Пример #1
0
 public override void Regenerate()
 {
     if (MatBases.SunShadow.shader.isSupported)
     {
         LayerSubMesh subMesh = GetSubMesh(MatBases.IndoorMask);
         subMesh.Clear(MeshParts.All);
         Building[] innerArray = base.Map.edificeGrid.InnerArray;
         CellRect   cellRect   = new CellRect(section.botLeft.x, section.botLeft.z, 17, 17);
         cellRect.ClipInsideMap(base.Map);
         subMesh.verts.Capacity = cellRect.Area * 2;
         subMesh.tris.Capacity  = cellRect.Area * 4;
         float       y           = AltitudeLayer.MetaOverlays.AltitudeFor();
         CellIndices cellIndices = base.Map.cellIndices;
         for (int i = cellRect.minX; i <= cellRect.maxX; i++)
         {
             for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
             {
                 IntVec3 intVec = new IntVec3(i, 0, j);
                 if (!HideRainPrimary(intVec))
                 {
                     bool flag  = intVec.Roofed(base.Map);
                     bool flag2 = false;
                     if (flag)
                     {
                         for (int k = 0; k < 8; k++)
                         {
                             IntVec3 c = intVec + GenAdj.AdjacentCells[k];
                             if (c.InBounds(base.Map) && HideRainPrimary(c))
                             {
                                 flag2 = true;
                                 break;
                             }
                         }
                     }
                     if (!flag || !flag2)
                     {
                         continue;
                     }
                 }
                 Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                 float num   = (thing == null || (thing.def.passability != Traversability.Impassable && !thing.def.IsDoor)) ? 0.16f : 0f;
                 subMesh.verts.Add(new Vector3((float)i - num, y, (float)j - num));
                 subMesh.verts.Add(new Vector3((float)i - num, y, (float)(j + 1) + num));
                 subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)(j + 1) + num));
                 subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)j - num));
                 int count = subMesh.verts.Count;
                 subMesh.tris.Add(count - 4);
                 subMesh.tris.Add(count - 3);
                 subMesh.tris.Add(count - 2);
                 subMesh.tris.Add(count - 4);
                 subMesh.tris.Add(count - 2);
                 subMesh.tris.Add(count - 1);
             }
         }
         if (subMesh.verts.Count > 0)
         {
             subMesh.FinalizeMesh(MeshParts.Verts | MeshParts.Tris);
         }
     }
 }
        public static void MakeBaseGeometry(Section section, LayerSubMesh sm, AltitudeLayer altitudeLayer)
        {
            sm.Clear(MeshParts.Verts | MeshParts.Tris);
            CellRect cellRect = new CellRect(section.botLeft.x, section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(section.map);
            float y = altitudeLayer.AltitudeFor();

            sm.verts.Capacity = cellRect.Area * 9;
            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    sm.verts.Add(new Vector3((float)i, y, (float)j));
                    sm.verts.Add(new Vector3((float)i, y, (float)j + 0.5f));
                    sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                    sm.verts.Add(new Vector3((float)i + 0.5f, y, (float)(j + 1)));
                    sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                    sm.verts.Add(new Vector3((float)(i + 1), y, (float)j + 0.5f));
                    sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                    sm.verts.Add(new Vector3((float)i + 0.5f, y, (float)j));
                    sm.verts.Add(new Vector3((float)i + 0.5f, y, (float)j + 0.5f));
                }
            }
            int num = cellRect.Area * 8 * 3;

            sm.tris.Capacity = num;
            int num2 = 0;

            while (sm.tris.Count < num)
            {
                sm.tris.Add(num2 + 7);
                sm.tris.Add(num2);
                sm.tris.Add(num2 + 1);
                sm.tris.Add(num2 + 1);
                sm.tris.Add(num2 + 2);
                sm.tris.Add(num2 + 3);
                sm.tris.Add(num2 + 3);
                sm.tris.Add(num2 + 4);
                sm.tris.Add(num2 + 5);
                sm.tris.Add(num2 + 5);
                sm.tris.Add(num2 + 6);
                sm.tris.Add(num2 + 7);
                sm.tris.Add(num2 + 7);
                sm.tris.Add(num2 + 1);
                sm.tris.Add(num2 + 8);
                sm.tris.Add(num2 + 1);
                sm.tris.Add(num2 + 3);
                sm.tris.Add(num2 + 8);
                sm.tris.Add(num2 + 3);
                sm.tris.Add(num2 + 5);
                sm.tris.Add(num2 + 8);
                sm.tris.Add(num2 + 5);
                sm.tris.Add(num2 + 7);
                sm.tris.Add(num2 + 8);
                num2 += 9;
            }
            sm.FinalizeMesh(MeshParts.Verts | MeshParts.Tris);
        }
        public override void Regenerate()
        {
            LayerSubMesh subMesh = GetSubMesh(MatBases.Snow);

