Exemplo n.º 1
0
        void RequestUpdateBuffer(ChunkVertexBuilder vertexBuilder, ChunkMeshUpdatePriority priority)
        {
            for (int z = 0; z < MeshSegments.Z; z++)
            {
                for (int y = 0; y < MeshSegments.Y; y++)
                {
                    for (int x = 0; x < MeshSegments.X; x++)
                    {
                        var opaqueRequest = new UpdateBufferRequest
                        {
                            VertexBuilder = vertexBuilder,
                            Segment       = new IntVector3(x, y, z),
                            Translucece   = false,
                            Priority      = priority,
                            RequestTime   = TimeSpan.FromTicks(Environment.TickCount)
                        };
                        updateBufferRequests.Enqueue(opaqueRequest);

                        var translucentRequest = new UpdateBufferRequest
                        {
                            VertexBuilder = vertexBuilder,
                            Segment       = new IntVector3(x, y, z),
                            Translucece   = true,
                            Priority      = priority,
                            RequestTime   = TimeSpan.FromTicks(Environment.TickCount)
                        };
                        updateBufferRequests.Enqueue(translucentRequest);
                    }
                }
            }
        }
Exemplo n.º 2
0
 internal void Clear()
 {
     Chunk         = null;
     VertexBuilder = null;
 }
Exemplo n.º 3
0
        bool UpdateMeshSegmentBuffer(ChunkVertexBuilder verticesBuilder, int segmentX, int segmentY, int segmentZ, bool translucence)
        {
            var chunk = verticesBuilder.Chunk;

            // メッシュに設定するワールド座標。
            // メッシュの中心をメッシュの位置とする。
            var position = new Vector3
            {
                X = chunk.Position.X * chunkManager.PartitionSize.X + segmentX * MeshSize.X + MeshOffset.X,
                Y = chunk.Position.Y * chunkManager.PartitionSize.Y + segmentY * MeshSize.Y + MeshOffset.Y,
                Z = chunk.Position.Z * chunkManager.PartitionSize.Z + segmentZ * MeshSize.Z + MeshOffset.Z
            };

            // メッシュに設定するワールド行列。
            Matrix world;

            Matrix.CreateTranslation(ref position, out world);

            // メッシュに設定するエフェクト。
            var effect = chunk.Region.ChunkEffect;

            var vertices = verticesBuilder.GetVertices(segmentX, segmentY, segmentZ, translucence);

            var mesh = chunk.GetMesh(segmentX, segmentY, segmentZ, translucence);

            if (mesh != null)
            {
                TotalVertexCount -= mesh.VertexCount;
                TotalIndexCount  -= mesh.IndexCount;
            }

            bool updated;

            if (vertices.VertexCount == 0 || vertices.IndexCount == 0)
            {
                if (mesh != null)
                {
                    chunk.SetMesh(segmentX, segmentY, segmentZ, translucence, null);
                    updated = true;
                }
                else
                {
                    // 更新不要。
                    updated = false;
                }
            }
            else
            {
                if (mesh == null)
                {
                    mesh = CreateMesh(effect, false, segmentX, segmentY, segmentZ);
                    chunk.SetMesh(segmentX, segmentY, segmentZ, translucence, mesh);
                }

                mesh.PositionWorld = position;
                mesh.World         = world;
                vertices.Populate(mesh);

                TotalVertexCount += mesh.VertexCount;
                TotalIndexCount  += mesh.IndexCount;
                MaxVertexCount    = Math.Max(MaxVertexCount, mesh.VertexCount);
                MaxIndexCount     = Math.Max(MaxIndexCount, mesh.IndexCount);

                updated = true;
            }

            return(updated);
        }
Exemplo n.º 4
0
 internal void AttachVertexBuilder(ChunkVertexBuilder vertexBuilder)
 {
     VertexBuilder = vertexBuilder;
 }