public ElevationGrid BuildHeightmapFromGenerator(RenderingContext rc, IHeightMapGenerator generator, out Bitmap largePerlinImage, int x, int z, int h, float sx, float sz) { ElevationGrid g; Bitmap noiseBitmap; Image newImage; Console.WriteLine("Rendering noise texture (in a shader)"); noiseBitmap = largePerlinImage = generator.GenerateHeightMap(rc); Console.WriteLine("Processed into GDI Bitmap and cropping down to ({0}, {1}) for performace", x, z); newImage = noiseBitmap.GetThumbnailImage(x, z, null, IntPtr.Zero); // scale image to make processing easier //noiseBitmap.Dispose(); noiseBitmap = (Bitmap)newImage; Console.WriteLine("Going through each depth pixel to generate an ElevationGrid"); g = BuildHeightmapFromTexture(sx, sz, noiseBitmap, h); return(g); }
public MultiplyHeightMap(IHeightMapGenerator a, IHeightMapGenerator b) { generatorA = a; generatorB = b; }
public WindFromHeightMapParser(IHeightMapGenerator heightMapGenerator) { m_heightMapGenerator = heightMapGenerator; }
public void Initialize() { hmGenerator = new PerlinHeightMap(texScale); SetTexture(); }
public TerrainGenerator(IHeightMapGenerator heightMapGenerator) { _heightMapGenerator = heightMapGenerator; }