SkinRenderer - Rename parameter names

This commit is contained in:
miku-666
2024-01-31 20:04:11 +01:00
parent a242c7fceb
commit f9c14aeb57

View File

@@ -396,15 +396,15 @@ namespace PckStudio.Rendering
// Initialize skin shader
{
_skinShader = Shader.Create(Resources.skinVertexShader, Resources.skinFragmentShader);
_skinShader = Shader.Create(Resources.skinVertexShader, Resources.skinFragmentShader);
_skinShader.Validate();
_skinShader.Bind();
_skinShader.Bind();
Texture ??= Resources.classic_template;
RenderTexture = Texture;
Texture ??= Resources.classic_template;
RenderTexture = Texture;
GLErrorCheck();
}
GLErrorCheck();
}
}
public void UpdateModelData()
@@ -624,15 +624,15 @@ namespace PckStudio.Rendering
SwapBuffers();
}
private void RenderBodyPart(Vector3 pivot, Vector3 translation, Matrix4 rotation, Matrix4 globalMatrix, params string[] additionalData)
private void RenderBodyPart(Vector3 pivot, Vector3 translation, Matrix4 partMatrix, Matrix4 globalMatrix, params string[] additionalData)
{
foreach (var data in additionalData)
{
RenderPart(data, pivot, translation, rotation, globalMatrix);
RenderPart(data, pivot, translation, partMatrix, globalMatrix);
}
}
private void RenderPart(string name, Vector3 pivot, Vector3 translation, Matrix4 rotation, Matrix4 globalMatrix)
private void RenderPart(string name, Vector3 pivot, Vector3 translation, Matrix4 partMatrix, Matrix4 globalMatrix)
{
CubeRenderGroup renderGroup = additionalModelRenderGroups[name];
float yOffset = GetOffset(name);
@@ -640,15 +640,21 @@ namespace PckStudio.Rendering
pivot.Y += yOffset;
renderGroup.Submit();
RenderBuffer buffer = renderGroup.GetRenderBuffer();
var model = Matrix4.CreateTranslation(translation);
model *= Matrix4.CreateTranslation(pivot);
model *= rotation;
model *= Matrix4.CreateTranslation(pivot).Inverted();
Matrix4 model = Pivot(translation, pivot, partMatrix);
model *= globalMatrix;
_skinShader.SetUniformMat4("u_Model", ref model);
Renderer.Draw(_skinShader, buffer);
}
private static Matrix4 Pivot(Vector3 translation, Vector3 pivot, Matrix4 target)
{
var model = Matrix4.CreateTranslation(translation);
model *= Matrix4.CreateTranslation(pivot);
model *= target;
model *= Matrix4.CreateTranslation(pivot).Inverted();
return model;
}
protected override void OnMouseWheel(MouseEventArgs e)
{
camera.Distance -= e.Delta / System.Windows.Input.Mouse.MouseWheelDeltaForOneLine;