示例#1
0
        private int findFirstFreeHandle(int lod)
        {
            for (int i = 0; i < mHandles.Count; i++)
            {
                if (!mHandles[i].inUse && mHandles[i].LOD == lod)
                {
                    return(i);
                }
            }

            BTerrainVisualDataHandle vdh = new BTerrainVisualDataHandle();

            vdh.mHandle = new BTerrainVisualData();
            vdh.inUse   = false;
            mHandles.Add(vdh);

            return(mHandles.Count - 1);
        }
示例#2
0
        public bool render()
        {
            if (mSetVBs.Count == 0)
            {
                createRenderVBs();
                if (mSetVBs.Count == 0)
                {
                    return(false);
                }
            }

            BRenderDevice.getDevice().VertexDeclaration = VertexTypes.Pos.vertDecl;

            //my shader is started in the parent FoliageManager class..

            BTerrainQuadNode qn = TerrainGlobals.getTerrain().getQuadNodeLeafArray()[mOwnerQNIndex];

            //find our visual handle index
            //CLM the skirts f**k this up.. just find the highest LOD that's valid...
            BTerrainVisualDataHandle vdh = null;

            for (int i = 0; i < (int)Terrain.BTerrainVisual.eLODLevel.cLODCount; i++)
            {
                if (qn.mVisualDataIndxPerLOD[i] != -1)
                {
                    vdh = TerrainGlobals.getVisual().getVisualHandle(qn.mVisualDataIndxPerLOD[i]);
                    break;
                }
            }

            if (vdh == null)
            {
                return(false);
            }

            //bind my QN positions texture
            FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mTerrainQNPosTexture, vdh.mHandle.mPositionsTexture);

            Vector4 QnData = new Vector4((BTerrainQuadNode.getMaxNodeWidth() >> vdh.LOD), TerrainGlobals.getTerrain().getTileScale(), mOwnerNodeDesc.mMinXVert, mOwnerNodeDesc.mMinZVert);

            FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mTerrainQNData, QnData);


            for (int setI = 0; setI < mSetsUsed.Count; setI++)
            {
                FoliageSet set = FoliageManager.giveSet(mSetsUsed[setI]);

                float rcpBladeImgWidth = 1.0f / (float)set.mNumBlades;
                FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mSetRCPBladeTexWidth, rcpBladeImgWidth);


                FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mSetAlbedoTexture,
                                                                  set.mD3DAlbedoTexture == null?
                                                                  BRenderDevice.getTextureManager().getDefaultTexture(TextureManager.eDefaultTextures.cDefTex_Red):
                                                                  set.mD3DAlbedoTexture.mTexture);

                FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mSetOpacityTexture,
                                                                  set.mD3DOpacityTexture == null ?
                                                                  BRenderDevice.getTextureManager().getDefaultTexture(TextureManager.eDefaultTextures.cDefTex_White) :
                                                                  set.mD3DOpacityTexture.mTexture);


                FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mSetPositionsTexture, set.mD3DPositionsTexture);
                FoliageManager.mFoliageGPUShader.mShader.SetValue(FoliageManager.mSetUVsTexture, set.mD3DUVsTexture);

                //DRAW US FOOL!
                BRenderDevice.getDevice().SetStreamSource(0, mSetVBs[setI], 0);
                BRenderDevice.getDevice().Indices = mSetIBs[setI];

                FoliageManager.mFoliageGPUShader.mShader.CommitChanges();
                BRenderDevice.getDevice().DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, mSetVertCount[setI], 0, mSetPolyCount[setI]);
            }

            return(true);
        }