Example #1
0
        /*
         * layout (std140, binding = 0) uniform Uniforms {
         *
         *     mat4 viewProjection;
         *     mat4 view;
         *     mat4 projection;
         *
         *     vec3 cameraPosition;
         *     ivec3 floorCameraPosition;
         *     vec3 decimalCameraPosition;
         *
         *     vec3 sunlightDirection;
         *     float viewDistanceSquared;
         *     float viewDistanceOffsetSquared;
         *     bool waterShader;
         *     int millis;
         *     float normalizedSpriteSize;
         *     int spriteTextureLength;
         *     vec2 windowsSize;
         * };
         */

        public void SetData(Camera camera, Vector3 sd, float vds, float vdos, bool ws,
                            long ticks, float normalizedSpriteSize, int spriteTextureLength, Vector2i windowSize)
        {
            var cameraPos  = camera.Position;
            var cameraPosI = new Vector3i((int)cameraPos.X, (int)cameraPos.Y, (int)cameraPos.Z);
            var cameraPosF = new Vector3((float)cameraPos.X, (float)cameraPos.Y, (float)cameraPos.Z);

            var offset  = cameraPos - cameraPosI.ToDouble();
            var offsetF = new Vector3((float)offset.X, (float)offset.Y, (float)offset.Z);

            _millis += (int)(ticks * 1000 / CMine.TicksPerSecond);
            _millis %= 1000000;
            _ubo.Orphan();
            _ubo.Set(camera.Matrix * camera.Frustum.Matrix, 0);
            _ubo.Set(camera.Matrix, 1);
            _ubo.Set(camera.Frustum.Matrix, 2);

            _ubo.Set(cameraPosF, 3);
            _ubo.Set(cameraPosI, 4);
            _ubo.Set(offsetF, 5);


            _ubo.Set(sd, 6);
            _ubo.Set(vds, 7);
            _ubo.Set(vdos, 8);
            _ubo.Set(ws, 9);
            _ubo.Set(_millis, 10);
            _ubo.Set(normalizedSpriteSize, 11);
            _ubo.Set(spriteTextureLength, 12);
            _ubo.Set(windowSize.ToFloat(), 13);
        }