@@ -9,41 +9,41 @@ public SkyboxHelper()
99 {
1010 }
1111
12- const int NumFullSubdivisions = 3 ; // 3 subdivs == 2048 triangles
13- const int NumHorizonSubdivisions = 2 ;
12+ const int k_NumFullSubdivisions = 3 ; // 3 subdivs == 2048 triangles
13+ const int k_NumHorizonSubdivisions = 2 ;
1414
1515 public void CreateMesh ( )
1616 {
17- Vector3 [ ] vertData = new Vector3 [ 8 * 3 ] ;
18- for ( int i = 0 ; i < 8 * 3 ; i ++ )
17+ var vertData = new Vector3 [ 8 * 3 ] ;
18+ for ( var i = 0 ; i < 8 * 3 ; i ++ )
1919 {
20- vertData [ i ] = octaVerts [ i ] ;
20+ vertData [ i ] = m_OctaVerts [ i ] ;
2121 }
2222
2323 // Regular subdivisions
24- for ( int i = 0 ; i < NumFullSubdivisions ; i ++ )
24+ for ( var i = 0 ; i < k_NumFullSubdivisions ; i ++ )
2525 {
26- Vector3 [ ] srcData = vertData . Clone ( ) as Vector3 [ ] ;
27- List < Vector3 > verts = new List < Vector3 > ( ) ;
26+ var srcData = vertData . Clone ( ) as Vector3 [ ] ;
27+ var verts = new List < Vector3 > ( ) ;
2828
29- for ( int k = 0 ; k < srcData . Length ; k += 3 )
29+ for ( var k = 0 ; k < srcData . Length ; k += 3 )
3030 {
3131 Subdivide ( verts , srcData [ k ] , srcData [ k + 1 ] , srcData [ k + 2 ] ) ;
3232 }
3333 vertData = verts . ToArray ( ) ;
3434 }
3535
3636 // Horizon subdivisions
37- float horizonLimit = 1.0f ;
38- for ( int i = 0 ; i < NumHorizonSubdivisions ; i ++ )
37+ var horizonLimit = 1.0f ;
38+ for ( var i = 0 ; i < k_NumHorizonSubdivisions ; i ++ )
3939 {
40- Vector3 [ ] srcData = vertData . Clone ( ) as Vector3 [ ] ;
41- List < Vector3 > verts = new List < Vector3 > ( ) ;
40+ var srcData = vertData . Clone ( ) as Vector3 [ ] ;
41+ var verts = new List < Vector3 > ( ) ;
4242
4343 horizonLimit *= 0.5f ; // First iteration limit to y < +-0.5, next one 0.25 etc.
44- for ( int k = 0 ; k < srcData . Length ; k += 3 )
44+ for ( var k = 0 ; k < srcData . Length ; k += 3 )
4545 {
46- float maxAbsY = Mathf . Max ( Mathf . Abs ( srcData [ k ] . y ) , Mathf . Abs ( srcData [ k + 1 ] . y ) , Mathf . Abs ( srcData [ k + 2 ] . y ) ) ;
46+ var maxAbsY = Mathf . Max ( Mathf . Abs ( srcData [ k ] . y ) , Mathf . Abs ( srcData [ k + 1 ] . y ) , Mathf . Abs ( srcData [ k + 2 ] . y ) ) ;
4747 if ( maxAbsY > horizonLimit )
4848 {
4949 // Pass through existing triangle
@@ -60,21 +60,23 @@ public void CreateMesh()
6060 }
6161
6262 // Write out the mesh
63- int vertexCount = vertData . Length ;
63+ var vertexCount = vertData . Length ;
6464 var triangles = new int [ vertexCount ] ;
65- for ( int i = 0 ; i < vertexCount ; i ++ )
65+ for ( var i = 0 ; i < vertexCount ; i ++ )
6666 {
6767 triangles [ i ] = i ;
6868 }
6969
70- _mesh = new Mesh ( ) ;
71- _mesh . vertices = vertData ;
72- _mesh . triangles = triangles ;
70+ m_Mesh = new Mesh
71+ {
72+ vertices = vertData ,
73+ triangles = triangles
74+ } ;
7375 }
7476
7577 public UnityEngine . Mesh mesh
7678 {
77- get { return _mesh ; }
79+ get { return m_Mesh ; }
7880 }
7981
8082 public void Draw ( RenderLoop loop , Camera camera )
@@ -84,17 +86,16 @@ public void Draw(RenderLoop loop, Camera camera)
8486 return ;
8587 }
8688
87- Material mat = RenderSettings . skybox ;
89+ var mat = RenderSettings . skybox ;
8890
8991 if ( mat == null )
