oriels/app/Space.cs
2022-10-25 03:31:27 -04:00

93 lines
No EOL
3.1 KiB
C#

using System.Runtime.InteropServices;
namespace Oriels;
[StructLayout(LayoutKind.Sequential)]
struct BufferData {
public Matrix matrix;
public Vec3 dimensions;
public float time;
}
public class Space {
MaterialBuffer<BufferData> buffer;
BufferData data = new BufferData();
Material matFloor = new Material(Shader.Default);
Model shed = Model.FromFile("shed/shed.glb", Shader.FromFile("/shaders/room.hlsl"));
Mesh cube = Mesh.Cube;
Solid floor;
public Space() {
buffer = new MaterialBuffer<BufferData>(3); // index
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);
}
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);
// draw a grid of cube pillars spaced out evenly along the XZ plane
// for (int i = 0; i < 20; i++) {
// for (int j = 0; j < 20; j++) {
// float x = i * 4 - 20;
// float z = j * 4 - 20;
// float y = 0;
// Matrix m = Matrix.TRS(new Vec3(x, y, z), Quat.Identity, new Vec3(0.25f, 6f, 0.25f));
// cube.Draw(matFloor, m);
// }
// }
}
}