void updateTemperature() { Renderer.device.pushDebugMarker("Update Heat"); Fractal f = myHeatGenerator.findModule("fractal") as Fractal; f.seed = heat.seed; f.octaves = heat.octaves; f.frequency = heat.frequency; f.offset = heat.offset; f.lacunarity = heat.lacunarity; f.gain = heat.gain; f.H = heat.H; Gradient g = myHeatGenerator.findModule("south gradient") as Gradient; g.x0 = heat.sx0; g.x1 = heat.sx1; g.y0 = heat.sy0; g.y1 = heat.sy1; g = myHeatGenerator.findModule("north gradient") as Gradient; g.x0 = heat.nx0; g.x1 = heat.nx1; g.y0 = heat.ny0; g.y1 = heat.ny1; myHeatGenerator.update(true); Renderer.device.popDebugMarker(); }
void updateMoisture() { Renderer.device.pushDebugMarker("Update Moisture"); myMoistureGenerator.update(); Renderer.device.popDebugMarker(); }
void updateElevation() { Renderer.device.pushDebugMarker("Update Elevation"); //update the elevation height map myElevationGenerator.update(); Renderer.device.popDebugMarker(); }
public void update() { bool elvChanged = myElevationGenerator.update(); bool heatChanged = myHeatGenerator.update(); bool moistChanged = myMoistureGenerator.update(); if (elvChanged || heatChanged || moistChanged) { Info.print("Updating Biome Map"); Renderer.device.pushDebugMarker("Update Biomes"); ComputeCommand cmd; String m2 = "Apply Elevation"; GL.PushDebugGroup(DebugSourceExternal.DebugSourceApplication, 0, m2.Length, m2); cmd = new ComputeCommand(myApplyElevationShader, myBiome.width / 32, myBiome.height / 32); cmd.addImage(myElevationGenerator.output.output, TextureAccess.ReadOnly, 0); cmd.addImage(myBiome, TextureAccess.WriteOnly, 1); cmd.execute(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); GL.PopDebugGroup(); String m3 = "Apply Heat"; GL.PushDebugGroup(DebugSourceExternal.DebugSourceApplication, 0, m3.Length, m3); cmd = new ComputeCommand(myApplyHeatShader, myBiome.width / 32, myBiome.height / 32); cmd.addImage(myHeatGenerator.output.output, TextureAccess.ReadOnly, 0); cmd.addImage(myBiome, TextureAccess.ReadWrite, 1); cmd.execute(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); GL.PopDebugGroup(); String m4 = "Apply Moisture"; GL.PushDebugGroup(DebugSourceExternal.DebugSourceApplication, 0, m4.Length, m4); cmd = new ComputeCommand(myApplyMoistureShader, myBiome.width / 32, myBiome.height / 32); cmd.addImage(myMoistureGenerator.output.output, TextureAccess.ReadOnly, 0); cmd.addImage(myBiome, TextureAccess.ReadWrite, 1); cmd.execute(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); GL.PopDebugGroup(); String m5 = "Apply Biome"; GL.PushDebugGroup(DebugSourceExternal.DebugSourceApplication, 0, m5.Length, m5); cmd = new ComputeCommand(myGenerateBiomeShader, myBiome.width / 32, myBiome.height / 32); cmd.addImage(myBiome, TextureAccess.ReadWrite, 0); cmd.execute(); GL.MemoryBarrier(MemoryBarrierFlags.AllBarrierBits); GL.PopDebugGroup(); Renderer.device.popDebugMarker(); mySampler.updateData(); } }
void updateMoisture() { Renderer.device.pushDebugMarker("Update Moisture"); Fractal f = myMoistureGenerator.findModule("fractal") as Fractal; f.seed = moisture.seed; f.octaves = moisture.octaves; f.frequency = moisture.frequency; f.offset = moisture.offset; f.lacunarity = moisture.lacunarity; f.gain = moisture.gain; f.H = moisture.H; myMoistureGenerator.update(); Renderer.device.popDebugMarker(); }
void updateTemperature() { Renderer.device.pushDebugMarker("Update Heat"); myHeatGenerator.update(); Renderer.device.popDebugMarker(); }