public override void Bind() { for (int i = 0; i < passes.Length; i++) { passes[i].BindPrimaryForm("_SkeletonBuffer", skeleton); passes[i].BindForm("_BaseBuffer", baseVerts); } transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); transfer.BindForm("_OGBuffer", ogVerts); }
public override void Create() { /* * All of this info should be visualizable! */ Lifes.Add(FlowerTransfer); Forms.Add(FlowerVerts); Forms.Add(FlowerTriangles); FlowerTransfer._Create(); FlowerVerts._Create(); FlowerTriangles._Create(); body._Create(); FlowerTransfer.BindPrimaryForm("_VertBuffer", FlowerVerts); FlowerTransfer.BindForm("_HairBuffer", Hair); FlowerTransfer.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); FlowerTransfer.BindAttribute("_Size", "size", this); }
public override void Create() { Lifes.Add(force); Lifes.Add(constrain); Forms.Add(verts); force._Create(); constrain._Create(); verts._Create(); force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); force.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); force.BindAttribute("_NumHairs", "numHairs", skeleton); force.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); constrain.BindAttribute("_NumVertsPerHair", "numVertsPerHair", skeleton); constrain.BindAttribute("_NumHairs", "numHairs", skeleton); constrain.BindAttribute("_VertsPerVert", "vertsPerVert", verts); constrain.BindAttribute("_Length", "armLength", this); }
public override void Bind() { // print("hmmmss"); transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); TrailRibbonVerts v = (TrailRibbonVerts)verts; transfer.BindInt("_RibbonLength", () => v.length); TrailParticles s = (TrailParticles)skeleton; transfer.BindInt("_NumVertsPerHair", () => s.particlesPerTrail); parallel.BindPrimaryForm("_ParticleBuffer", particles); parallel.BindForm("_VertBuffer", verts); parallel.BindInt("_RibbonLength", () => v.length); parallel.BindInt("_NumVertsPerHair", () => v.length); data.BindCameraData(parallel); parallel.BindFloat("_Radius", () => this.radius); }
// Use this for initialization public override void Create() { Lifes.Add(place); Lifes.Add(bodyTransfer); Forms.Add(skin.verts); Forms.Add(verts); Forms.Add(bodyVerts); Forms.Add(bodyTris); verts._Create(skin.verts); bodyVerts._Create(verts); bodyTris._Create(bodyVerts); place._Create(); bodyTransfer._Create(); place.BindPrimaryForm("_VertBuffer", verts); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Whirlwind", "whirlwindState", this); place.BindAttribute("_WhirlwindSpeed", "whirlwindSpeed", this); bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this); bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this); bodyTransfer.BindAttribute("_Radius", "radius", this); bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts); bodyTransfer.BindForm("_ParticleBuffer", verts); }
public override void Bind() { setGlyph.BindPrimaryForm("_TransferBuffer", transferVerts); setGlyph.BindForm("_AnchorBuffer", anchor); setAnchor.BindPrimaryForm("_VertBuffer", particles); setAnchor.BindForm("_AnchorBuffer", anchor); setPage.BindPrimaryForm("_VertBuffer", particles); simulate.BindPrimaryForm("_VertBuffer", particles); transfer.BindPrimaryForm("_TransferBuffer", transferVerts); transfer.BindForm("_VertBuffer", particles); transfer.BindAttribute("_Radius", "radius", this); //.BindForm("_VertBuffer",particles); transfer.BindAttribute("_Scale", "scale", this); //.BindForm("_VertBuffer",particles); simulate.BindAttribute("_Active", "pageActive", story); simulate.BindAttribute("_Up", "up", story.ursula); simulate.BindAttribute("_CameraForward", "forward", story); simulate.BindAttribute("_CameraUp", "up", story); simulate.BindAttribute("_PageAlive", "pageAlive", story); simulate.BindAttribute("_UrsulaPos", "position", story.ursula); simulate.BindAttribute("_Fade", "fade", story); simulate.BindAttribute("_RayOrigin", "RayOrigin", touch); simulate.BindAttribute("_RayDirection", "RayDirection", touch); }
