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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@ -16,13 +16,33 @@ struct CBUFFER
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float padding[2];
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};
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struct TCBUFFER
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{
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XMMATRIX completeTransformation;
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XMMATRIX worldTransformation;
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XMFLOAT4 cameraPosition;
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XMVECTOR lightVector;
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XMFLOAT4 lightColor;
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XMFLOAT4 ambientColor;
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XMFLOAT4 diffuseCoefficient;
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XMFLOAT4 specularCoefficient;
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float shininess;
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float opacity;
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float waterHeight;
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float waterShininess;
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XMFLOAT4 waterColor;
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float padding[4];
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};
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namespace SharedMethods
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{
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XMMATRIX RotateFromPoint(float x, float y, float z, XMMATRIX rotationMatrix);
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float RGBValueToIntensity(int value);
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float lerp(int a, int b, int p);
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float lerp(float a, float b, float p);
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float Lerp(int a, int b, int p);
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float Lerp(float a, float b, float p);
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float GenerateRandomIntensity(float min, float max);
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float GenerateRandomUV(int min, int max);
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};
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