            if (subMesh.mesh.vertexCount == 0)
            {
                SectionLayerGeometryMaker_Solid.MakeBaseGeometry(section, subMesh, AltitudeLayer.Terrain);
            }
            subMesh.Clear(MeshParts.Colors);
            float[]     depthGridDirect_Unsafe = base.Map.snowGrid.DepthGridDirect_Unsafe;
            CellRect    cellRect    = section.CellRect;
            int         num         = base.Map.Size.z - 1;
            int         num2        = base.Map.Size.x - 1;
            bool        flag        = false;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    float num3 = depthGridDirect_Unsafe[cellIndices.CellToIndex(i, j)];
                    int   num4 = cellIndices.CellToIndex(i, j - 1);
                    float num5 = ((j > 0) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i - 1, j - 1);
                    float num6 = ((j > 0 && i > 0) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i - 1, j);
                    float num7 = ((i > 0) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i - 1, j + 1);
                    float num8 = ((j < num && i > 0) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i, j + 1);
                    float num9 = ((j < num) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i + 1, j + 1);
                    float num10 = ((j < num && i < num2) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i + 1, j);
                    float num11 = ((i < num2) ? depthGridDirect_Unsafe[num4] : num3);
                    num4 = cellIndices.CellToIndex(i + 1, j - 1);
                    float num12 = ((j > 0 && i < num2) ? depthGridDirect_Unsafe[num4] : num3);
                    vertDepth[0] = (num5 + num6 + num7 + num3) / 4f;
                    vertDepth[1] = (num7 + num3) / 2f;
                    vertDepth[2] = (num7 + num8 + num9 + num3) / 4f;
                    vertDepth[3] = (num9 + num3) / 2f;
                    vertDepth[4] = (num9 + num10 + num11 + num3) / 4f;
                    vertDepth[5] = (num11 + num3) / 2f;
                    vertDepth[6] = (num11 + num12 + num5 + num3) / 4f;
                    vertDepth[7] = (num5 + num3) / 2f;
                    vertDepth[8] = num3;
                    for (int k = 0; k < 9; k++)
                    {
                        if (vertDepth[k] > 0.01f)
                        {
                            flag = true;
                        }
                        subMesh.colors.Add(SnowDepthColor(vertDepth[k]));
                    }
                }
            }
            if (flag)
            {
                subMesh.disabled = false;
                subMesh.FinalizeMesh(MeshParts.Colors);
            }
            else
            {
                subMesh.disabled = true;
            }
        }
Пример #4
0
        public override void Regenerate()
        {
            if (!MatBases.SunShadow.shader.isSupported)
            {
                return;
            }
            SectionLayer_SunShadows.edificeGrid = base.Map.edificeGrid.InnerArray;
            float    y        = Altitudes.AltitudeFor(AltitudeLayer.Shadows);
            CellRect cellRect = new CellRect(this.section.botLeft.x, this.section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.SunShadow);

