ClassiCube/ClassicalSharp/Particles/TerrainParticle.cs

38 lines
1.4 KiB
C#

// 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 );
}
}
}