예제 #1
0
        public void PrepareForDrawing(Camera camera)
        {
            Vector2         xZ              = camera.ViewPosition.XZ;
            float           num             = MathUtils.Sqr(m_subsystemSky.VisibilityRange);
            BoundingFrustum viewFrustum     = camera.ViewFrustum;
            int             gameWidgetIndex = camera.GameWidget.GameWidgetIndex;

            m_chunksToDraw.Clear();
            TerrainChunk[] allocatedChunks = m_subsystemTerrain.Terrain.AllocatedChunks;
            foreach (TerrainChunk terrainChunk in allocatedChunks)
            {
                if (terrainChunk.NewGeometryData)
                {
                    lock (terrainChunk.Geometry)
                    {
                        if (terrainChunk.NewGeometryData)
                        {
                            terrainChunk.NewGeometryData = false;
                            SetupTerrainChunkGeometryVertexIndexBuffers(terrainChunk);
                        }
                    }
                }
                terrainChunk.DrawDistanceSquared = Vector2.DistanceSquared(xZ, terrainChunk.Center);
                if (terrainChunk.DrawDistanceSquared <= num)
                {
                    if (viewFrustum.Intersection(terrainChunk.BoundingBox))
                    {
                        m_chunksToDraw.Add(terrainChunk);
                    }
                    if (terrainChunk.State != TerrainChunkState.Valid)
                    {
                        continue;
                    }
                    float num2 = terrainChunk.FogEnds[gameWidgetIndex];
                    if (num2 != float.MaxValue)
                    {
                        if (num2 == 0f)
                        {
                            StartChunkFadeIn(camera, terrainChunk);
                        }
                        else
                        {
                            RunChunkFadeIn(camera, terrainChunk);
                        }
                    }
                }
                else
                {
                    terrainChunk.FogEnds[gameWidgetIndex] = 0f;
                }
            }
            ChunksDrawn         = 0;
            ChunkDrawCalls      = 0;
            ChunkTrianglesDrawn = 0;
        }