            subMesh.Clear(MeshParts.All);
            subMesh.verts.Capacity  = cellRect.Area * 2;
            subMesh.tris.Capacity   = cellRect.Area * 4;
            subMesh.colors.Capacity = cellRect.Area * 2;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    Thing thing = SectionLayer_SunShadows.edificeGrid[cellIndices.CellToIndex(i, j)];
                    if (thing != null && thing.def.staticSunShadowHeight > 0f)
                    {
                        float   staticSunShadowHeight = thing.def.staticSunShadowHeight;
                        Color32 item  = new Color32(0, 0, 0, (byte)(255f * staticSunShadowHeight));
                        int     count = subMesh.verts.Count;
                        subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                        subMesh.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                        subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                        subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        subMesh.colors.Add(SectionLayer_SunShadows.LowVertexColor);
                        int count2 = subMesh.verts.Count;
                        subMesh.tris.Add(count2 - 4);
                        subMesh.tris.Add(count2 - 3);
                        subMesh.tris.Add(count2 - 2);
                        subMesh.tris.Add(count2 - 4);
                        subMesh.tris.Add(count2 - 2);
                        subMesh.tris.Add(count2 - 1);
                        if (i > 0)
                        {
                            thing = SectionLayer_SunShadows.edificeGrid[cellIndices.CellToIndex(i - 1, j)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count3 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                                subMesh.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count + 1);
                                subMesh.tris.Add(count);
                                subMesh.tris.Add(count3);
                                subMesh.tris.Add(count3);
                                subMesh.tris.Add(count3 + 1);
                                subMesh.tris.Add(count + 1);
                            }
                        }
                        if (i < base.Map.Size.x - 1)
                        {
                            thing = SectionLayer_SunShadows.edificeGrid[cellIndices.CellToIndex(i + 1, j)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count4 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count + 2);
                                subMesh.tris.Add(count4);
                                subMesh.tris.Add(count4 + 1);
                                subMesh.tris.Add(count4 + 1);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count + 2);
                            }
                        }
                        if (j > 0)
                        {
                            thing = SectionLayer_SunShadows.edificeGrid[cellIndices.CellToIndex(i, j - 1)];
                            if (thing == null || thing.def.staticSunShadowHeight < staticSunShadowHeight)
                            {
                                int count5 = subMesh.verts.Count;
                                subMesh.verts.Add(new Vector3((float)i, y, (float)j));
                                subMesh.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                subMesh.colors.Add(item);
                                subMesh.colors.Add(item);
                                subMesh.tris.Add(count);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count5);
                                subMesh.tris.Add(count + 3);
                                subMesh.tris.Add(count5 + 1);
                                subMesh.tris.Add(count5);
                            }
                        }
                    }
                }
            }
            if (subMesh.verts.Count > 0)
            {
                subMesh.FinalizeMesh(MeshParts.Verts | MeshParts.Tris | MeshParts.Colors);
                float   num  = Mathf.Max(15f, 15f);
                Vector3 size = subMesh.mesh.bounds.size;
                size.x += 2f * num + 2f;
                size.z += 2f * num + 2f;
                subMesh.mesh.bounds = new Bounds(subMesh.mesh.bounds.center, size);
            }
        }
Пример #5
0
        public override void Regenerate()
        {
            Building[] innerArray = base.Map.edificeGrid.InnerArray;
            float      y          = Altitudes.AltitudeFor(AltitudeLayer.Shadows);
            CellRect   cellRect   = new CellRect(base.section.botLeft.x, base.section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            LayerSubMesh sm = base.GetSubMesh(MatBases.EdgeShadow);

