29 lines
1.2 KiB
C#

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 );
World map = game.World;
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 );
}
}
}