142 lines
5.1 KiB
C#

using NewHorizons.External.Configs;
using NewHorizons.Utility;
using NewHorizons.Utility.Files;
using NewHorizons.Utility.OWML;
using NewHorizons.Utility.OuterWilds;
using OWML.Common;
using UnityEngine;
namespace NewHorizons.Builder.StarSystem
{
public static class SkyboxBuilder
{
private static readonly Shader _unlitShader = Shader.Find("Unlit/Texture");
public static void Make(StarSystemConfig.SkyboxModule module, IModBehaviour mod)
{
NHLogger.Log("Building Skybox");
BuildSkySphere(module, mod);
}
public static GameObject BuildSkySphere(StarSystemConfig.SkyboxModule module, IModBehaviour mod)
{
var skybox = SearchUtilities.Find("Skybox");
var rightTex = ImageUtilities.GetTexture(mod, module.rightPath);
var leftTex = ImageUtilities.GetTexture(mod, module.leftPath);
var topTex = ImageUtilities.GetTexture(mod, module.topPath);
var bottomTex = ImageUtilities.GetTexture(mod, module.bottomPath);
var frontTex = ImageUtilities.GetTexture(mod, module.frontPath);
var backTex = ImageUtilities.GetTexture(mod, module.backPath);
var mesh = BuildSkySphereFaceMesh(module.useCube ? 1 : 32);
var skySphere = new GameObject("Sky Sphere");
skySphere.transform.SetParent(skybox.transform, false);
skySphere.layer = Layer.Skybox;
skySphere.transform.localScale = Vector3.one * 5f;
BuildSkySphereFace(skySphere, "Right", Quaternion.Euler(0f, 90f, 0f), mesh, rightTex);
BuildSkySphereFace(skySphere, "Left", Quaternion.Euler(0f, 270f, 0f), mesh, leftTex);
BuildSkySphereFace(skySphere, "Top", Quaternion.Euler(270f, 0f, 0f), mesh, topTex);
BuildSkySphereFace(skySphere, "Bottom", Quaternion.Euler(90f, 0f, 0f), mesh, bottomTex);
BuildSkySphereFace(skySphere, "Front", Quaternion.Euler(0f, 0f, 0f), mesh, frontTex);
BuildSkySphereFace(skySphere, "Back", Quaternion.Euler(0f, 180f, 0f), mesh, backTex);
return skySphere;
}
public static GameObject BuildSkySphereFace(GameObject skySphere, string name, Quaternion rotation, Mesh mesh, Texture2D tex)
{
if (!tex)
{
NHLogger.LogError($"Failed to load texture for skybox {name.ToLowerInvariant()} face");
return null;
}
var go = new GameObject(name)
{
layer = Layer.Skybox
};
var mf = go.AddComponent<MeshFilter>();
mf.sharedMesh = mesh;
var mat = new Material(_unlitShader)
{
name = $"Sky Sphere {name}",
mainTexture = tex
};
var mr = go.AddComponent<MeshRenderer>();
mr.sharedMaterial = mat;
var sr = go.AddComponent<SkyboxRenderer>();
Delay.RunWhen(() => SkyboxRenderer.s_active.Contains(sr), () =>
{
SkyboxRenderer.s_active.Remove(sr);
SkyboxRenderer.s_active.Insert(0, sr);
});
go.transform.SetParent(skySphere.transform, false);
go.transform.localRotation = rotation;
go.transform.localScale = Vector3.one;
return go;
}
public static Mesh BuildSkySphereFaceMesh(int quadsPerAxis)
{
var mesh = new Mesh
{
name = $"Sky Sphere Face"
};
var vertices = new Vector3[(quadsPerAxis + 1) * (quadsPerAxis + 1)];
var normals = new Vector3[vertices.Length];
var uvs = new Vector2[vertices.Length];
var tris = new int[quadsPerAxis * quadsPerAxis * 2 * 3];
for (var x = 0; x <= quadsPerAxis; x++)
{
for (var y = 0; y <= quadsPerAxis; y++)
{
var i = y * (quadsPerAxis + 1) + x;
var fx = (float)x / quadsPerAxis;
var fy = (float)y / quadsPerAxis;
vertices[i] = new Vector3(-0.5f + fx, -0.5f + fy, 0.5f).normalized;
normals[i] = -vertices[i].normalized;
uvs[i] = new Vector2(fx, fy);
}
}
int t = 0;
for (var x = 0; x < quadsPerAxis; x++)
{
for (var y = 0; y < quadsPerAxis; y++)
{
var i0 = (y + 1) * (quadsPerAxis + 1) + (x + 0);
var i1 = (y + 1) * (quadsPerAxis + 1) + (x + 1);
var i2 = (y + 0) * (quadsPerAxis + 1) + (x + 1);
var i3 = (y + 0) * (quadsPerAxis + 1) + (x + 0);
tris[t++] = i0;
tris[t++] = i1;
tris[t++] = i2;
tris[t++] = i2;
tris[t++] = i3;
tris[t++] = i0;
}
}
mesh.vertices = vertices;
mesh.normals = normals;
mesh.uv = uvs;
mesh.triangles = tris;
return mesh;
}
}
}