            sm.Clear(MeshParts.All);
            sm.verts.Capacity  = cellRect.Area * 4;
            sm.colors.Capacity = cellRect.Area * 4;
            sm.tris.Capacity   = cellRect.Area * 8;
            bool[]      array       = new bool[4];
            bool[]      array2      = new bool[4];
            bool[]      array3      = new bool[4];
            float       num         = 0f;
            float       num2        = 0f;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                    if (thing != null && thing.def.castEdgeShadows)
                    {
                        sm.verts.Add(new Vector3((float)i, y, (float)j));
                        sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                        sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                        sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                        int count = sm.verts.Count;
                        sm.tris.Add(count - 4);
                        sm.tris.Add(count - 3);
                        sm.tris.Add(count - 2);
                        sm.tris.Add(count - 4);
                        sm.tris.Add(count - 2);
                        sm.tris.Add(count - 1);
                    }
                    else
                    {
                        array[0]  = false;
                        array[1]  = false;
                        array[2]  = false;
                        array[3]  = false;
                        array2[0] = false;
                        array2[1] = false;
                        array2[2] = false;
                        array2[3] = false;
                        array3[0] = false;
                        array3[1] = false;
                        array3[2] = false;
                        array3[3] = false;
                        IntVec3   a = new IntVec3(i, 0, j);
                        IntVec3[] cardinalDirectionsAround = GenAdj.CardinalDirectionsAround;
                        for (int k = 0; k < 4; k++)
                        {
                            IntVec3 c = a + cardinalDirectionsAround[k];
                            if (c.InBounds(base.Map))
                            {
                                thing = innerArray[cellIndices.CellToIndex(c)];
                                if (thing != null && thing.def.castEdgeShadows)
                                {
                                    array2[k]          = true;
                                    array[(k + 3) % 4] = true;
                                    array[k]           = true;
                                }
                            }
                        }
                        IntVec3[] diagonalDirectionsAround = GenAdj.DiagonalDirectionsAround;
                        for (int l = 0; l < 4; l++)
                        {
                            if (!array[l])
                            {
                                IntVec3 c = a + diagonalDirectionsAround[l];
                                if (c.InBounds(base.Map))
                                {
                                    thing = innerArray[cellIndices.CellToIndex(c)];
                                    if (thing != null && thing.def.castEdgeShadows)
                                    {
                                        array[l]  = true;
                                        array3[l] = true;
                                    }
                                }
                            }
                        }
                        Action <int> action = delegate(int idx)
                        {
                            sm.tris.Add(sm.verts.Count - 2);
                            sm.tris.Add(idx);
                            sm.tris.Add(sm.verts.Count - 1);
                            sm.tris.Add(sm.verts.Count - 1);
                            sm.tris.Add(idx);
                            sm.tris.Add(idx + 1);
                        };
                        Action action2 = delegate
                        {
                            sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                            sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                            sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                            sm.tris.Add(sm.verts.Count - 3);
                            sm.tris.Add(sm.verts.Count - 2);
                            sm.tris.Add(sm.verts.Count - 1);
                        };
                        int count2 = sm.verts.Count;
                        if (array[0])
                        {
                            if (array2[0] || array2[1])
                            {
                                num = (num2 = 0f);
                                if (array2[0])
                                {
                                    num2 = 0.45f;
                                }
                                if (array2[1])
                                {
                                    num = 0.45f;
                                }
                                sm.verts.Add(new Vector3((float)i, y, (float)j));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)i + num, y, (float)j + num2));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[1] && !array3[1])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)i, y, (float)j));
                                sm.verts.Add(new Vector3((float)i, y, (float)((float)j + 0.44999998807907104)));
                                sm.verts.Add(new Vector3((float)((float)i + 0.44999998807907104), y, (float)j));
                                action2();
                            }
                        }
                        if (array[1])
                        {
                            if (array2[1] || array2[2])
                            {
                                num = (num2 = 0f);
                                if (array2[1])
                                {
                                    num = 0.45f;
                                }
                                if (array2[2])
                                {
                                    num2 = -0.45f;
                                }
                                sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)i + num, y, (float)(j + 1) + num2));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[2] && !array3[2])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)i, y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)((float)i + 0.44999998807907104), y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)i, y, (float)((float)(j + 1) - 0.44999998807907104)));
                                action2();
                            }
                        }
                        if (array[2])
                        {
                            if (array2[2] || array2[3])
                            {
                                num = (num2 = 0f);
                                if (array2[2])
                                {
                                    num2 = -0.45f;
                                }
                                if (array2[3])
                                {
                                    num = -0.45f;
                                }
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)(i + 1) + num, y, (float)(j + 1) + num2));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[3] && !array3[3])
                                {
                                    action(sm.verts.Count);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)(j + 1)));
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)((float)(j + 1) - 0.44999998807907104)));
                                sm.verts.Add(new Vector3((float)((float)(i + 1) - 0.44999998807907104), y, (float)(j + 1)));
                                action2();
                            }
                        }
                        if (array[3])
                        {
                            if (array2[3] || array2[0])
                            {
                                num = (num2 = 0f);
                                if (array2[3])
                                {
                                    num = -0.45f;
                                }
                                if (array2[0])
                                {
                                    num2 = 0.45f;
                                }
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                sm.colors.Add(SectionLayer_EdgeShadows.Shadowed);
                                sm.verts.Add(new Vector3((float)(i + 1) + num, y, (float)j + num2));
                                sm.colors.Add(SectionLayer_EdgeShadows.Lit);
                                if (array[0] && !array3[0])
                                {
                                    action(count2);
                                }
                            }
                            else
                            {
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)j));
                                sm.verts.Add(new Vector3((float)((float)(i + 1) - 0.44999998807907104), y, (float)j));
                                sm.verts.Add(new Vector3((float)(i + 1), y, (float)((float)j + 0.44999998807907104)));
                                action2();
                            }
                        }
                    }
                }
            }
            if (sm.verts.Count > 0)
            {
                sm.FinalizeMesh(MeshParts.Verts | MeshParts.Tris | MeshParts.Colors);
            }
        }
Пример #6
0
        public override void Regenerate()
        {
            LayerSubMesh subMesh = GetSubMesh(MatBases.FogOfWar);

