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); }
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); }