C# 클래스 VoxelTerrain.VoxelMeshSettings

Contains variables used in voxel terrain shader program.
파일 보기 프로젝트 열기: barograf/VoxelTerrain 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
AmbientRayWidth float
AmbientSamplesCount int
BumpPower System.Vector4
ColorizationTexture ShaderResourceView
DetailTexture TexturePack
DiffuseIntensity System.Vector3
DiffuseLight1 System.Vector3
DiffuseLight2 System.Vector3
DiffuseLight3 System.Vector3
DisplacementPower System.Vector3
FogSettings System.Vector2
FogTexture ShaderResourceView
LevelOfDetail int
SpecularIntensity System.Vector3
SpecularRange System.Vector3
TessellationFactor System.Vector4
Texture1 TexturePack
Texture2 TexturePack
Texture3 TexturePack
TextureCoordinates System.Vector4

공개 메소드들

메소드 설명
VoxelMeshSettings ( Device graphicsDevice ) : System

메소드 상세

VoxelMeshSettings() 공개 메소드

public VoxelMeshSettings ( Device graphicsDevice ) : System
graphicsDevice Device
리턴 System

프로퍼티 상세

AmbientRayWidth 공개적으로 프로퍼티

Defines ray length as a percentage of terrain size. Samples used in ambient occlusion algorithm are placed in equal distances on that ray.
public float AmbientRayWidth
리턴 float

AmbientSamplesCount 공개적으로 프로퍼티

Number of samples used in ambient occlusion algorithm. More samples equals better quality.
public int AmbientSamplesCount
리턴 int

BumpPower 공개적으로 프로퍼티

Contains settings of bump power used in a shader. X = first texture pack bump power Y = second texture pack bump power Z = third texture pack bump power W = detail texture pack bump power
public Vector4,System BumpPower
리턴 System.Vector4

ColorizationTexture 공개적으로 프로퍼티

Texture which is used to slightly colorize terrain to make it more varied.
public ShaderResourceView ColorizationTexture
리턴 ShaderResourceView

DetailTexture 공개적으로 프로퍼티

Detail texture pack used in terrain shader.
public TexturePack,VoxelTerrain DetailTexture
리턴 TexturePack

DiffuseIntensity 공개적으로 프로퍼티

Defines intensity of each light used in a scene. X = first light Y = second light Z = third light
public Vector3,System DiffuseIntensity
리턴 System.Vector3

DiffuseLight1 공개적으로 프로퍼티

Direction of first light used in a scene.
public Vector3,System DiffuseLight1
리턴 System.Vector3

DiffuseLight2 공개적으로 프로퍼티

Direction of second light used in a scene.
public Vector3,System DiffuseLight2
리턴 System.Vector3

DiffuseLight3 공개적으로 프로퍼티

Direction of third light used in a scene.
public Vector3,System DiffuseLight3
리턴 System.Vector3

DisplacementPower 공개적으로 프로퍼티

Defines displacement power for each texture pack. X = first texture pack displacement power Y = second texture pack displacement power Z = third texture pack displacement power
public Vector3,System DisplacementPower
리턴 System.Vector3

FogSettings 공개적으로 프로퍼티

Contains linear fog settings. X = minimum fog distance Y = maximum fog distance
public Vector2,System FogSettings
리턴 System.Vector2

FogTexture 공개적으로 프로퍼티

Texture with rendered fog. It needs to be updated every frame.
public ShaderResourceView FogTexture
리턴 ShaderResourceView

LevelOfDetail 공개적으로 프로퍼티

This variable indicates terrain quality. Higher value equals lower quality of a terrain.
public int LevelOfDetail
리턴 int

SpecularIntensity 공개적으로 프로퍼티

Defines specular intensity of each light used in a scene. X = first light Y = second light Z = third light
public Vector3,System SpecularIntensity
리턴 System.Vector3

SpecularRange 공개적으로 프로퍼티

Defines specular range of each light used in a scene. X = first light Y = second light Z = third light
public Vector3,System SpecularRange
리턴 System.Vector3

TessellationFactor 공개적으로 프로퍼티

Vector with geometry tessellation settings. X = minimum tessellation factor Y = maximum tessellation factor Z = minimum tessellation distance W = maximum tessellation distance
public Vector4,System TessellationFactor
리턴 System.Vector4

Texture1 공개적으로 프로퍼티

First texture pack used in terrain shader.
public TexturePack,VoxelTerrain Texture1
리턴 TexturePack

Texture2 공개적으로 프로퍼티

Second texture pack used in terrain shader.
public TexturePack,VoxelTerrain Texture2
리턴 TexturePack

Texture3 공개적으로 프로퍼티

Third texture pack used in terrain shader.
public TexturePack,VoxelTerrain Texture3
리턴 TexturePack

TextureCoordinates 공개적으로 프로퍼티

Defines density of each texture pack's coordinates. X = first texture pack texture coordinates Y = second texture pack texture coordinates Z = third texture pack texture coordinates W = detail texture pack texture coordinates
public Vector4,System TextureCoordinates
리턴 System.Vector4