9092 {
9193 return ;
9294 }
9395
94- CommandBuffer cmd = new CommandBuffer ( ) ;
95- cmd . name = "Skybox" ;
96+ var cmd = new CommandBuffer { name = "Skybox" } ;
9697
97- bool looksLikeSixSidedShader = true ;
98+ var looksLikeSixSidedShader = true ;
9899 looksLikeSixSidedShader &= ( mat . passCount == 6 ) ; // should have six passes
99100 //looksLikeSixSidedShader &= !mat.GetShader()->GetShaderLabShader()->HasLightingPasses();
100101
@@ -109,11 +110,11 @@ public void Draw(RenderLoop loop, Camera camera)
109110 CreateMesh ( ) ;
110111 }
111112
112- float dist = camera . farClipPlane * 10.0f ;
113+ var dist = camera . farClipPlane * 10.0f ;
113114
114- Matrix4x4 world = Matrix4x4 . TRS ( camera . transform . position , Quaternion . identity , new Vector3 ( dist , dist , dist ) ) ;
115+ var world = Matrix4x4 . TRS ( camera . transform . position , Quaternion . identity , new Vector3 ( dist , dist , dist ) ) ;
115116
116- Matrix4x4 skyboxProj = SkyboxHelper . GetProjectionMatrix ( camera ) ;
117+ var skyboxProj = SkyboxHelper . GetProjectionMatrix ( camera ) ;
117118 cmd . SetProjectionAndViewMatrices ( skyboxProj , camera . worldToCameraMatrix ) ;
118119 cmd . DrawMesh ( mesh , world , mat ) ;
119120
@@ -124,11 +125,11 @@ public void Draw(RenderLoop loop, Camera camera)
124125 cmd . Dispose ( ) ;
125126 }
126127
127- static public Matrix4x4 GetProjectionMatrix ( Camera camera )
128+ public static Matrix4x4 GetProjectionMatrix ( Camera camera )
128129 {
129- Matrix4x4 skyboxProj = Matrix4x4 . Perspective ( camera . fieldOfView , camera . aspect , camera . nearClipPlane , camera . farClipPlane ) ;
130+ var skyboxProj = Matrix4x4 . Perspective ( camera . fieldOfView , camera . aspect , camera . nearClipPlane , camera . farClipPlane ) ;
130131
131- float nearPlane = camera . nearClipPlane * 0.01f ;
132+ var nearPlane = camera . nearClipPlane * 0.01f ;
132133 skyboxProj = AdjustDepthRange ( skyboxProj , camera . nearClipPlane , nearPlane , camera . farClipPlane ) ;
133134 return MakeProjectionInfinite ( skyboxProj , nearPlane ) ;
134135 }
@@ -137,7 +138,7 @@ static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane)
137138 {
138139 const float epsilon = 1e-6f ;
139140
140- Matrix4x4 r = m ;
141+ var r = m ;
141142 r [ 2 , 2 ] = - 1.0f + epsilon ;
142143 r [ 2 , 3 ] = ( - 2.0f + epsilon ) * nearPlane ;
143144 r [ 3 , 2 ] = - 1.0f ;
@@ -146,24 +147,24 @@ static Matrix4x4 MakeProjectionInfinite(Matrix4x4 m, float nearPlane)
146147
147148 static Matrix4x4 AdjustDepthRange ( Matrix4x4 mat , float origNear , float newNear , float newFar )
148149 {
149- float x = mat [ 0 , 0 ] ;
150- float y = mat [ 1 , 1 ] ;
151- float w = mat [ 0 , 2 ] ;
152- float z = mat [ 1 , 2 ] ;
150+ var x = mat [ 0 , 0 ] ;
151+ var y = mat [ 1 , 1 ] ;
152+ var w = mat [ 0 , 2 ] ;
153+ var z = mat [ 1 , 2 ] ;
153154
154- float r = ( ( 2.0f * origNear ) / x ) * ( ( w + 1 ) * 0.5f ) ;
155- float t = ( ( 2.0f * origNear ) / y ) * ( ( z + 1 ) * 0.5f ) ;
156- float l = ( ( 2.0f * origNear ) / x ) * ( ( ( w + 1 ) * 0.5f ) - 1 ) ;
157- float b = ( ( 2.0f * origNear ) / y ) * ( ( ( z + 1 ) * 0.5f ) - 1 ) ;
155+ var r = ( ( 2.0f * origNear ) / x ) * ( ( w + 1 ) * 0.5f ) ;
