51 lines
No EOL
1.4 KiB
C#
51 lines
No EOL
1.4 KiB
C#
using Oriels;
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namespace Greenyard;
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public class Mono {
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Model greenyardModel = Model.FromFile("greenyard.glb");
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Mesh[] greenyard;
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Material greenyardMat = new Material(Shader.FromFile("/shaders/oriel.hlsl"));
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Vec3 offset = new Vec3(0, 0, 0);
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public Mono() {
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}
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public void Init() {
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greenyard = new Mesh[12];
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for (int i = 0; i < greenyard.Length; i++) {
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greenyard[i] = greenyardModel.GetMesh("Object_" + (i + 2));
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}
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greenyardMat.SetMat(101, Cull.None, true);
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greenyardMat.SetTexture("diffuse", Tex.FromFile("greenyard.jpeg"));
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}
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public void Frame() {
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Oriels.Rig rig = Oriels.Mono.inst.rig;
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Oriels.Oriel oriel = Oriels.Mono.inst.oriel;
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Matrix simMatrix = Matrix.TRS(
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new Vec3(0, -oriel.bounds.dimensions.y / 2.01f, 0),
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Quat.Identity,
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Vec3.One * 0.1f * oriel.bounds.dimensions.y
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);
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// Render
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greenyardMat.SetVector("_center", oriel.bounds.center);
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greenyardMat.SetVector("_dimensions", oriel.bounds.dimensions);
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greenyardMat.SetVector("_light", oriel.ori * new Vec3(0.6f, -0.9f, 0.3f));
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greenyardMat.SetFloat("_lit", 0);
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greenyardMat["_matrix"] = (Matrix)System.Numerics.Matrix4x4.Transpose(oriel.matrix);
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for (int i = 0; i < greenyard.Length; i++) {
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greenyard[i].Draw(greenyardMat,
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Matrix.TRS(
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offset,
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Quat.Identity,
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new Vec3(1f, 1f, 1f)
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) * simMatrix * oriel.matrix.Inverse,
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Color.White
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);
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}
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}
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} |