C# Class VoxelTerrain.VoxelMeshSettings

Contains variables used in voxel terrain shader program.
显示文件 Open project: barograf/VoxelTerrain Class Usage Examples

Public Properties

Property Type Description
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

Public Methods

Method Description
VoxelMeshSettings ( Device graphicsDevice ) : System

Method Details

VoxelMeshSettings() public method

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

Property Details

AmbientRayWidth public_oe property

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
return float

AmbientSamplesCount public_oe property

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

BumpPower public_oe property

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
return System.Vector4

ColorizationTexture public_oe property

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

DetailTexture public_oe property

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

DiffuseIntensity public_oe property

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

DiffuseLight1 public_oe property

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

DiffuseLight2 public_oe property

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

DiffuseLight3 public_oe property

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

DisplacementPower public_oe property

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
return System.Vector3

FogSettings public_oe property

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

FogTexture public_oe property

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

LevelOfDetail public_oe property

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

SpecularIntensity public_oe property

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

SpecularRange public_oe property

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

TessellationFactor public_oe property

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
return System.Vector4

Texture1 public_oe property

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

Texture2 public_oe property

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

Texture3 public_oe property

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

TextureCoordinates public_oe property

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
return System.Vector4