public override void Bind() { sim.BindPrimaryForm("_VertBuffer", particles); sim.BindForm("_BaseBuffer", particles.baseForm); sim.BindAttribute("_ParticlesPerParticle", "particlesPerParticle", particles); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Points); set.BindForm("_ConnectionBuffer", Connections); force.BindPrimaryForm("_VertBuffer", Points); force.BindForm("_ConnectionBuffer", Connections); constraint.BindPrimaryForm("_VertBuffer", Points); constraint.BindForm("_ConnectionBuffer", Connections); resolve.BindPrimaryForm("_VertBuffer", Points); resolve.BindForm("_ConnectionBuffer", Connections); pass.BindPrimaryForm("_VertBuffer", Points); pass.BindForm("_ConnectionBuffer", Connections); force.BindFloats("_Transform", () => this.transformArray); constraint.BindFloats("_Transform", () => this.transformArray); resolve.BindFloats("_Transform", () => this.transformArray); set.BindFloats("_Transform", () => this.transformArray); pass.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(force); data.BindRayData(force); data.BindPlayerData(force); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); force.BindPrimaryForm("_VertBuffer", Hair); force.BindForm("_BaseBuffer", Base); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindInt("_HairsPerVert", () => (int)Hair.countMultiplier); constraint.BindPrimaryForm("_VertBuffer", Hair); constraint.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); resolve.BindPrimaryForm("_VertBuffer", Hair); resolve.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); pass.BindPrimaryForm("_VertBuffer", Hair); pass.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader force.BindFloat("_HairLength", () => Hair.length); force.BindFloat("_HairVariance", () => Hair.variance); force.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); force.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(force); }
public override void Bind() { //life.BindInt( "_CurrentStep" , () => currentStep ); //life.BindFloat( "_PercentageDone" , () => percentageDone ); life.BindMatrix("_Transform", () => transform.localToWorldMatrix); life.BindMatrix("_InverseTransform", () => transform.worldToLocalMatrix); //life.BindForm("_VertBuffer" , mesh.verts); //life.BindForm("_TriBuffer" , mesh.triangles); life.BindVector3("_Center", () => ((Form3D)form).center); life.BindVector3("_Dimensions", () => ((Form3D)form).dimensions); life.BindVector3("_Extents", () => ((Form3D)form).extents); marchingLife.BindPrimaryForm("_VolumeBuffer", form); marchingLife.BindForm("_VertBuffer", verts); marchingLife.BindVector3("_Center", () => ((Form3D)form).center); marchingLife.BindVector3("_Dimensions", () => ((Form3D)form).dimensions); marchingLife.BindVector3("_Extents", () => ((Form3D)form).extents); marchingLife.BindMatrix("_Transform", () => transform.localToWorldMatrix); marchingLife.BindTexture("Texture", () => ((Form3D)form)._texture); resetLife.BindPrimaryForm("_VolumeBuffer", form); marchingResetLife.BindPrimaryForm("_VertBuffer", verts); marchingResetLife.BindForm("_VolumeBuffer", form); }
public override void Bind() { life.BindForm("_HumanBuffer", humanBuffer); life.BindFloat("_HumanRadius", () => this.radius); life.BindFloat("_HumanForce", () => this.power); life.BindInt("_ParticlesPerPerson", () => this._ParticlesPerPerson); }
public override void Bind() { set.BindPrimaryForm("_VertBuffer", Hair); set.BindForm("_BaseBuffer", Base); collision.BindPrimaryForm("_VertBuffer", Hair); collision.BindForm("_BaseBuffer", Base); constraint0.BindInt("_Pass", 0); constraint0.BindPrimaryForm("_VertBuffer", Hair); constraint0.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); constraint1.BindInt("_Pass", 1); constraint1.BindPrimaryForm("_VertBuffer", Hair); constraint1.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); set.BindFloat("_HairLength", () => Hair.length); set.BindFloat("_HairVariance", () => Hair.variance); set.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); // Don't need to bind for all of them ( constraints ) because same shader collision.BindFloat("_HairLength", () => Hair.length); collision.BindFloat("_HairVariance", () => Hair.variance); collision.BindInt("_NumVertsPerHair", () => Hair.numVertsPerHair); collision.BindFloats("_Transform", () => this.transformArray); data.BindCameraData(collision); }
public override void Bind() { smooth.BindPrimaryForm("_VertBuffer", smoothed); smooth.BindForm("_SkeletonBuffer", hair); smooth.BindAttribute("_NumVertsPerHair", "numVertsPerHair", hair); smooth.BindAttribute("_NumHairs", "numHairs", hair); smooth.BindAttribute("_SmoothNumVertsPerHair", "numVertsPerHair", smoothed); }
