Beispiel #1
0
        public override void SetupEntity(MyEffectBase shader, MyRender.MyRenderElement renderElement)
        {
            MyEffectAtmosphere effectAtmosphere = shader as MyEffectAtmosphere;

            effectAtmosphere.SetWorldMatrix((Matrix)renderElement.WorldMatrixForDraw);
            effectAtmosphere.SetDiffuseColor(renderElement.Color);

            var atmosphere = renderElement.RenderObject as MyRenderAtmosphere;

            float depthScale = 0.2f;

            effectAtmosphere.SetInnerRadius(atmosphere.PlanetRadius);
            effectAtmosphere.SetOutherRadius(atmosphere.AtmosphereRadius);

            float scaleAtmosphere = 1.0f / (atmosphere.AtmosphereRadius - atmosphere.PlanetRadius);

            effectAtmosphere.SetScaleAtmosphere(scaleAtmosphere);
            effectAtmosphere.SetScaleAtmosphereOverScaleDepth(scaleAtmosphere / depthScale);

            Vector3 cameraToCenter = atmosphere.GetRelativeCameraPos(MyRenderCamera.Position);

            effectAtmosphere.SetRelativeCameraPos(cameraToCenter);

            effectAtmosphere.SetLightPos(-MySunGlare.GetSunDirection());
            effectAtmosphere.SetIsInside(atmosphere.IsInside(MyRenderCamera.Position));

            effectAtmosphere.SetScaleDepth(depthScale);

            effectAtmosphere.SetWavelength(atmosphere.AtmosphereWavelengths);
        }
Beispiel #2
0
        static void SetupAtmosphere(MyEffectVoxels shader, MyRenderVoxelCellBackground element)
        {
            shader.SetHasAtmosphere(element.HasAtmosphere);

            if (element.HasAtmosphere)
            {
                float depthScale = 0.2f;

                shader.SetInnerRadius(element.PlanetRadius);
                shader.SetOutherRadius(element.AtmosphereRadius);

                float scaleAtmosphere = 1.0f / (element.AtmosphereRadius - element.PlanetRadius);

                shader.SetScaleAtmosphere(scaleAtmosphere);
                shader.SetScaleAtmosphereOverScaleDepth(scaleAtmosphere / depthScale);

                Vector3 cameraToCenter = element.GetRelativeCameraPos(MyRenderCamera.Position);

                shader.SetRelativeCameraPos(cameraToCenter);

                shader.SetLightPos(-MySunGlare.GetSunDirection());
                shader.SetIsInside(element.IsInside(MyRenderCamera.Position));

                shader.SetScaleDepth(depthScale);

                shader.SetPositonToLeftBottomOffset(element.PositiontoLeftBottomOffset);

                shader.SetWavelength(element.AtmosphereWavelengths);
            }
        }