fractalStructName = string.Format("{0}FractalInput", fractalDesc.name); noiseStructName = string.Format("{0}NoiseInput", noiseDesc.name); numFractalInputs = fractalDesc.inputStructDefinition == null ? 0 : fractalDesc.inputStructDefinition.Count; numNoiseInputs = noiseDesc.inputStructDefinition == null ? 0 : noiseDesc.inputStructDefinition.Count; fractalParamStr = null; noiseParamStr = null; functionInputStr = ""; // construct include paths string additionalIncludePaths = "\n"; for (int i = 0; i < fractalDesc.additionalIncludePaths.Count; ++i) { additionalIncludePaths += $"#include \"{ fractalDesc.additionalIncludePaths[ i ] }\"\n"; } additionalIncludePaths += "\n"; // generate the string for the fractal type structure as it would appear as a parameter // in an HLSL function declaration if (numFractalInputs > 0) { fractalParamStr = string.Format("{0} {1}", fractalStructName, "fractalInput"); } // generate the string for the noise type structure as it would appear as a parameter // in an HLSL function declaration if (numNoiseInputs > 0) { noiseParamStr = string.Format("{0} {1}", noiseStructName, "noiseInput"); } // generate the argument string for an HLSL function declaration that would be // using this combination of noise and fractal type structure definitions functionParamStr = ""; if (fractalParamStr != null) { functionParamStr += fractalParamStr; functionInputStr += "fractalInput"; } if (fractalParamStr != null && noiseParamStr != null) { functionParamStr += ", "; functionInputStr += ", "; } if (noiseParamStr != null) { functionParamStr += noiseParamStr; functionInputStr += "noiseInput"; } fractalStructDef = ""; if (numFractalInputs > 0) { fractalStructDef = NoiseLib.BuildStructString(fractalStructName, fractalDesc.inputStructDefinition); string getDefaultFuncStr = NoiseLib.GetDefaultFunctionString(fractalStructName, fractalDesc.inputStructDefinition); fractalStructDef += $"\n\n{ getDefaultFuncStr }\n\n"; } noiseStructDef = ""; if (numNoiseInputs > 0) { noiseStructDef = NoiseLib.BuildStructString(noiseStructName, noiseDesc.inputStructDefinition); } // get input str construction getInputsStr = ""; getFractalInputStr = NoiseLib.GetInputFunctionCallString(fractalStructName); getNoiseInputStr = NoiseLib.GetInputFunctionCallString(fractalStructName); if (numFractalInputs > 0) { getInputsStr += getFractalInputStr; } if (numFractalInputs > 0 && numNoiseInputs > 0) { getInputsStr += ", "; } if (numNoiseInputs > 0) { getInputsStr += getNoiseInputStr; } // get default input str construction getDefaultInputsStr = ""; getDefaultFractalInputStr = NoiseLib.GetDefaultInputFunctionCallString(fractalStructName); getDefaultNoiseInputStr = NoiseLib.GetDefaultInputFunctionCallString(noiseStructName); if (numFractalInputs > 0) { getDefaultInputsStr += getDefaultFractalInputStr; } if (numFractalInputs > 0 && numNoiseInputs > 0) { getDefaultInputsStr += ", "; } if (numNoiseInputs > 0) { getDefaultInputsStr += getDefaultNoiseInputStr; } fractalPropertyDefStr = ""; if (fractalDesc.inputStructDefinition != null && fractalDesc.inputStructDefinition.Count > 0) { fractalPropertyDefStr = NoiseLib.GetPropertyDefinitionStr(fractalDesc.name, fractalDesc.inputStructDefinition); fractalPropertyDefStr += "\n" + NoiseLib.GetPropertyFunctionStr(fractalStructName, fractalDesc.name, fractalDesc.inputStructDefinition); } }
/*========================================================================================== * * Generate HLSL * * ==========================================================================================*/ /// <summary> /// Forces generation of the NoiseType and FractalType variant HLSL header files /// </summary> public static void GenerateHeaderFiles() { System.Globalization.CultureInfo prevCultureInfo = System.Threading.Thread.CurrentThread.CurrentCulture; System.Threading.Thread.CurrentThread.CurrentCulture = System.Globalization.CultureInfo.InvariantCulture; GatherNoiseTypes(); GatherFractalTypes(); INoiseType[] noiseTypes = s_noiseTypes; IFractalType[] fractalTypes = s_fractalTypes; string[] fractalContents = LoadFractalSource(fractalTypes); string[] noiseContents = LoadNoiseSource(noiseTypes); for (int f = 0; f < fractalTypes.Length; ++f) { string fractalStr = fractalContents[f]; // dont generate for this fractal type if the source could not be found if (fractalStr == null) { continue; } IFractalType fractal = fractalTypes[f]; for (int n = 0; n < noiseTypes.Length; ++n) { string noiseStr = noiseContents[n]; // dont generate for this noise type if the source could not be found if (noiseStr == null) { continue; } INoiseType noise = noiseTypes[n]; GeneratedShaderInfo info = new GeneratedShaderInfo(fractal, noise); StringBuilder sb = new StringBuilder(); sb.Append(Strings.k_warningHeader); // add the DO NOT EDIT warning sb.Append(fractalStr); // add the fractal template info.ReplaceTags(sb); string newContents = sb.ToString(); // do some code cleanup newContents = Regex.Replace(newContents, Strings.k_regexDupCommas, ", "); newContents = Regex.Replace(newContents, Strings.k_emptyArgsRight, " )"); newContents = Regex.Replace(newContents, Strings.k_emptyArgsLeft, "( "); newContents = NormalizeLineEndings(newContents); string outputDir = info.outputDir; // TODO(wyatt): need to verify this is actually a directory and not a file if (!Directory.Exists(outputDir)) { Directory.CreateDirectory(outputDir); } string oldContents = null; FileInfo fi = new FileInfo(info.generatedIncludePath); if (File.Exists(info.generatedIncludePath)) { using (StreamReader sr = new StreamReader(info.generatedIncludePath)) { oldContents = sr.ReadToEnd(); oldContents = NormalizeLineEndings(oldContents); } } if (!fi.IsReadOnly) { if (oldContents == null || newContents.CompareTo(oldContents) != 0) { try { using (StreamWriter sw = new StreamWriter(info.generatedIncludePath)) { sw.Write(newContents); } } catch (Exception) { // restore previous cultureinfo System.Threading.Thread.CurrentThread.CurrentCulture = prevCultureInfo; } } } } } // restore previous cultureinfo System.Threading.Thread.CurrentThread.CurrentCulture = prevCultureInfo; //UnityEditor.AssetDatabase.Refresh(); }