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ModelCreate.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using svision_internal;
using ShaderHandler = svision_internal.ShaderHandler;
public class ModelCreate : MonoBehaviour
{
private ComputeBuffer oneDimImage;
private int buffID, xResID, yResID, minXID, minYID, maxXID, maxYID, screenCoverID;
private float[] dim1Values;
private int currentFrame = 0;
void Start()
{
sxr_internal.ShaderHandler.Instance.SetDownscaleFactor(2);
oneDimImage = new ComputeBuffer((100 * 100), 4);
Graphics.SetRandomWriteTarget(1, oneDimImage, true);
//ShaderHandler.Instance.SetPreprocessors(ShaderHandler.ShaderName.Greyscale1D);
dim1Values = new float[100 * 100];
buffID = Shader.PropertyToID("IMAGE1D");
xResID = Shader.PropertyToID("XResolution");
yResID = Shader.PropertyToID("YResolution");
minXID = Shader.PropertyToID("MinimumPixelPositionX");
minYID = Shader.PropertyToID("MinimumPixelPositionY");
maxXID = Shader.PropertyToID("MaximumPixelPositionX");
maxYID = Shader.PropertyToID("MaximumPixelPositionY");
screenCoverID = Shader.PropertyToID("ScreenCoverageRatio");
}
// Update is called once per frame
void Update()
{
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, buffID, oneDimImage);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, xResID, 500.0f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, yResID, 500.0f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, minXID, 150f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, minYID, 150f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, maxXID, 350f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, maxYID, 350f);
ShaderHandler.Instance.ModifyShader(ShaderHandler.ShaderName.Greyscale1D, screenCoverID, .50f);
if (currentFrame % 1000 ==0)
for (int i = 0; i < dim1Values.Length; i+=dim1Values.Length/100)
Debug.Log(dim1Values[i]);
currentFrame++;
}
}