public void SetMist(MistComponent mist) { bool bMistEnable = false; if (mist != null) { u_mistColour.LoadUniform(mist.MistColour); bMistEnable = true; } u_mistEnable.LoadUniform(bMistEnable); }
public Entity(string modelPath, string texturePath, string normalMapPath, string specularMapPath, Vector3 translation, Vector3 rotation, Vector3 scale) : base() { ComponentTranslation = translation; ComponentRotation = rotation; ComponentScale = scale; bVisibleByCamera = true; m_mist = null; m_material = new Material(new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), 20.0f, 1.0f); InitResources(modelPath, texturePath, normalMapPath, specularMapPath); }
public void SetMist(MistComponent mist) { if (mist != null) { u_mistEnable.LoadUniform(true); u_mistGradient.LoadUniform(mist.MistGradient); u_mistDensity.LoadUniform(mist.MistDensity); u_mistColour.LoadUniform(mist.MistColour); } else { u_mistEnable.LoadUniform(false); } }
public void setMist(MistComponent mistComponent) { bool bEnableMist = false; if (mistComponent != null) { u_mistDensity.LoadUniform(mistComponent.MistDensity); u_mistGradient.LoadUniform(mistComponent.MistGradient); u_mistColour.LoadUniform(mistComponent.MistColour); bEnableMist = true; } u_mistEnable.LoadUniform(bEnableMist); }
public PlantReadyMaster(Int32 entityCount, float MAP_SIZE, VBOArrayF ModelAttribs, Vector3 Scale, string[] textureSets, WindComponent component, MistComponent mist = null) { _postConstructor = true; _attribs = ModelAttribs; _texture = new List <ITexture>(); foreach (var item in textureSets) { _texture.Add(PoolProxy.GetResource <ObtainTexturePool, TextureAllocationPolicy, string, ITexture>(item)); } this.MAP_SIZE = MAP_SIZE; entityCount = entityCount > MAX_ENTITIES_COUNT ? MAX_ENTITIES_COUNT : entityCount; _grassMaterial = new Material(new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), new Vector3(1.0f, 1.0f, 1.0f), 10.0f, 1.0f); _meshCenter = GetCenter(); _plants = new List <PlantUnit>(); for (Int32 i = 0; i < entityCount; i++) { _plants.Add(new PlantUnit(i, Scale, MAP_SIZE, new uint[] { 1, 2, 3 })); } this._wind = component; this._mist = mist; }
public void SetMist(MistComponent mist) { this._mist = mist; }
public void PostDeserializePass(MistComponent mistComponent) { _mist = mistComponent; }
public void SetMist(MistComponent mist) { m_mist = mist; }
public void setMistComponent(MistComponent mist) { this.m_mist = mist; }
public void PostDeserializePass(MistComponent mistComponent, CollisionHeadUnit collisionHeadUnit) { m_mist = mistComponent; SetCollisionHeadUnit(collisionHeadUnit); }