Public Member Functions | |
override void | Prepare (DrawInfo info) |
Gets the node ready to draw. More... | |
override DrawStackNode | Allocate (DrawInfo info, ref int stackID) |
Allocates GPU drawing meta now. More... | |
override double | GetWrapped (double x, double y, int wrap) |
Gets a wrapped value from this node. Range of +/- 1. More... | |
override double | GetValue (double x, double y, double z) |
Gets the value from this node. This is required at a minimum. Range of +/- 1. More... | |
override double | GetValue (double x, double y) |
Gets the value from this node. This is required at a minimum. Range of +/- 1. More... | |
Public Member Functions inherited from Loonim.Std2InputNode | |
Std2InputNode () | |
Public Member Functions inherited from Loonim.TextureNode | |
float[] | Bake (int size) |
Bakes the x axis of this node as a 1D image. More... | |
void | Bake (float[] values) |
Bakes the x axis of this node as a 1D image. More... | |
void | Bake (Color[] values) |
Bakes the x axis of this node as a 1D image. Note that the red channel is the most important. More... | |
override string | ToString () |
string | ToString (int depth) |
List< Material > | CollectMaterials () |
void | CollectMaterials (List< Material > into) |
void | AddSource (TextureNode source) |
Adds a new source to this node. More... | |
TextureNode () | |
TextureNode (int sourceCount) | |
Create a texture node with the given number of inputs. More... | |
void | SubMaterialChanged () |
Called when this nodes SubMaterialID has changed. More... | |
virtual void | Draw (DrawInfo info) |
Allocates GPU drawing meta now. More... | |
void | PreAllocate (DrawInfo info) |
Allocates now. More... | |
void | DrawGPU (DrawInfo info) |
Draws this node now (but doesn't transfer it into a texture). More... | |
void | Draw (DrawInfo info, Texture2D image, ref Color[] pixels) |
Draws this node into the given texture and pixel buffer now. Note that the pixels buffer might not get used, so initially pass in null and cache the resulting one if you wish. More... | |
void | DrawCPU (DrawInfo info, Color[] pixels) |
Draws this node using the CPU. More... | |
TextureNode | GetLayer (int id, int count) |
Gets the node with the given ID. More... | |
virtual void | Read (TextureReader reader) |
Reads sources from the given reader into this node. More... | |
virtual double | GetValue (double t) |
Gets the 1D value from this node. Equiv to GetValue(t,0). Required for all graph nodes. More... | |
virtual UnityEngine.Color | GetColour (double x, double y) |
Gets this nodes colour output. More... | |
Public Attributes | |
float | Radius |
float | MinZ |
float | AttenuationPower |
float | SSAOPower |
Static Package Attributes | |
static Color[] | RandomVectorsColours |
The pixels from the RandomVectors image (CPU mode only). More... | |
static readonly Vector3[][] | RandomSamples |
The random samples for CPU mode; low, medium and high quality. More... | |
Properties | |
OccludeQuality | Quality [get, set] |
The occlusion quality. More... | |
Vector4 | DataVector [get] |
The special _Data vector. More... | |
override int | SubMaterialID [get] |
By default, materials are named Loonim/Texture_node_id, however some nodes have "sub-materials" where they essentially have a bunch of different shaders. An example is the Blend node. More... | |
TextureNode | Depth [get, set] |
TextureNode | Normals [get, set] |
override int | OutputDimensions [get] |
override int | TypeID [get] |
Private Attributes | |
const int | RandomVectorImageSize =64 |
The dimensions of the random vector image. More... | |
int | MaterialID_ =1 |
Static Private Attributes | |
static Texture2D | RandomVectors |
The random vectors image. Set on demand (Both CPU and GPU draw use this). More... | |
Additional Inherited Members | |
Protected Member Functions inherited from Loonim.TextureNode | |
void | AllocateSources (Material material, DrawInfo info, int targetStack, int count) |
Static Protected Member Functions inherited from Loonim.TextureNode | |
static Shader | GetShader (int type, int subType) |
Gets a shader of the given node ID and it's sub-type. More... | |
static Material | GetMaterial (int type, int subType) |
Gets a sub-material of the given node ID. More... | |
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inlinevirtual |
Allocates GPU drawing meta now.
Reimplemented from Loonim.TextureNode.
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inlinevirtual |
Gets the value from this node. This is required at a minimum. Range of +/- 1.
Reimplemented from Loonim.TextureNode.
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inlinevirtual |
Gets the value from this node. This is required at a minimum. Range of +/- 1.
Reimplemented from Loonim.TextureNode.
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inlinevirtual |
Gets a wrapped value from this node. Range of +/- 1.
Reimplemented from Loonim.TextureNode.
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inlinevirtual |
Gets the node ready to draw.
Reimplemented from Loonim.TextureNode.
float Loonim.Occlusion.AttenuationPower |
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private |
float Loonim.Occlusion.MinZ |
float Loonim.Occlusion.Radius |
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staticpackage |
The random samples for CPU mode; low, medium and high quality.
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private |
The dimensions of the random vector image.
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staticprivate |
The random vectors image. Set on demand (Both CPU and GPU draw use this).
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staticpackage |
The pixels from the RandomVectors image (CPU mode only).
float Loonim.Occlusion.SSAOPower |
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getprivate |
The special _Data vector.
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getset |
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getset |
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getpackage |
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getset |
The occlusion quality.
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get |
By default, materials are named Loonim/Texture_node_id, however some nodes have "sub-materials" where they essentially have a bunch of different shaders. An example is the Blend node.
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get |