// ClassicalSharp copyright 2014-2016 UnknownShadow200 | Licensed under MIT using System; using ClassicalSharp.Map; using OpenTK; namespace ClassicalSharp.Particles { public sealed class TerrainParticle : CollidableParticle { static Vector2 terrainSize = new Vector2( 1/8f, 1/8f ); internal TextureRec rec; internal int texLoc; public override bool Tick( Game game, double delta ) { return Tick( game, 5.4f, delta ); } public override int Get1DBatch( Game game ) { return game.TerrainAtlas1D.Get1DIndex( texLoc ); } public override void Render( Game game, double delta, float t, VertexP3fT2fC4b[] vertices, ref int index ) { Position = Vector3.Lerp( lastPos, nextPos, t ); Vector3 p111, p121, p212, p222; Utils.CalcBillboardPoints( terrainSize, Position, ref game.View, out p111, out p121, out p212, out p222 ); World map = game.World; FastColour col = map.IsLit( Vector3I.Floor( Position ) ) ? map.Sunlight : map.Shadowlight; vertices[index++] = new VertexP3fT2fC4b( p111, rec.U1, rec.V2, col ); vertices[index++] = new VertexP3fT2fC4b( p121, rec.U1, rec.V1, col ); vertices[index++] = new VertexP3fT2fC4b( p222, rec.U2, rec.V1, col ); vertices[index++] = new VertexP3fT2fC4b( p212, rec.U2, rec.V2, col ); } } }