using System.Runtime.InteropServices; namespace Oriels; [StructLayout(LayoutKind.Sequential)] struct BufferData { public Matrix matrix; public Vec3 dimensions; public float time; } public class Space { MaterialBuffer buffer; BufferData data = new BufferData(); Material matFloor = new Material(Shader.Default); Model shed = Model.FromFile("shed/shed.glb", Shader.FromFile("shaders/room.hlsl")); Model leek = Model.FromFile("houseleek_plant.glb", Shader.FromFile("shaders/room.hlsl")); Mesh cube = Mesh.Cube; Solid floor; public Space() { buffer = new MaterialBuffer(3); // index // recenter the nodes in the leek model // so that the leek is centered at the origin // and the scale is 1 Vec3 center = new Vec3(0, 0, 0); foreach (ModelNode node in leek.Nodes) { if (node.Mesh != null) { // average the vertices to find the center foreach (Vertex vertex in node.Mesh.GetVerts()) { center += vertex.pos; } center /= node.Mesh.VertCount; } node.LocalTransform = Matrix.TS( Vec3.Zero, 1f ); // node.ModelTransform = Matrix.TS( // new Vec3(0, 0, 0), // 1f // ); } leek.RootNode.LocalTransform = Matrix.TS( -center, 1f ); floor = new Solid(World.BoundsPose.position, Quat.Identity, SolidType.Immovable); scale = 64f; floorScale = new Vec3(scale, 0.1f, scale); floor.AddBox(floorScale); // box on each side floor.AddBox(new Vec3(scale, scale / 2, 0.1f), 1, new Vec3(0, scale / 4, -scale / 2)); floor.AddBox(new Vec3(scale, scale / 2, 0.1f), 1, new Vec3(0, scale / 4, scale / 2)); floor.AddBox(new Vec3(0.1f, scale / 2, scale), 1, new Vec3(-scale / 2, scale / 4, 0)); floor.AddBox(new Vec3(0.1f, scale / 2, scale), 1, new Vec3(scale / 2, scale / 4, 0)); // and ceiling floor.AddBox(new Vec3(scale, 0.1f, scale), 1, new Vec3(0, scale / 2, 0)); matFloor.SetTexture("diffuse", Tex.FromFile("floor.png")); matFloor.SetFloat("tex_scale", 32); meshBeam = Mesh.GeneratePlane(new Vec2(0.1f, 1)); Vertex[] verts = meshBeam.GetVerts(); verts[0].col = new Color(1f, 0.5f, 0.5f); meshBeam.SetVerts(verts); } Mesh meshBeam; public float scale; public Vec3 floorScale; public void Frame() { // Oriel oriel = Mono.inst.oriel; // data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv); // data.dimensions = oriel.bounds.dimensions; data.matrix = (Matrix)System.Numerics.Matrix4x4.Transpose(Matrix.T(Vec3.Up)); data.dimensions = new Vec3(0.1f, 0.1f, 0.1f); buffer.Set(data); // PullRequest.BlockOut(floor.GetPose().ToMatrix(floorScale), Color.White * 0.333f, matFloor); // foreach (ModelNode node in shed.Visuals) { // Console.WriteLine(i + " - " + node.Name); // node.Material.SetVector("_center", oriel.bounds.center); // node.Material.SetVector("_dimensions", oriel.bounds.dimensions); // node.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix); // Console.WriteLine("Shader: " + node.Material.Shader.Name); // node.Mesh.Draw(matRoom, Matrix.TRS(new Vec3(0, World.BoundsPose.position.y, -1), Quat.Identity, Vec3.One)); // Console.WriteLine(matRoom.ParamCount + " test " + node.Material.ParamCount); // } // room.RootNode.Material.SetVector("_center", oriel.bounds.center); // room.RootNode.Material.SetVector("_dimensions", oriel.bounds.dimensions); // room.RootNode.Material["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix); // Shader. // World.BoundsPose.position.y shed.Draw(Matrix.Identity); // leek.Draw(Matrix.TRS(new Vec3(2.5f, 0, -2.5f) * 1.2f, Quat.FromAngles(180f, 30f, 0f), 1.2f)); float radius = 9; Vec3 pillarsOffset = new Vec3(0, 0, -10); for (float x = -radius; x < radius; x++) { for (float z = -radius; z < radius; z++) { float noise = Mono.inst.noise.D2((int)x, (int)z); float xpos = pillarsOffset.x + x; float zpos = pillarsOffset.z - z; if (Vec3.Distance(new Vec3(xpos, 0, zpos), Vec3.Zero) < radius / 2) { Mesh.Cube.Draw( Mono.inst.matHolo, Matrix.TS( new Vec3( xpos + x, radius / 2, zpos + z / 2 ) + Quat.FromAngles(noise * 90, noise * 360, 0) * Vec3.Forward * 2f, new Vec3(2, 1, 2) * (0.5f + noise) ), Color.White ); continue; } float height = 1 + noise; float angle = noise * 360f; Vec3 offset = Quat.FromAngles(0, angle, 0) * Vec3.Forward * noise * 0.5f; xpos += offset.x; zpos += offset.z; Mesh.Cube.Draw( Mono.inst.matHolo, Matrix.TRS( new Vec3(xpos, (height * 0.5f), zpos), Quat.FromAngles(0, angle, 0), new Vec3(0.1f, height, 0.1f) ), new Color(1f, 1f, 1f, 1f) ); Mesh.Cube.Draw( Mono.inst.matHolo, Matrix.TRS( new Vec3(xpos, height, zpos), Quat.FromAngles(0, angle, 0), new Vec3(0.95f, height, 0.95f) ), new Color(0.3f, 0.7f + (noise * 0.3f), 0.2f, 1f) ); } } // meshBeam.Draw( // Mono.inst.matHolo, // Matrix.TRS( // new Vec3(0, 1, -3), // Quat.FromAngles(90f, 0, 0), // 1 // ) // ); tree.Frame(); } Tree tree = new Tree(); // Tree[] trees = new Tree[128]; class Tree { float r; // damage float g; // resources float b; // peak Vec3 pos; float angle; // color(r, max(g, b), b) // height = b public void Frame() { } } } /* COMMENTS sapling e e = lerp(e, g * lft, lft / x) r += e g -= e b -= min(g, 0) reliant on ideal conditions being there to ease off of the seed dependency (scrappy can outlast the g) tree r += min(g, 0) + background radiation * lft g += b * lft b += r 0->b g = clamp(g, 0, 1) b = clamp(b, 0, 1) e = (r / neighbors) * lft g -= e if g > 1 - r seed(g, pos + Quat.FromAngles(0, noise.value * 360f, 0) * b) g = 0 tilt towards best spot * rand.dir * r * smoothstart (r * r * r * r * r) ? if r > b b += lft if b > 1 poof */