Esempio n. 1
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 public static Texture Checkerboard(int w, int h, int cellbits, uint oddColor, uint evenColor)
 {
     Texture t = new Texture(w,h);
     int pos = 0;
     for(int y = 0; y < h; y++)
         for(int x = 0; x < w; x++)
             t.Pixel[pos++] = (((((x>>cellbits)+(y>>cellbits))&1)==0) ? evenColor : oddColor );
     return t;
 }
Esempio n. 2
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 public static Texture Perlin(int w, int h, float persistency, float density, int samples, int scale)
 {
     TextureFactory.initNoiseBuffer();
     Texture t = new Texture(w,h);
     int pos = 0;
     float wavelength = (float) ((w > h) ? w : h )/density;
     for(int y = 0; y < h; y++)
         for(int x = 0; x < w; x++)
             t.Pixel[pos++] = (uint)((float) scale*TextureFactory.perlin2d(x,y,wavelength,persistency,samples));
     return t;
 }
Esempio n. 3
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 public static Texture BlendTopDown(Texture top, Texture down)
 {
     down.Resize(top.Width,top.Height);
     Texture t = new Texture(top.Width,top.Height);
     int pos = 0;
     int alpha;
     for(int y = 0; y < top.Height; y++) {
         alpha = 255*y/(top.Height-1);
         for(int x = 0; x < top.Width; x++) {
             t.Pixel[pos] = Colors.Transparency(down.Pixel[pos],top.Pixel[pos],alpha);
             pos++;
         }
     }
     return t;
 }
Esempio n. 4
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 public Texture Add(Texture additive)
 {
     for(int i = this.Width*this.Height-1; i >= 0; i--)
         this.Pixel[i] = Colors.Add(this.Pixel[i],additive.Pixel[i]);
     return this;
 }
Esempio n. 5
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 public Texture Sub(Texture subtractive)
 {
     for(int i = this.Width*this.Height-1; i >= 0; i--)
         this.Pixel[i] = Colors.Sub(this.Pixel[i],subtractive.Pixel[i]);
     return this;
 }
Esempio n. 6
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 public Texture Put(Texture newData)
 {
     Array.Copy(newData.Pixel,0,this.Pixel,0,this.Width*this.Height);
     return this;
 }
Esempio n. 7
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 public Texture Multiply(Texture multiplicative)
 {
     for(int i = this.Width*this.Height-1; i >= 0; i--)
         this.Pixel[i] = Colors.Multiply(this.Pixel[i],multiplicative.Pixel[i]);
     return this;
 }
Esempio n. 8
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 public Texture Mix(Texture newData)
 {
     for(int i = this.Width*this.Height-1; i >= 0; i--)
         this.Pixel[i] = Colors.Mix(this.Pixel[i],newData.Pixel[i]);
     return this;
 }
Esempio n. 9
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 public Texture GetClone()
 {
     Texture t = new Texture(this.Width,this.Height);
     for(int i = 0; i < this.Pixel.Length; i++)
         t.Pixel[i] = this.Pixel[i];
     return t;
 }
Esempio n. 10
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 public static int GenerateHeightMap(Texture texture, float dxz, float dy, int granularity, out int idBuffer, out int idN)
 {
     int w = texture.Width;
     int h = texture.Height;
     int lnx = (w/granularity);
     int lnz = (h/granularity);
     idN = (lnx*(lnz-0x01))<<0x01;
     int[] idData = new int[idN];
     dxz *= granularity;
     int k = 0x00;
     for(int i = (lnz-0x01)*lnx-0x01, j = i+lnx; i >= 0x00;) {
         idData[k++] = j--;
         idData[k++] = i--;
     }
     GL.GenBuffers(0x01, out idBuffer);
     GL.BindBuffer(BufferTarget.ElementArrayBuffer, idBuffer);
     GL.BufferData(BufferTarget.ElementArrayBuffer, new IntPtr(sizeof(int)*idData.Length), idData, BufferUsageHint.StaticDraw);
     float[] xntData = new float[(lnx*lnz)<<0x03];
     float vy, ty, dyx, dyz, ntx = 1.0f/(lnx-0x01), nty = 1.0f/(lnz-0x01), nn, dxzsq = 4.0f*dxz*dxz;
     uint[] pixel = texture.Pixel;
     float factor = dy/255.0f;
     k = 0x00;
     int l = 0x00;
     float x0 = -0.5f*dxz*(lnx-0x01), z0 = -0.5f*dxz*(lnz-0x01);
     for(int i = 0x00; i < lnz; i++) {
         vy = dxz*i+z0;
         ty = nty*i;
         l = w*i*granularity;
         for(int j = 0x00; j < lnx; j++) {
             xntData[k++] = dxz*j+x0;
             xntData[k++] = (pixel[l]&0xff)*factor;
             xntData[k++] = vy;
             if(i > 0x00 && j > 0x00 && i < (lnz-0x01) && j < (lnx-0x01)) {
                 //fill
                 dyx = (pixel[l-0x01]&0xff)-(pixel[l+0x01]&0xff)*factor;
                 dyz = (pixel[l-w]&0xff)-(pixel[l+w]&0xff)*factor;
                 nn = (float)(1.0d/Math.Sqrt(dxzsq+dyx*dyx+dyz*dyz));
                 xntData[k++] = dyx*nn;
                 xntData[k++] = 2.0f*dxz*nn;
                 xntData[k++] = dyz*nn;
             }
             else {
                 //border
                 xntData[k++] = 0.0f;
                 xntData[k++] = 1.0f;
                 xntData[k++] = 0.0f;
             }
             xntData[k++] = ntx*j;
             xntData[k++] = ty;
             l += granularity;
         }
     }
     int xntBuff;
     GL.GenBuffers(0x01, out xntBuff);
     GL.BindBuffer(BufferTarget.ArrayBuffer, xntBuff);
     GL.BufferData(BufferTarget.ArrayBuffer, new IntPtr(sizeof(float)*xntData.Length), xntData, BufferUsageHint.StaticDraw);
     return xntBuff;
 }