Exemplo n.º 1
0
        void Render(
            VoxelRenderData renderData,
            float[] t, float[] lightDirection,
            float[] ambientLight, float[] diffuseLight,
            float colorPaletteTextureMidIndex, float normalsPaletteTextureMidIndex)
        {
            shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
            shader.SetVec("PaletteRows", colorPaletteTextureMidIndex, normalsPaletteTextureMidIndex);
            shader.SetMatrix("TransformMatrix", t);
            shader.SetVec("LightDirection", lightDirection, 4);
            shader.SetVec("AmbientLight", ambientLight, 3);
            shader.SetVec("DiffuseLight", diffuseLight, 3);

            shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
        }
Exemplo n.º 2
0
        void Render(VoxelRenderData renderData,
                    float[] t, float[] lightDirection,
                    float[] ambientLight, float[] diffuseLight,
                    int colorPalette, int normalsPalette)
        {
            shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
            shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
                          (normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
            shader.SetMatrix("TransformMatrix", t);
            shader.SetVec("LightDirection", lightDirection, 4);
            shader.SetVec("AmbientLight", ambientLight, 3);
            shader.SetVec("DiffuseLight", diffuseLight, 3);

            shader.Render(() => renderer.DrawBatch(Game.modData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
        }
Exemplo n.º 3
0
        void Render(
			VoxelRenderData renderData,
			float[] t, float[] lightDirection,
			float[] ambientLight, float[] diffuseLight,
			float colorPaletteTextureMidIndex, float normalsPaletteTextureMidIndex)
        {
            shader.SetTexture("DiffuseTexture", renderData.Sheet.GetTexture());
            shader.SetVec("PaletteRows", colorPaletteTextureMidIndex, normalsPaletteTextureMidIndex);
            shader.SetMatrix("TransformMatrix", t);
            shader.SetVec("LightDirection", lightDirection, 4);
            shader.SetVec("AmbientLight", ambientLight, 3);
            shader.SetVec("DiffuseLight", diffuseLight, 3);

            shader.Render(() => renderer.DrawBatch(Game.ModData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.TriangleList));
        }
Exemplo n.º 4
0
        void Render(VoxelRenderData renderData,
		            float[] t, float[] lightDirection,
		            float[] ambientLight, float[] diffuseLight,
		            int colorPalette, int normalsPalette)
        {
            shader.SetTexture("DiffuseTexture", renderData.Sheet.Texture);
            shader.SetVec("PaletteRows", (colorPalette + 0.5f) / HardwarePalette.MaxPalettes,
                          				 (normalsPalette + 0.5f) / HardwarePalette.MaxPalettes);
            shader.SetMatrix("TransformMatrix", t);
            shader.SetVec("LightDirection", lightDirection, 4);
            shader.SetVec("AmbientLight", ambientLight, 3);
            shader.SetVec("DiffuseLight", diffuseLight, 3);

            shader.Render(() => renderer.DrawBatch(Game.modData.VoxelLoader.VertexBuffer, renderData.Start, renderData.Count, PrimitiveType.QuadList));
        }