public override void _Bind() { transfer.BindPrimaryForm("_VertBuffer", verts); transfer.BindForm("_SkeletonBuffer", skeleton); transfer.BindAttribute("_CameraRight", "right", this); transfer.BindAttribute("_CameraUp", "up", this); transfer.BindAttribute("_CameraForward", "forward", this); Bind(); }
// Use this for initialization public override void Bind() { toBind.BindForm("_SDFBoneBuffer", bones); toBind.BindAttribute("_NoiseSpeed", "noiseSpeed", this); toBind.BindAttribute("_NoiseForce", "noiseForce", this); toBind.BindAttribute("_NoiseSize", "noiseSize", this); toBind.BindAttribute("_NormalForce", "normalForce", this); toBind.BindAttribute("_Dampening", "dampening", this); toBind.BindAttribute("_UpForce", "upForce", this); toBind.BindAttribute("_Gravity", "upForce", this); }
public override void Bind() { simulate.BindInt("_Frame", () => frame); simulate.BindPrimaryForm("_VertBuffer", verts); simulate.BindForm("_ConnectionBuffer", connections); resolve.BindPrimaryForm("_VertBuffer", verts); resolve.BindForm("_ConnectionBuffer", connections); closest.Set(verts); }
public override void Bind() { sim.BindPrimaryForm("_VertBuffer", verts); sim.BindForm("_InfoBuffer", info); sim.BindForm("_ConnectionBuffer", connections); sim.BindVector3("_RO", () => _RO); sim.BindVector3("_RD", () => _RD); sim.BindInt("_SelectedVert", () => selectedVert); sim.BindInt("_ActiveVert", () => activeVert); closest.BindPrimaryForm("_VertBuffer", verts); closest.BindVector3("_RO", () => _RO); closest.BindVector3("_RD", () => _RD); resolve.BindInt("_SelectedVert", () => selectedVert); resolve.BindPrimaryForm("_VertBuffer", verts); resolve.BindForm("_ConnectionBuffer", connections); }
public override void Bind() { place.BindPrimaryForm("_VertBuffer", particles); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Transform", "transformFloats", this); intersect.BindForm("_ParticleBuffer", particles); intersect.BindForm("_SkinnedVertBuffer", skin.verts); intersect.BindPrimaryForm("_SkinnedTriBuffer", skin.triangles); intersect.BindAttribute("_RO", "RayOrigin", touch); intersect.BindAttribute("_RD", "RayDirection", touch); intersect.BindAttribute("_Transform", "transformFloats", this); }
// Use this for initialization public override void Create() { Lifes.Add(intersect); Lifes.Add(place); Lifes.Add(bodyTransfer); Forms.Add(particles); Forms.Add(bodyVerts); Forms.Add(bodyTris); mesh = skin.gameObject.GetComponent <MeshFilter>(); particles._Create(skin.verts); bodyVerts._Create(particles); bodyTris._Create(bodyVerts); place._Create(); intersect._Create(); bodyTransfer._Create(); place.BindPrimaryForm("_VertBuffer", particles); place.BindForm("_SkinnedBuffer", skin.verts); place.BindAttribute("_Transform", "transformFloats", this); intersect.BindForm("_ParticleBuffer", particles); intersect.BindForm("_SkinnedVertBuffer", skin.verts); intersect.BindPrimaryForm("_SkinnedTriBuffer", skin.tris); intersect.BindAttribute("_RO", "RayOrigin", touch); intersect.BindAttribute("_RD", "RayDirection", touch); intersect.BindAttribute("_Transform", "transformFloats", this); bodyTransfer.BindAttribute("_CameraUp", "cameraUp", this); bodyTransfer.BindAttribute("_CameraLeft", "cameraLeft", this); bodyTransfer.BindAttribute("_Radius", "radius", this); bodyTransfer.BindPrimaryForm("_VertBuffer", bodyVerts); bodyTransfer.BindForm("_ParticleBuffer", particles); }
public override void Bind() { Set.BindPrimaryForm("_VertBuffer", Particles); Set.BindForm("_ConnectionList", ConnectionList); Forces.BindPrimaryForm("_VertBuffer", Particles); Forces.BindForm("_ConnectionList", ConnectionList); Constraint.BindPrimaryForm("_VertBuffer", Particles); Constraint.BindForm("_ConnectionList", ConnectionList); Resolve.BindPrimaryForm("_VertBuffer", Particles); Resolve.BindForm("_ConnectionList", ConnectionList); }
public override void Create() { Lifes.Add(smooth); Forms.Add(smoothed); smooth._Create(); smoothed._Create(); smooth.BindPrimaryForm("_VertBuffer", smoothed); smooth.BindForm("_SkeletonBuffer", hair); smooth.BindAttribute("_NumVertsPerHair", "numVertsPerHair", hair); smooth.BindAttribute("_NumHairs", "numHairs", hair); smooth.BindAttribute("_SmoothNumVertsPerHair", "numVertsPerHair", smoothed); }
