void Start() { for (int i = 0; i < width; i++) { for (int j = 0; j < height; j++) { Ray currentRay = Camera.main.ViewportPointToRay(new Vector3((float)i / width, (float)j / height, Camera.main.nearClipPlane)); RaycastHit hitInfo; bool didHit = Physics.Raycast(currentRay, out hitInfo); if (didHit) { ShaderScript currentShader = hitInfo.transform.GetComponent <ShaderScript>(); canvas.SetPixel(i, j, currentShader.calcColor(hitInfo, 0)); } else { canvas.SetPixel(i, j, Color.black); } } } canvas.Apply(); }
// Start is called before the first frame update void Start() { sc0 = Cube0.GetComponent <ShaderScript>(); sc1 = Cube1.GetComponent <ShaderScript>(); sc2 = Cube2.GetComponent <ShaderScript>(); sc3 = Cube3.GetComponent <ShaderScript>(); sc4 = Cube4.GetComponent <ShaderScript>(); sc5 = Cube5.GetComponent <ShaderScript>(); sc6 = Cube6.GetComponent <ShaderScript>(); sc7 = Cube7.GetComponent <ShaderScript>(); sc0.wave = new float[64]; sc1.wave = new float[64]; sc2.wave = new float[64]; sc3.wave = new float[64]; sc4.wave = new float[64]; sc5.wave = new float[64]; sc6.wave = new float[64]; sc7.wave = new float[64]; bs0.wave = new float[64]; bs1.wave = new float[64]; bs2.wave = new float[64]; bs3.wave = new float[64]; bs4.wave = new float[64]; bs5.wave = new float[64]; bs6.wave = new float[64]; bs7.wave = new float[64]; audio = GetComponent <AudioSource>(); }
// Use this for initialization void Start() { //iterate through pixels for (int i = 0; i < width; ++i) { for (int j = 0; j < height; ++j) { Ray currentPixelRay = Camera.main.ViewportPointToRay( new Vector3((float)i / width, (float)j / height, Camera.main.nearClipPlane)); RaycastHit hitInfo; bool hit = Physics.Raycast(currentPixelRay, out hitInfo); if (hit) { ShaderScript shader = hitInfo.transform.GetComponent <ShaderScript>(); if (shader != null) { tex.SetPixel(i, j, shader.calcColor(hitInfo)); } else { tex.SetPixel(i, j, Color.cyan); } } } } tex.Apply(); }
public void SetUp(ShaderScript shaderScript) { shaderNormal = shaderScript.shaderNormal; shaderGrey = shaderScript.shaderGrey; shaderSparklyBig = shaderScript.shaderSparklyBig; shaderSparklySmall = shaderScript.shaderSparklySmall; mainColor = shaderScript.mainColor; pointLight = shaderScript.pointLight; grey = shaderScript.grey; renderer = this.gameObject.GetComponent <MeshRenderer>(); setShader_normal(); ready = true; }
public HelpWindow() { InitializeComponent(); string helpText; WooScript helpScript = new WooScript(); helpText = helpScript.GetHelpText(); string distanceHelpText; distanceHelpText = ShaderScript.GetHelpText(); helpText += System.Environment.NewLine + "Shader Functions : " + System.Environment.NewLine + distanceHelpText; textBox1.Text = helpText; }
public MainWindow() { InitializeComponent(); DataContext = this; _SettingsLocation = Environment.GetFolderPath(Environment.SpecialFolder.MyDocuments) + "\\WooFractal\\Settings.xml"; _AppSettings = AppSettings.Load(_SettingsLocation); _WootracerOptions = _AppSettings._WootracerOptions; // initialise post process settings _PostProcess = new PostProcess(); // starting camera settings _WootracerOptions = new WootracerOptions(); InitialiseCamera(); // initialise the scene InitialiseScene(); // initialise the script objects InitialiseScript(); InitialiseTestScene(); ShaderScript.ReadDistanceSchema(); BuildFractalList(); BuildOptionsList(); BuildColourList(); // FractalSettings fractalSettings = LoadFractal("scratch"); // _FractalIterations = fractalSettings._FractalIterations; // _FractalColours = fractalSettings._FractalColours; // _RenderOptions = fractalSettings._RenderOptions; }