Пример #1
0
        private void GetDataForChunkWithNeighbours(int2 coords, ComputeMeshData data)
        {
            var multimap = data.MapWithNeighbours;

            for (var x = 0; x < 3; x++)
            {
                for (var y = 0; y < 3; y++)
                {
                    var offset = (x + y * 3) * GeometryConsts.VOXELS_PER_CHUNK;
                    var map    = WorldModel.GetMapByChunkCoords(coords + new int2(x - 1, y - 1));
                    multimap.Slice(offset, GeometryConsts.VOXELS_PER_CHUNK).CopyFrom(map);
                }
            }
        }
Пример #2
0
        private void GetLightsForChunkWithNeighbours(int2 coords, ComputeMeshData data)
        {
            var multimap = data.LightMapWithNeighbours;

            for (var x = 0; x < 3; x++)
            {
                for (var y = 0; y < 3; y++)
                {
                    var offset = (x + y * 3) * GeometryConsts.VOXELS_PER_CHUNK;
                    var id     = _dataIdByCoords[coords + new int2(x - 1, y - 1)];
                    var map    = _computeData[id].LightLevelMap;
                    multimap.Slice(offset, GeometryConsts.VOXELS_PER_CHUNK).CopyFrom(map);
                }
            }
        }
Пример #3
0
        private int GetDataFromPool(int2 coords)
        {
            //id is datacount -> put data on the end of all used data
            var dataId = _dataCount;

            ComputeMeshData computeMeshData = _computeData[dataId];

            computeMeshData.SetCoords(coords);

            _dataIdByCoords[coords] = dataId;

            //move border of data so it contains newly added data
            _dataCount++;

            return(dataId);
        }
Пример #4
0
        //TODO: batch meshes - one mesh per (lets say) 10 chunks,
        //use dirty flag pattern, whenever chunks are changed via remove chunks or when updating mesh after jobs are done,
        //just set the flag for uberchunk and join array just before first render

        public void Init()
        {
            _computeData = new ComputeMeshData[MapBoundsLookup.DataChunksCount * 2];

            //TODO: determine safe data margin for data in process

            for (var i = 0; i < MapBoundsLookup.DataChunksCount * 2; i++)
            {
                _computeData[i] = new ComputeMeshData();
            }

            _meshData = new RenderMeshData[MapBoundsLookup.RenderChunksCount * 2];

            for (var i = 0; i < MapBoundsLookup.RenderChunksCount * 2; i++)
            {
                _meshData[i] = new RenderMeshData(WorldSettings.WorldMaterial);
            }

            Updater.EveryFrame(Update);
        }