Beispiel #1
0
 static WorldMaterials()
 {
     WorldMaterials.GenerateMats(ref WorldMaterials.matsFertility, WorldMaterials.FertilitySpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsTemperature, WorldMaterials.TemperatureSpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsElevation, WorldMaterials.ElevationSpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsRainfall, WorldMaterials.RainfallSpectrum, WorldMaterials.NumMatsPerMode);
 }
Beispiel #2
0
 static WorldMaterials()
 {
     WorldMaterials.WorldTerrain           = MatLoader.LoadMat("World/WorldTerrain", 3500);
     WorldMaterials.WorldIce               = MatLoader.LoadMat("World/WorldIce", 3500);
     WorldMaterials.WorldOcean             = MatLoader.LoadMat("World/WorldOcean", 3500);
     WorldMaterials.UngeneratedPlanetParts = MatLoader.LoadMat("World/UngeneratedPlanetParts", 3500);
     WorldMaterials.Rivers                   = MatLoader.LoadMat("World/Rivers", 3530);
     WorldMaterials.RiversBorder             = MatLoader.LoadMat("World/RiversBorder", 3520);
     WorldMaterials.Roads                    = MatLoader.LoadMat("World/Roads", 3540);
     WorldMaterials.DebugTileRenderQueue     = 3510;
     WorldMaterials.WorldObjectRenderQueue   = 3550;
     WorldMaterials.WorldLineRenderQueue     = 3590;
     WorldMaterials.DynamicObjectRenderQueue = 3600;
     WorldMaterials.FeatureNameRenderQueue   = 3610;
     WorldMaterials.MouseTile                = MaterialPool.MatFrom("World/MouseTile", ShaderDatabase.WorldOverlayAdditive, 3560);
     WorldMaterials.SelectedTile             = MaterialPool.MatFrom("World/SelectedTile", ShaderDatabase.WorldOverlayAdditive, 3560);
     WorldMaterials.CurrentMapTile           = MaterialPool.MatFrom("World/CurrentMapTile", ShaderDatabase.WorldOverlayTransparent, 3560);
     WorldMaterials.Stars                    = MatLoader.LoadMat("World/Stars", -1);
     WorldMaterials.Sun                   = MatLoader.LoadMat("World/Sun", -1);
     WorldMaterials.PlanetGlow            = MatLoader.LoadMat("World/PlanetGlow", -1);
     WorldMaterials.SmallHills            = MaterialPool.MatFrom("World/Hills/SmallHills", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     WorldMaterials.LargeHills            = MaterialPool.MatFrom("World/Hills/LargeHills", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     WorldMaterials.Mountains             = MaterialPool.MatFrom("World/Hills/Mountains", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     WorldMaterials.ImpassableMountains   = MaterialPool.MatFrom("World/Hills/Impassable", ShaderDatabase.WorldOverlayTransparentLit, 3510);
     WorldMaterials.VertexColor           = MatLoader.LoadMat("World/WorldVertexColor", -1);
     WorldMaterials.TargetSquareMatSingle = MaterialPool.MatFrom("UI/Overlays/TargetHighlight_Square", ShaderDatabase.Transparent, 3560);
     WorldMaterials.NumMatsPerMode        = 50;
     WorldMaterials.OverlayModeMatOcean   = SolidColorMaterials.NewSolidColorMaterial(new Color(0.09f, 0.18f, 0.2f), ShaderDatabase.Transparent);
     WorldMaterials.FertilitySpectrum     = new Color[]
     {
         new Color(0f, 1f, 0f, 0f),
         new Color(0f, 1f, 0f, 0.5f)
     };
     WorldMaterials.TemperatureSpectrum = new Color[]
     {
         new Color(1f, 1f, 1f),
         new Color(0f, 0f, 1f),
         new Color(0.25f, 0.25f, 1f),
         new Color(0.6f, 0.6f, 1f),
         new Color(0.5f, 0.5f, 0.5f),
         new Color(0.5f, 0.3f, 0f),
         new Color(1f, 0.6f, 0.18f),
         new Color(1f, 0f, 0f)
     };
     WorldMaterials.ElevationSpectrum = new Color[]
     {
         new Color(0.224f, 0.18f, 0.15f),
         new Color(0.447f, 0.369f, 0.298f),
         new Color(0.6f, 0.6f, 0.6f),
         new Color(1f, 1f, 1f)
     };
     WorldMaterials.RainfallSpectrum = new Color[]
     {
         new Color(0.9f, 0.9f, 0.9f),
         GenColor.FromBytes(190, 190, 190, 255),
         new Color(0.58f, 0.58f, 0.58f),
         GenColor.FromBytes(196, 112, 110, 255),
         GenColor.FromBytes(200, 179, 150, 255),
         GenColor.FromBytes(255, 199, 117, 255),
         GenColor.FromBytes(255, 255, 84, 255),
         GenColor.FromBytes(145, 255, 253, 255),
         GenColor.FromBytes(0, 255, 0, 255),
         GenColor.FromBytes(63, 198, 55, 255),
         GenColor.FromBytes(13, 150, 5, 255),
         GenColor.FromBytes(5, 112, 94, 255)
     };
     WorldMaterials.GenerateMats(ref WorldMaterials.matsFertility, WorldMaterials.FertilitySpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsTemperature, WorldMaterials.TemperatureSpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsElevation, WorldMaterials.ElevationSpectrum, WorldMaterials.NumMatsPerMode);
     WorldMaterials.GenerateMats(ref WorldMaterials.matsRainfall, WorldMaterials.RainfallSpectrum, WorldMaterials.NumMatsPerMode);
 }