Пример #1
0
    // Use this for initialization
    void Start()
    {
        IModule module = new Perlin();
        NoiseMapBuilderSphere heightMap = new NoiseMapBuilderSphere(512, 256);
        heightMap.SetBounds(-90.0, 90.0, -180.0, 180.0);
        heightMap.Build(module);
        RendererImage render = new RendererImage();
        render.SourceNoiseMap = heightMap.Map;
        render.ClearGradient ();
        render.AddGradientPoint (-1.0000, new Color32(  0,   0, 128, 255)); // deeps
        render.AddGradientPoint (-0.2500, new Color32(  0,   0, 255, 255)); // shallow
        render.AddGradientPoint ( 0.0000, new Color32(  0, 128, 255, 255)); // shore
        render.AddGradientPoint ( 0.0625, new Color32(240, 240,  64, 255)); // sand
        render.AddGradientPoint ( 0.1250, new Color32( 32, 160,   0, 255)); // grass
        render.AddGradientPoint ( 0.3750, new Color32(224, 224,   0, 255)); // dirt
        render.AddGradientPoint ( 0.7500, new Color32(128, 128, 128, 255)); // rock
        render.AddGradientPoint ( 1.0000, new Color32(255, 255, 255, 255)); // snow
        render.IsLightEnabled = true;
        render.LightContrast = 3.0;
        render.LightBrightness = 2.0;
        render.Render();

        tex = render.GetTexture();
    }
Пример #2
0
 private Texture2D RenderTex(IModule module)
 {
     switch((MAPTYPE)popMapTypes) {
         case MAPTYPE.Cylindirical:
             NoiseMapBuilderCylinder buildCylindirical = new NoiseMapBuilderCylinder(textureWidth, textureHeight);
             buildCylindirical.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildCylindirical.Build(module);
             render.SourceNoiseMap = buildCylindirical.Map;
         break;
         case MAPTYPE.Spherical:
             NoiseMapBuilderSphere buildSpherical = new NoiseMapBuilderSphere(textureWidth, textureHeight);
             buildSpherical.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildSpherical.Build(module);
             render.SourceNoiseMap = buildSpherical.Map;
         break;
         case MAPTYPE.Planar:
             NoiseMapBuilderPlane buildPlanar = new NoiseMapBuilderPlane(textureWidth, textureHeight);
             buildPlanar.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildPlanar.IsSeamless = seamlessEnabled;
             buildPlanar.Build(module);
             render.SourceNoiseMap = buildPlanar.Map;
         break;
         default:
         break;
     }
     ImageMap backMap = null;
     if(backgroundTexture != null)
         backMap = new ImageMap(backgroundTexture, Color.gray);
     if(backMap != null)
         render.BackgroundImage = backMap;
     render.IsWrapEnabled = wrapEnabled;
     render.IsLightEnabled = lightEnabled;
     render.LightContrast = lightContrast;
     render.LightAzimuth = lightAzimuth;
     render.LightBrightness = lightBrightness;
     render.LightColor = lightColor;
     render.LightContrast = lightContrast;
     render.LightElev = lightElevation;
     render.LightIntensity = lightIntensity;
     render.Render();
     return render.GetTexture();
 }
Пример #3
0
 private Texture2D RenderNorm(IModule module)
 {
     RendererNormal render = new RendererNormal();
     switch((MAPTYPE)popMapTypes) {
         case MAPTYPE.Cylindirical:
             NoiseMapBuilderCylinder buildCylindirical = new NoiseMapBuilderCylinder(textureWidth, textureHeight);
             buildCylindirical.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildCylindirical.Build(module);
             render.SourceNoiseMap = buildCylindirical.Map;
         break;
         case MAPTYPE.Spherical:
             NoiseMapBuilderSphere buildSpherical = new NoiseMapBuilderSphere(textureWidth, textureHeight);
             buildSpherical.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildSpherical.Build(module);
             render.SourceNoiseMap = buildSpherical.Map;
         break;
         case MAPTYPE.Planar:
             NoiseMapBuilderPlane buildPlanar = new NoiseMapBuilderPlane(textureWidth, textureHeight);
             buildPlanar.SetBounds(lowerXBound, upperXBound, lowerZBound, upperZBound);
             buildPlanar.Build(module);
             render.SourceNoiseMap = buildPlanar.Map;
         break;
         default:
         break;
     }
     render.BumpHeight = bumpHeight;
     render.Render();
     return render.GetTexture();
 }