mirror of
https://github.com/ClassiCube/ClassiCube.git
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138 lines
5.5 KiB
C#
138 lines
5.5 KiB
C#
// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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using System;
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using ClassicalSharp.Events;
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using ClassicalSharp.GraphicsAPI;
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using OpenTK;
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namespace ClassicalSharp.Renderers {
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public sealed class SkyboxRenderer : IGameComponent {
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int tex, vb = -1;
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Game game;
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const int count = 6 * 4;
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public bool ShouldRender {
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get { return tex > 0 && !(game.EnvRenderer is MinimalEnvRenderer); }
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}
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public void Init(Game game) {
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this.game = game;
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game.Events.TextureChanged += TextureChanged;
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game.Events.TexturePackChanged += TexturePackChanged;
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game.WorldEvents.EnvVariableChanged += EnvVariableChanged;
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game.WorldEvents.OnNewMap += OnNewMap;
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game.Graphics.ContextLost += ContextLost;
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game.Graphics.ContextRecreated += ContextRecreated;
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ContextRecreated();
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}
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public void Reset(Game game) { game.Graphics.DeleteTexture(ref tex); }
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public void Ready(Game game) { }
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public void OnNewMap(Game game) { }
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public void OnNewMapLoaded(Game game) { }
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public void Dispose() {
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game.Graphics.DeleteTexture(ref tex);
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ContextLost();
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game.Events.TextureChanged -= TextureChanged;
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game.Events.TexturePackChanged -= TexturePackChanged;
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game.WorldEvents.EnvVariableChanged -= EnvVariableChanged;
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game.WorldEvents.OnNewMap -= OnNewMap;
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game.Graphics.ContextLost -= ContextLost;
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game.Graphics.ContextRecreated -= ContextRecreated;
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}
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void OnNewMap(object sender, EventArgs e) { MakeVb(); }
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void EnvVariableChanged(object sender, EnvVarEventArgs e) {
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if (e.Var != EnvVar.CloudsColour) return;
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MakeVb();
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}
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void TexturePackChanged(object sender, EventArgs e) {
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game.Graphics.DeleteTexture(ref tex);
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}
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void TextureChanged(object sender, TextureEventArgs e) {
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if (e.Name == "skybox.png")
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game.UpdateTexture(ref tex, e.Name, e.Data, false);
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}
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public void Render(double deltaTime) {
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if (vb == -1) return;
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game.Graphics.DepthWrite = false;
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game.Graphics.Texturing = true;
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game.Graphics.BindTexture(tex);
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game.Graphics.SetBatchFormat(VertexFormat.P3fT2fC4b);
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Vector3 pos = game.CurrentCameraPos;
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Matrix4 m = Matrix4.Identity;
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Vector2 rotation = game.Camera.GetCameraOrientation();
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m *= Matrix4.RotateY(rotation.X); // yaw
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m *= Matrix4.RotateX(rotation.Y); // pitch
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m = m * game.Camera.tiltM;
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game.Graphics.LoadMatrix(ref m);
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game.Graphics.BindVb(vb);
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game.Graphics.DrawIndexedVb(DrawMode.Triangles, count * 6 / 4, 0);
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game.Graphics.Texturing = false;
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game.Graphics.LoadMatrix(ref game.View);
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game.Graphics.DepthWrite = true;
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}
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void ContextLost() { game.Graphics.DeleteVb(ref vb); }
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void ContextRecreated() { MakeVb(); }
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unsafe void MakeVb() {
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if (game.Graphics.LostContext) return;
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game.Graphics.DeleteVb(ref vb);
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VertexP3fT2fC4b* vertices = stackalloc VertexP3fT2fC4b[count];
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IntPtr start = (IntPtr)vertices;
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const float pos = 0.5f;
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TextureRec rec;
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int col = game.World.Env.CloudsCol.Pack();
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// Render the front quad
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rec = new TextureRec(1/4f, 1/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b( pos, -pos, -pos, rec.U1, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, -pos, -pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, pos, -pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, -pos, rec.U1, rec.V1, col); vertices++;
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// Render the left quad
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rec = new TextureRec(0/4f, 1/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b( pos, -pos, pos, rec.U1, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, -pos, -pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, -pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, pos, rec.U1, rec.V1, col); vertices++;
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// Render the back quad
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rec = new TextureRec(3/4f, 1/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b(-pos, -pos, pos, rec.U1, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, -pos, pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, pos, pos, rec.U1, rec.V1, col); vertices++;
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// Render the right quad
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rec = new TextureRec(2/4f, 1/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b(-pos, -pos, -pos, rec.U1, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, -pos, pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, pos, pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, pos, -pos, rec.U1, rec.V1, col); vertices++;
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// Render the top quad
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rec = new TextureRec(1/4f, 0/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b(-pos, pos, -pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, pos, pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, pos, rec.U1, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, pos, -pos, rec.U1, rec.V2, col); vertices++;
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// Render the bottom quad
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rec = new TextureRec(2/4f, 0/2f, 1/4f, 1/2f);
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*vertices = new VertexP3fT2fC4b(-pos, -pos, -pos, rec.U2, rec.V2, col); vertices++;
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*vertices = new VertexP3fT2fC4b(-pos, -pos, pos, rec.U2, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, -pos, pos, rec.U1, rec.V1, col); vertices++;
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*vertices = new VertexP3fT2fC4b( pos, -pos, -pos, rec.U1, rec.V2, col); vertices++;
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vb = game.Graphics.CreateVb(start, VertexFormat.P3fT2fC4b, count);
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}
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}
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} |