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)); }
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)); }
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)); }