oriels/app/Greenyard/Mono.cs
2022-10-19 02:42:07 -04:00

88 lines
No EOL
2.4 KiB
C#

using Oriels;
namespace Greenyard;
public class Mono {
public Oriel oriel = new Oriel(
new Vec3(0.0f, -0.5f, 0.5f),
Quat.FromAngles(0, 90, 0),
new Vec3(0.8f, 0.5f, 0.5f)
) { color = new Color(78 / 256f, 142 / 256f, 191 / 256f) * 0.333f };
Model greenyardModel = Model.FromFile("greenyard.glb");
Mesh[] greenyard;
Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl"));
Matrix matrix = Matrix.Identity;
Vec3 offset = new Vec3(2, 1, -12);
public float height = 6f;
Vec3 angle = new Vec3(0, 180, 0);
public void Init() {
greenyard = new Mesh[12];
for (int i = 0; i < greenyard.Length; i++) {
greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2));
}
greenyardMat.SetMat(101, Cull.None, true);
// greenyardMat.Transparency = Transparency.Add;
// greenyardMat.DepthTest = DepthTest.Always;
greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg"));
}
public void Frame() {
Oriels.Rig rig = Oriels.Mono.inst.rig;
// angle.x -= rig.rCon.device.stick.y * 90f * Time.Elapsedf;
// angle.x = PullRequest.Clamp(angle.x, -89, 89);
angle.y -= rig.rCon.device.stick.x * 90f * Time.Elapsedf;
Vec3 input = new Vec3(
rig.lCon.device.stick.x,
0,
rig.lCon.device.stick.y
);
if (input.MagnitudeSq > 0.01f) {
input = (
// Quat.FromAngles(angle.x, 0, 0).Inverse *
Quat.FromAngles(0, angle.y, 0).Inverse *
rig.lCon.ori *
oriel.ori.Inverse
).Normalized * input;
input.y = 0;
offset += input * Time.Elapsedf;
}
offset.y = -height;
// Oriel
float scale = 0.1f; // oriel.scale * oriel.multiplier;
// scale w/height?
// scale *= oriel.bounds.dimensions.y;
matrix = Matrix.TRS(
Vec3.Zero, // -oriel.bounds.dimensions.y / 2.01f
Quat.FromAngles(angle.x, 0, 0) *
Quat.FromAngles(0, angle.y, 0),
Vec3.One * scale
);
}
public void Render() {
greenyardMat.SetVector("_center", oriel.bounds.center);
greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions);
greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
greenyardMat.SetFloat("_lit", 0);
greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrixInv);
for (int i = 0; i < greenyard.Length; i++) {
greenyard[i].Draw(greenyardMat,
Matrix.TRS(
offset,
Quat.Identity,
new Vec3(1f, 1f, 1f)
) * matrix * oriel.matrix,
Color.White
);
}
}
}