Пример #1
0
 public void DrawTerrainChunkGeometrySubsets(Shader shader, TerrainChunkGeometry geometry, int subsetsMask)
 {
     foreach (TerrainChunkGeometry.Buffer buffer in geometry.Buffers)
     {
         int num  = int.MaxValue;
         int num2 = 0;
         for (int i = 0; i < 8; i++)
         {
             if (i < 7 && (subsetsMask & (1 << i)) != 0)
             {
                 if (buffer.SubsetIndexBufferEnds[i] > 0)
                 {
                     if (num == int.MaxValue)
                     {
                         num = buffer.SubsetIndexBufferStarts[i];
                     }
                     num2 = buffer.SubsetIndexBufferEnds[i];
                 }
             }
             else
             {
                 if (num2 > num)
                 {
                     Display.DrawIndexed(PrimitiveType.TriangleList, shader, buffer.VertexBuffer, buffer.IndexBuffer, num, num2 - num);
                     ChunkTrianglesDrawn += (num2 - num) / 3;
                     ChunkDrawCalls++;
                 }
                 num = int.MaxValue;
             }
         }
     }
 }
Пример #2
0
 public void DisposeTerrainChunkGeometryVertexIndexBuffers(TerrainChunkGeometry geometry)
 {
     foreach (TerrainChunkGeometry.Buffer buffer in geometry.Buffers)
     {
         buffer.Dispose();
     }
     geometry.Buffers.Clear();
     geometry.InvalidateSliceContentsHashes();
 }
Пример #3
0
        public void SetupTerrainChunkGeometryVertexIndexBuffers(TerrainChunk chunk)
        {
            TerrainChunkGeometry geometry = chunk.Geometry;

            DisposeTerrainChunkGeometryVertexIndexBuffers(geometry);
            int num = 0;

            while (num < 112)
            {
                int num2 = 0;
                int num3 = 0;
                int i;
                for (i = num; i < 112; i++)
                {
                    int num4 = i / 16;
                    int num5 = i % 16;
                    TerrainGeometrySubset terrainGeometrySubset = geometry.Slices[num5].Subsets[num4];
                    if (num2 + terrainGeometrySubset.Vertices.Count > 65535 && i > num)
                    {
                        break;
                    }
                    num2 += terrainGeometrySubset.Vertices.Count;
                    num3 += terrainGeometrySubset.Indices.Count;
                }
                if (num2 > 65535)
                {
                    Log.Warning("Max vertices count exceeded around ({0},{1},{2}), geometry will be corrupted ({3}/{4} vertices).", chunk.Origin.X, i % 16 * 16, chunk.Origin.Y, num2, 65535);
                }
                if (num2 > 0 && num3 > 0)
                {
                    TerrainChunkGeometry.Buffer buffer = new TerrainChunkGeometry.Buffer();
                    geometry.Buffers.Add(buffer);
                    buffer.VertexBuffer = new VertexBuffer(TerrainVertex.VertexDeclaration, num2);
                    buffer.IndexBuffer  = new IndexBuffer(IndexFormat.SixteenBits, num3);
                    int num6 = 0;
                    int num7 = 0;
                    for (int j = num; j < i; j++)
                    {
                        int num8 = j / 16;
                        int num9 = j % 16;
                        TerrainGeometrySubset terrainGeometrySubset2 = geometry.Slices[num9].Subsets[num8];
                        if (num9 == 0 || j == num)
                        {
                            buffer.SubsetIndexBufferStarts[num8] = num7;
                        }
                        if (terrainGeometrySubset2.Indices.Count > 0)
                        {
                            m_tmpIndices.Count = terrainGeometrySubset2.Indices.Count;
                            ShiftIndices(terrainGeometrySubset2.Indices.Array, m_tmpIndices.Array, num6, terrainGeometrySubset2.Indices.Count);
                            buffer.IndexBuffer.SetData(m_tmpIndices.Array, 0, m_tmpIndices.Count, num7);
                            num7 += m_tmpIndices.Count;
                        }
                        if (terrainGeometrySubset2.Vertices.Count > 0)
                        {
                            buffer.VertexBuffer.SetData(terrainGeometrySubset2.Vertices.Array, 0, terrainGeometrySubset2.Vertices.Count, num6);
                            num6 += terrainGeometrySubset2.Vertices.Count;
                        }
                        if (num9 == 15 || j == i - 1)
                        {
                            buffer.SubsetIndexBufferEnds[num8] = num7;
                        }
                    }
                }
                num = i;
            }
            geometry.CopySliceContentsHashes(chunk);
        }