Added color gradient for the terrain blend maps
Added terrainBuffer struct Added shared methods to genereate random UV's and intensities Added water to the terrain Added random UV's to the shader Removed the vector3d class since DX can deal with that stuff...
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@ -12,12 +12,38 @@ float SharedMethods::RGBValueToIntensity(int value)
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return (float)value / 255.0f;
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}
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float SharedMethods::lerp(int a, int b, int p)
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float SharedMethods::Lerp(int a, int b, int p)
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{
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return lerp((float)a, (float)b, (float)p);
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return Lerp((float)a, (float)b, (float)p);
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}
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float SharedMethods::lerp(float a, float b, float p)
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float SharedMethods::Lerp(float a, float b, float p)
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{
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return a + p * (b - a);
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}
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float SharedMethods::GenerateRandomIntensity(float min, float max)
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{
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float randNo = (float)rand() / (float)RAND_MAX;
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float rangeDiff = max - min;
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float actualNo = randNo * rangeDiff;
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int roundedNo = (int)(actualNo * 100 + 0.5f);
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return (float)roundedNo * 0.01f;
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}
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float SharedMethods::GenerateRandomUV(int min, int max)
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{
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int randNo = rand() % ((max - min) + 1) + min;
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float finalNo;
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if (randNo < max)
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{
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int randMan = rand() % 90;
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finalNo = (float)(randNo * 0.1f) + (randMan * 0.01f);
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}
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else
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{
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finalNo = (float)randNo * 0.1f;
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}
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return finalNo;
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}
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