void SetCommonUniforms(UniformsData uniforms) { uniforms.Set("param_offsetFromPlanetCenter", RendererSurface.Offset.ToVector3d()); uniforms.Set("param_remainderOffset", RendererSurface.Offset.Remainder()); uniforms.Set("param_generation", subdivisionDepth); uniforms.Set("param_segmentId", (int)this.ID); uniforms.Set("param_segmentNormalMap", segmentNormalMap); }
public void SetTo(UniformsData uniforms) { uniforms.Set("param_radiusMin", (double)radiusMin); uniforms.Set("param_noiseHeightMultiplier", (double)noiseHeightMultiplier); uniforms.Set("param_noisePositionMultiplier", (double)noisePositionMultiplier); uniforms.Set("param_seaLevel01", (double)seaLevel01); uniforms.Set("param_biomesControlMap", biomesControlMap); foreach (var biome in biomes) { var splatMapTextureId = (biome.Key / 4.0).FloorToInt(); var splatMapTextureChannel = biome.Key % 4; var channel = new string[] { "r", "g", "b", "a" }[splatMapTextureChannel]; splatMapTextureId += 1; uniforms.Set("param_biome" + splatMapTextureId + "" + channel + "_diffuseMap", biome.Value.diffuse); uniforms.Set("param_biome" + splatMapTextureId + "" + channel + "_normalMap", biome.Value.normal); uniforms.Set("param_biome" + splatMapTextureId + "" + channel + "_color", biome.Value.VectorColor); } }