rename Clear shader

master
uc-hoba 8 years ago
parent 2020a4eab6
commit 82be25bd7e
  1. 3
      Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute
  2. 0
      Unity_2018_Frozen/Assets/KinectOpticalFlow/ApplyKinectFluidBufferShader.compute.meta
  3. 26
      Unity_2018_Frozen/Assets/KinectOpticalFlow/KinectOpticalFlow.cs

@ -1,5 +1,4 @@
// Each #kernel tells which function to compile; you can have many kernels #pragma kernel CSMain
#pragma kernel CSMain
#define NUM_THREADS 8 #define NUM_THREADS 8
RWStructuredBuffer<float4> KinectGridBuffer; RWStructuredBuffer<float4> KinectGridBuffer;

@ -19,7 +19,7 @@ namespace UltraCombos
[SerializeField] [SerializeField]
ComputeShader updateShader; ComputeShader updateShader;
[SerializeField] [SerializeField]
ComputeShader clearShader; ComputeShader applyShader;
ComputeBuffer clear_grid_buffer_args_buffer = null; ComputeBuffer clear_grid_buffer_args_buffer = null;
ComputeBuffer args_buffer = null; ComputeBuffer args_buffer = null;
@ -118,22 +118,22 @@ namespace UltraCombos
clear_grid_buffer_args_buffer.SetData(args); clear_grid_buffer_args_buffer.SetData(args);
#else #else
Vector3Int dim = Vector3Int.FloorToInt(fluidSimulation.GridDim); Vector3Int dim = Vector3Int.FloorToInt(fluidSimulation.GridDim);
clear_grid_buffer_args_buffer = clearShader.CreateIndirectComputeArgsBuffer(dim.x, dim.y, dim.z); clear_grid_buffer_args_buffer = applyShader.CreateIndirectComputeArgsBuffer(dim.x, dim.y, dim.z);
#endif #endif
} }
{ {
clearShader.SetVector("FluidDim", fluidSimulation.GridDim); applyShader.SetVector("FluidDim", fluidSimulation.GridDim);
clearShader.SetBuffer(0, "VelocityBuffer", fluidSimulation.VelocityBuffer); applyShader.SetBuffer(0, "VelocityBuffer", fluidSimulation.VelocityBuffer);
clearShader.SetBuffer(0, "TemperatureBuffer", fluidSimulation.TemperatureBuffer); applyShader.SetBuffer(0, "TemperatureBuffer", fluidSimulation.TemperatureBuffer);
clearShader.SetBuffer(0, "ObstacleBuffer", fluidSimulation.ObstacleBuffer); applyShader.SetBuffer(0, "ObstacleBuffer", fluidSimulation.ObstacleBuffer);
clearShader.SetBuffer(0, "DensityBuffer", fluidSimulation.DensityBuffer); applyShader.SetBuffer(0, "DensityBuffer", fluidSimulation.DensityBuffer);
clearShader.SetFloat("timeStep", Time.fixedDeltaTime); applyShader.SetFloat("timeStep", Time.fixedDeltaTime);
clearShader.SetFloat("temperatureAmount", fluidSimulation.m_temperatureAmount); applyShader.SetFloat("temperatureAmount", fluidSimulation.m_temperatureAmount);
clearShader.SetFloat("densityAmount", fluidSimulation.m_densityAmount); applyShader.SetFloat("densityAmount", fluidSimulation.m_densityAmount);
clearShader.SetFloat("kinectAmount", kinectAmount); applyShader.SetFloat("kinectAmount", kinectAmount);
clearShader.SetBuffer(0, "KinectGridBuffer", kinect_grid_buffer); applyShader.SetBuffer(0, "KinectGridBuffer", kinect_grid_buffer);
clearShader.DispatchIndirect(0, clear_grid_buffer_args_buffer); applyShader.DispatchIndirect(0, clear_grid_buffer_args_buffer);
} }
} }

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