Inheritance diagram for Loonim.Occlusion:
Loonim.Std2InputNode Loonim.TextureNode

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...
 

Member Function Documentation

override DrawStackNode Loonim.Occlusion.Allocate ( DrawInfo  info,
ref int  stackID 
)
inlinevirtual

Allocates GPU drawing meta now.

Reimplemented from Loonim.TextureNode.

override double Loonim.Occlusion.GetValue ( double  x,
double  y,
double  z 
)
inlinevirtual

Gets the value from this node. This is required at a minimum. Range of +/- 1.

Reimplemented from Loonim.TextureNode.

override double Loonim.Occlusion.GetValue ( double  x,
double  y 
)
inlinevirtual

Gets the value from this node. This is required at a minimum. Range of +/- 1.

Reimplemented from Loonim.TextureNode.

override double Loonim.Occlusion.GetWrapped ( double  x,
double  y,
int  wrap 
)
inlinevirtual

Gets a wrapped value from this node. Range of +/- 1.

Reimplemented from Loonim.TextureNode.

override void Loonim.Occlusion.Prepare ( DrawInfo  info)
inlinevirtual

Gets the node ready to draw.

Reimplemented from Loonim.TextureNode.

Member Data Documentation

float Loonim.Occlusion.AttenuationPower
int Loonim.Occlusion.MaterialID_ =1
private
float Loonim.Occlusion.MinZ
float Loonim.Occlusion.Radius
readonly Vector3 [][] Loonim.Occlusion.RandomSamples
staticpackage

The random samples for CPU mode; low, medium and high quality.

const int Loonim.Occlusion.RandomVectorImageSize =64
private

The dimensions of the random vector image.

Texture2D Loonim.Occlusion.RandomVectors
staticprivate

The random vectors image. Set on demand (Both CPU and GPU draw use this).

Color [] Loonim.Occlusion.RandomVectorsColours
staticpackage

The pixels from the RandomVectors image (CPU mode only).

float Loonim.Occlusion.SSAOPower

Property Documentation

Vector4 Loonim.Occlusion.DataVector
getprivate

The special _Data vector.

TextureNode Loonim.Occlusion.Depth
getset
TextureNode Loonim.Occlusion.Normals
getset
override int Loonim.Occlusion.OutputDimensions
getpackage
OccludeQuality Loonim.Occlusion.Quality
getset

The occlusion quality.

override int Loonim.Occlusion.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.

override int Loonim.Occlusion.TypeID
get