Esempio n. 1
0
        private bool BrushHasFlag(int modelIndex, int solidNumber, BrushContents flag)
        {
            var model = _bsp.Models[modelIndex];
            var node  = _bsp.Nodes[model.HeadNode];

            foreach (var leafIndex in BspUtils.GetNodeLeafs(_bsp, node))
            {
                var leaf  = _bsp.Leaves[leafIndex];
                var first = leaf.FirstLeafBrush;
                var last  = leaf.FirstLeafBrush + leaf.NumLeafBrushes;
                var idx   = first + solidNumber;
                if (idx < last)
                {
                    return(_bsp.Brushes[_bsp.LeafBrushes[idx]].Contents.HasFlag(flag));
                }
            }

            return(false);
        }
Esempio n. 2
0
        private void GenerateSkybox()
        {
            // yeet it on there
            var worldSpawn = _bsp.Entities[0] as Worldspawn;
            var skyName    = worldSpawn.SkyName;

            var front = LoadVmtBaseTexture("materials/skybox/" + skyName + "ft.vmt") as Texture2D;
            var back  = LoadVmtBaseTexture("materials/skybox/" + skyName + "bk.vmt") as Texture2D;
            var left  = LoadVmtBaseTexture("materials/skybox/" + skyName + "lf.vmt") as Texture2D;
            var right = LoadVmtBaseTexture("materials/skybox/" + skyName + "rt.vmt") as Texture2D;
            var up    = LoadVmtBaseTexture("materials/skybox/" + skyName + "up.vmt") as Texture2D;
            var dn    = LoadVmtBaseTexture("materials/skybox/" + skyName + "dn.vmt") as Texture2D;

            if (left == null ||
                right == null ||
                up == null ||
                dn == null ||
                front == null ||
                back == null)
            {
                Debug.Log("materials/skybox/" + skyName + "ft.vmt");
                return;
            }

            front = BspUtils.FlipTextureX(front);
            back  = BspUtils.FlipTextureX(back);
            left  = BspUtils.FlipTextureX(left);
            right = BspUtils.FlipTextureX(right);
            up    = BspUtils.FlipTextureX(up);
            dn    = BspUtils.FlipTextureX(dn);
            front = front.Rotate(BspUtils.Rotation.HalfCircle);
            back  = back.Rotate(BspUtils.Rotation.HalfCircle);
            left  = left.Rotate(BspUtils.Rotation.HalfCircle);
            right = right.Rotate(BspUtils.Rotation.HalfCircle);
            up    = up.Rotate(BspUtils.Rotation.Right);
            dn    = dn.Rotate(BspUtils.Rotation.Left);

            front.filterMode = FilterMode.Point;
            left.filterMode  = FilterMode.Point;
            right.filterMode = FilterMode.Point;
            up.filterMode    = FilterMode.Point;
            dn.filterMode    = FilterMode.Point;
            back.filterMode  = FilterMode.Point;
            front.wrapMode   = TextureWrapMode.Clamp;
            left.wrapMode    = TextureWrapMode.Clamp;
            right.wrapMode   = TextureWrapMode.Clamp;
            up.wrapMode      = TextureWrapMode.Clamp;
            dn.wrapMode      = TextureWrapMode.Clamp;
            back.wrapMode    = TextureWrapMode.Clamp;

            var shader = Shader.Find("Skybox/6 Sided");
            var mat    = new Material(shader);

            mat.SetTexture("_FrontTex", back);
            mat.SetTexture("_BackTex", front);
            mat.SetTexture("_LeftTex", right);
            mat.SetTexture("_RightTex", left);
            mat.SetTexture("_DownTex", dn);
            mat.SetTexture("_UpTex", up);

            RenderSettings.skybox = mat;
        }