            if (subMesh.mesh.vertexCount == 0)
            {
                SectionLayerGeometryMaker_Solid.MakeBaseGeometry(section, subMesh, AltitudeLayer.FogOfWar);
            }
            subMesh.Clear(MeshParts.Colors);
            bool[]      fogGrid     = base.Map.fogGrid.fogGrid;
            CellRect    cellRect    = section.CellRect;
            int         num         = base.Map.Size.z - 1;
            int         num2        = base.Map.Size.x - 1;
            bool        flag        = false;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    if (fogGrid[cellIndices.CellToIndex(i, j)])
                    {
                        for (int k = 0; k < 9; k++)
                        {
                            vertsCovered[k] = true;
                        }
                    }
                    else
                    {
                        for (int l = 0; l < 9; l++)
                        {
                            vertsCovered[l] = false;
                        }
                        if (j < num && fogGrid[cellIndices.CellToIndex(i, j + 1)])
                        {
                            vertsCovered[2] = true;
                            vertsCovered[3] = true;
                            vertsCovered[4] = true;
                        }
                        if (j > 0 && fogGrid[cellIndices.CellToIndex(i, j - 1)])
                        {
                            vertsCovered[6] = true;
                            vertsCovered[7] = true;
                            vertsCovered[0] = true;
                        }
                        if (i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j)])
                        {
                            vertsCovered[4] = true;
                            vertsCovered[5] = true;
                            vertsCovered[6] = true;
                        }
                        if (i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j)])
                        {
                            vertsCovered[0] = true;
                            vertsCovered[1] = true;
                            vertsCovered[2] = true;
                        }
                        if (j > 0 && i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j - 1)])
                        {
                            vertsCovered[0] = true;
                        }
                        if (j < num && i > 0 && fogGrid[cellIndices.CellToIndex(i - 1, j + 1)])
                        {
                            vertsCovered[2] = true;
                        }
                        if (j < num && i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j + 1)])
                        {
                            vertsCovered[4] = true;
                        }
                        if (j > 0 && i < num2 && fogGrid[cellIndices.CellToIndex(i + 1, j - 1)])
                        {
                            vertsCovered[6] = true;
                        }
                    }
                    for (int m = 0; m < 9; m++)
                    {
                        byte a;
                        if (vertsCovered[m])
                        {
                            a    = byte.MaxValue;
                            flag = true;
                        }
                        else
                        {
                            a = 0;
                        }
                        subMesh.colors.Add(new Color32(byte.MaxValue, byte.MaxValue, byte.MaxValue, a));
                    }
                }
            }
            if (flag)
            {
                subMesh.disabled = false;
                subMesh.FinalizeMesh(MeshParts.Colors);
            }
            else
            {
                subMesh.disabled = true;
            }
        }
        public override void Regenerate()
        {
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.Snow);

