collecting links and documents about the topic
Object Systems (2004, as used in Thief 1998) http://chrishecker.com/images/6/6f/ObjSys.ppt
using UnityEngine; | |
#if UNITY_EDITOR | |
[System.AttributeUsage(System.AttributeTargets.Field)] | |
public class RenameAttribute : PropertyAttribute | |
{ | |
public string[] renamePairs; | |
public RenameAttribute(params string[] renamePairs) | |
{ |
#pragma once | |
#define DYN_ARR_OF(type) struct { \ | |
type *data; \ | |
type *endptr; \ | |
uint32_t capacity; \ | |
} | |
#if !defined(__cplusplus) | |
#define decltype(x) void* |
// Non Editor code | |
using System.Collections; | |
using System.Collections.Generic; | |
using UnityEngine; | |
public abstract class TrafficLightAttribute : PropertyAttribute | |
{ | |
public bool DrawLabel = true; | |
public string CustomLabel; | |
public bool AlsoDrawDefault; |
#define BINKGL_LIST \ | |
/* ret, name, params */ \ | |
GLE(void, LinkProgram, GLuint program) \ | |
GLE(void, GetProgramiv, GLuint program, GLenum pname, GLint *params) \ | |
GLE(GLuint, CreateShader, GLenum type) \ | |
GLE(void, ShaderSource, GLuint shader, GLsizei count, const GLchar* const *string, const GLint *length) \ | |
GLE(void, CompileShader, GLuint shader) \ | |
GLE(void, GetShaderiv, GLuint shader, GLenum pname, GLint *params) \ | |
GLE(void, GetShaderInfoLog, GLuint shader, GLsizei bufSize, GLsizei *length, GLchar *infoLog) \ | |
GLE(void, DeleteShader, GLuint shader) \ |
collecting links and documents about the topic
Object Systems (2004, as used in Thief 1998) http://chrishecker.com/images/6/6f/ObjSys.ppt
Please consider using http://lygia.xyz instead of copy/pasting this functions. It expand suport for voronoi, voronoise, fbm, noise, worley, noise, derivatives and much more, through simple file dependencies. Take a look to https://github.com/patriciogonzalezvivo/lygia/tree/main/generative
float rand(float n){return fract(sin(n) * 43758.5453123);}
float noise(float p){
float fl = floor(p);
float fc = fract(p);
//Based on a brilliant idea by Matthew Wegner - https://twitter.com/mwegner/status/355147544818495488 | |
//Code for drawing the base PropertyDrawers is from here: http://forum.unity3d.com/threads/173401-Getting-Default-SerializedProperty-Drawing-within-a-PropertyDrawer?p=1186347&viewfull=1#post1186347 | |
//My implementation is super lazy with magic numbers everywhere! :D | |
#if UNITY_EDITOR | |
using System; | |
using UnityEngine; | |
using System.Collections.Generic; | |
using UnityEditor; |
This file (with a leading space) exists so that the gist has a sensible name, rather than "LICENSE." |