public override void Bind() { force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); // force.BindAttribute( "_NumVertsPerHair" , "numVertsPerHair", skeleton ); // force.BindAttribute( "_NumHairs" , "numHairs", skeleton ); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); //constrain.BindAttribute( "_NumVertsPerHair" , "numVertsPerHair", skeleton ); //constrain.BindAttribute( "_NumHairs" , "numHairs", skeleton ); constrain.BindAttribute("_Length", "armLength", this); }
public override void Bind() { life.BindPrimaryForm("_VertBuffer", particles); life.BindForm("_BaseBuffer", baseVerts); life.BindAttribute("_Transform", "transformMat", this); life.BindAttribute("_HeightMap", "heightMap", engine); life.BindAttribute("_MapSize", "size", engine); life.BindAttribute("_MapHeight", "height", engine); life.BindAttribute("_RayOrigin", "RayOrigin", touch); life.BindAttribute("_RayDirection", "RayDirection", touch); }
// Use this for initialization public override void Bind() { setLife.BindAttribute("_HairsPerPoint", "hairsPerPoint", hairBunch); simLife.BindAttribute("_BunchOutForce", "_BunchOutForce", this); simLife.BindAttribute("_NoiseSize", "_NoiseSize", this); simLife.BindAttribute("_NoiseSpeed", "_NoiseSpeed", this); simLife.BindAttribute("_NoiseForce", "_NoiseForce", this); simLife.BindAttribute("_NormalForce", "_NormalForce", this); simLife.BindAttribute("_Dampening", "_Dampening", this); simLife.BindAttribute("_UpForce", "_UpForce", this); simLife.BindForm("_SDFBoneBuffer", bones); }
public override void Bind() { life.BindPrimaryForm("_ParticleBuffer", particles); life.BindForm("_VertBuffer", verts); life.BindVector3("_Velocity", () => this.velocity); triLocation.BindPrimaryForm("_ParticleBuffer", particles); triLocation.BindForm("_VertBuffer", verts); resolve.BindPrimaryForm("_ParticleBuffer", particles); data.BindRayData(life); }
// Use this for initialization public override void Create() { Lifes.Add(skin); Forms.Add(verts); Forms.Add(tris); Forms.Add(bones); skin._Create(); verts._Create(verts); tris._Create(tris); bones._Create(bones); skin.BindPrimaryForm("_VertBuffer", verts); skin.BindForm("_BoneBuffer", bones); }
public override void Bind() { force.BindPrimaryForm("_VertBuffer", verts); force.BindForm("_SkeletonBuffer", skeleton); force.BindInt("_NumVertsPerHair", () => skeleton.numVertsPerHair); force.BindInt("_NumHairs", () => skeleton.numHairs); force.BindInt("_VertsPerVert", () => verts.vertsPerVert); constrain.BindPrimaryForm("_VertBuffer", verts); constrain.BindForm("_SkeletonBuffer", skeleton); constrain.BindInt("_NumVertsPerHair", () => skeleton.numVertsPerHair); constrain.BindInt("_NumHairs", () => skeleton.numHairs); constrain.BindInt("_VertsPerVert", () => verts.vertsPerVert); constrain.BindFloat("_Length", () => this.armLength); }
public override void _Bind() { transfer.BindPrimaryForm("_VertBuffer", verts); if (skeleton != null) { transfer.BindForm("_SkeletonBuffer", skeleton); } data.BindCameraData(transfer); transfer.BindFloat("_Radius", () => this.radius); //transfer.BindFloats("_TransformBase", () => this.transformArray); transfer.BindMatrix("_TransformBase", () => transform.localToWorldMatrix); Bind(); }
public override void Bind() { SetHairPosition.BindPrimaryForm("_VertBuffer", Hair); SetHairPosition.BindForm("_BaseBuffer", Base); HairCollision.BindPrimaryForm("_VertBuffer", Hair); HairCollision.BindForm("_BaseBuffer", Base); HairConstraint0.BindInt("_Pass", 0); HairConstraint0.BindPrimaryForm("_VertBuffer", Hair); HairConstraint1.BindInt("_Pass", 1); HairConstraint1.BindPrimaryForm("_VertBuffer", Hair); SetHairPosition.BindAttribute("_HairLength", "length", Hair); SetHairPosition.BindAttribute("_HairVariance", "variance", Hair); SetHairPosition.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); // Don't need to bind for all of them ( constraints ) because same shader HairCollision.BindAttribute("_HairLength", "length", Hair); HairCollision.BindAttribute("_HairVariance", "variance", Hair); HairCollision.BindAttribute("_NumVertsPerHair", "numVertsPerHair", Hair); HairCollision.BindAttribute("transform", "transformArray", this); }
public void SelfBind(Life toBind) { toBind.BindInt("_ParticlesPerParticle", () => this.particlesPerParticle); toBind.BindForm("_BaseBuffer", baseParticles); toBind.BindPrimaryForm("_VertBuffer", this); }