            if (subMesh.mesh.vertexCount == 0)
            {
                SectionLayerGeometryMaker_Solid.MakeBaseGeometry(base.section, subMesh, AltitudeLayer.Terrain);
            }
            subMesh.Clear(MeshParts.Colors);
            float[]     depthGridDirect_Unsafe = base.Map.snowGrid.DepthGridDirect_Unsafe;
            CellRect    cellRect    = base.section.CellRect;
            IntVec3     size        = base.Map.Size;
            int         num         = size.z - 1;
            IntVec3     size2       = base.Map.Size;
            int         num2        = size2.x - 1;
            bool        flag        = false;
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                for (int j = cellRect.minZ; j <= cellRect.maxZ; j++)
                {
                    float num3 = depthGridDirect_Unsafe[cellIndices.CellToIndex(i, j)];
                    int   num4 = cellIndices.CellToIndex(i, j - 1);
                    float num5 = (j <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j - 1);
                    float num6 = (j <= 0 || i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j);
                    float num7 = (i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i - 1, j + 1);
                    float num8 = (j >= num || i <= 0) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i, j + 1);
                    float num9 = (j >= num) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j + 1);
                    float num10 = (j >= num || i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j);
                    float num11 = (i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    num4 = cellIndices.CellToIndex(i + 1, j - 1);
                    float num12 = (j <= 0 || i >= num2) ? num3 : depthGridDirect_Unsafe[num4];
                    this.vertDepth[0] = (float)((num5 + num6 + num7 + num3) / 4.0);
                    this.vertDepth[1] = (float)((num7 + num3) / 2.0);
                    this.vertDepth[2] = (float)((num7 + num8 + num9 + num3) / 4.0);
                    this.vertDepth[3] = (float)((num9 + num3) / 2.0);
                    this.vertDepth[4] = (float)((num9 + num10 + num11 + num3) / 4.0);
                    this.vertDepth[5] = (float)((num11 + num3) / 2.0);
                    this.vertDepth[6] = (float)((num11 + num12 + num5 + num3) / 4.0);
                    this.vertDepth[7] = (float)((num5 + num3) / 2.0);
                    this.vertDepth[8] = num3;
                    for (int k = 0; k < 9; k++)
                    {
                        if (this.vertDepth[k] > 0.0099999997764825821)
                        {
                            flag = true;
                        }
                        subMesh.colors.Add(SectionLayer_Snow.SnowDepthColor(this.vertDepth[k]));
                    }
                }
            }
            if (flag)
            {
                subMesh.disabled = false;
                subMesh.FinalizeMesh(MeshParts.Colors);
            }
            else
            {
                subMesh.disabled = true;
            }
        }
        public override void Regenerate()
        {
            if (!MatBases.SunShadow.shader.isSupported)
            {
                return;
            }
            LayerSubMesh subMesh = base.GetSubMesh(MatBases.IndoorMask);

            subMesh.Clear(MeshParts.All);
            Building[] innerArray = base.Map.edificeGrid.InnerArray;
            CellRect   cellRect   = new CellRect(this.section.botLeft.x, this.section.botLeft.z, 17, 17);

            cellRect.ClipInsideMap(base.Map);
            subMesh.verts.Capacity = cellRect.Area * 2;
            subMesh.tris.Capacity  = cellRect.Area * 4;
            float       y           = Altitudes.AltitudeFor(AltitudeLayer.MetaOverlays);
            CellIndices cellIndices = base.Map.cellIndices;

            for (int i = cellRect.minX; i <= cellRect.maxX; i++)
            {
                int j = cellRect.minZ;
                while (j <= cellRect.maxZ)
                {
                    IntVec3 intVec = new IntVec3(i, 0, j);
                    if (this.HideRainPrimary(intVec))
                    {
                        goto IL_16E;
                    }
                    bool flag  = intVec.Roofed(base.Map);
                    bool flag2 = false;
                    if (flag)
                    {
                        for (int k = 0; k < 8; k++)
                        {
                            IntVec3 c = intVec + GenAdj.AdjacentCells[k];
                            if (c.InBounds(base.Map))
                            {
                                if (this.HideRainPrimary(c))
                                {
                                    flag2 = true;
                                    break;
                                }
                            }
                        }
                    }
                    if (flag && flag2)
                    {
                        goto IL_16E;
                    }
IL_29D:
                    j++;
                    continue;
IL_16E:
                    Thing thing = innerArray[cellIndices.CellToIndex(i, j)];
                    float num;
                    if (thing != null && (thing.def.passability == Traversability.Impassable || thing.def.IsDoor))
                    {
                        num = 0f;
                    }
                    else
                    {
                        num = 0.16f;
                    }
                    subMesh.verts.Add(new Vector3((float)i - num, y, (float)j - num));
                    subMesh.verts.Add(new Vector3((float)i - num, y, (float)(j + 1) + num));
                    subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)(j + 1) + num));
                    subMesh.verts.Add(new Vector3((float)(i + 1) + num, y, (float)j - num));
                    int count = subMesh.verts.Count;
                    subMesh.tris.Add(count - 4);
                    subMesh.tris.Add(count - 3);
                    subMesh.tris.Add(count - 2);
                    subMesh.tris.Add(count - 4);
                    subMesh.tris.Add(count - 2);
                    subMesh.tris.Add(count - 1);
                    goto IL_29D;
                }
            }
            if (subMesh.verts.Count > 0)
            {
                subMesh.FinalizeMesh(MeshParts.Verts | MeshParts.Tris);
            }
        }