using System; using OpenTK; namespace ClassicalSharp.Particles { public sealed class RainParticle : CollidableParticle { static Vector2 rainSize = new Vector2( 1/8f, 1/8f ); static TextureRec rec = new TextureRec( 2/128f, 14/128f, 3/128f, 2/128f ); public RainParticle( Game game, Vector3 pos, Vector3 velocity, double lifetime ) : base( game, pos, velocity, lifetime ) { } public override void Render( double delta, float t, VertexPos3fTex2fCol4b[] vertices, ref int index ) { Position = Vector3.Lerp( lastPos, nextPos, t ); Vector3 p111, p121, p212, p222; Utils.CalcBillboardPoints( rainSize, Position, ref game.View, out p111, out p121, out p212, out p222 ); Map map = game.Map; FastColour col = map.IsLit( Vector3I.Floor( Position ) ) ? map.Sunlight : map.Shadowlight; vertices[index++] = new VertexPos3fTex2fCol4b( p111, rec.U1, rec.V2, col ); vertices[index++] = new VertexPos3fTex2fCol4b( p121, rec.U1, rec.V1, col ); vertices[index++] = new VertexPos3fTex2fCol4b( p222, rec.U2, rec.V1, col ); vertices[index++] = new VertexPos3fTex2fCol4b( p212, rec.U2, rec.V2, col ); } } }