156+ var t = ( ( 2.0f * origNear ) / y ) * ( ( z + 1 ) * 0.5f ) ;
157+ var l = ( ( 2.0f * origNear ) / x ) * ( ( ( w + 1 ) * 0.5f ) - 1 ) ;
158+ var b = ( ( 2.0f * origNear ) / y ) * ( ( ( z + 1 ) * 0.5f ) - 1 ) ;
158159
159- float ratio = ( newNear / origNear ) ;
160+ var ratio = ( newNear / origNear ) ;
160161
161162 r *= ratio ;
162163 t *= ratio ;
163164 l *= ratio ;
164165 b *= ratio ;
165166
166- Matrix4x4 ret = new Matrix4x4 ( ) ;
167+ var ret = new Matrix4x4 ( ) ;
167168
168169 ret [ 0 , 0 ] = ( 2.0f * newNear ) / ( r - l ) ; ret [ 0 , 1 ] = 0 ; ret [ 0 , 2 ] = ( r + l ) / ( r - l ) ; ret [ 0 , 3 ] = 0 ;
169170 ret [ 1 , 0 ] = 0 ; ret [ 1 , 1 ] = ( 2.0f * newNear ) / ( t - b ) ; ret [ 1 , 2 ] = ( t + b ) / ( t - b ) ; ret [ 1 , 3 ] = 0 ;
@@ -174,7 +175,7 @@ static Matrix4x4 AdjustDepthRange(Matrix4x4 mat, float origNear, float newNear,
174175 }
175176
176177 // Octahedron vertices
177- Vector3 [ ] octaVerts =
178+ readonly Vector3 [ ] m_OctaVerts =
178179 {
179180 new Vector3 ( 0.0f , 1.0f , 0.0f ) , new Vector3 ( 0.0f , 0.0f , - 1.0f ) , new Vector3 ( 1.0f , 0.0f , 0.0f ) ,
180181 new Vector3 ( 0.0f , 1.0f , 0.0f ) , new Vector3 ( 1.0f , 0.0f , 0.0f ) , new Vector3 ( 0.0f , 0.0f , 1.0f ) ,
@@ -191,11 +192,11 @@ Vector3 SubDivVert(Vector3 v1, Vector3 v2)
191192 return Vector3 . Normalize ( v1 + v2 ) ;
192193 }
193194
194- void Subdivide ( List < Vector3 > dest , Vector3 v1 , Vector3 v2 , Vector3 v3 )
195+ void Subdivide ( ICollection < Vector3 > dest , Vector3 v1 , Vector3 v2 , Vector3 v3 )
195196 {
196- Vector3 v12 = SubDivVert ( v1 , v2 ) ;
197- Vector3 v23 = SubDivVert ( v2 , v3 ) ;
198- Vector3 v13 = SubDivVert ( v1 , v3 ) ;
197+ var v12 = SubDivVert ( v1 , v2 ) ;
198+ var v23 = SubDivVert ( v2 , v3 ) ;
199+ var v13 = SubDivVert ( v1 , v3 ) ;
199200
200201 dest . Add ( v1 ) ;
201202 dest . Add ( v12 ) ;
@@ -211,13 +212,13 @@ void Subdivide(List<Vector3> dest, Vector3 v1, Vector3 v2, Vector3 v3)
211212 dest . Add ( v23 ) ;
212213 }
213214
214- void SubdivideYOnly ( List < Vector3 > dest , Vector3 v1 , Vector3 v2 , Vector3 v3 )
215+ void SubdivideYOnly ( ICollection < Vector3 > dest , Vector3 v1 , Vector3 v2 , Vector3 v3 )
215216 {
216217 // Find out which vertex is furthest out from the others on the y axis
217218
218- float d12 = Mathf . Abs ( v2 . y - v1 . y ) ;
219- float d23 = Mathf . Abs ( v2 . y - v3 . y ) ;
220- float d31 = Mathf . Abs ( v3 . y - v1 . y ) ;
219+ var d12 = Mathf . Abs ( v2 . y - v1 . y ) ;
220+ var d23 = Mathf . Abs ( v2 . y - v3 . y ) ;
221+ var d31 = Mathf . Abs ( v3 . y - v1 . y ) ;
221222
222223 Vector3 top , va , vb ;
223224
@@ -240,8 +241,8 @@ void SubdivideYOnly(List<Vector3> dest, Vector3 v1, Vector3 v2, Vector3 v3)
240241 vb = v1 ;
241242 }
242243
243- Vector3 v12 = SubDivVert ( top , va ) ;
244- Vector3 v13 = SubDivVert ( top , vb ) ;
244+ var v12 = SubDivVert ( top , va ) ;
245+ var v13 = SubDivVert ( top , vb ) ;
245246
246247 dest . Add ( top ) ;
247248 dest . Add ( v12 ) ;
@@ -268,5 +269,5 @@ void SubdivideYOnly(List<Vector3> dest, Vector3 v1, Vector3 v2, Vector3 v3)
268269 }
269270 }
270271
271- Mesh _mesh ;
272+ Mesh m_Mesh ;
272273}
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