示例#1
0
        /// <summary>
        /// 将页表置为非活跃状态
        /// </summary>
        private void InvalidatePage(Vector2Int id)
        {
            TableNode node = null;

            if (!m_ActivePages.TryGetValue(id, out node))
            {
                return;
            }

            node.Payload.ResetTileIndex();
            m_ActivePages.Remove(id);
        }
示例#2
0
        /// <summary>
        /// 加载页表
        /// </summary>
        private void LoadPage(int x, int y, TableNode node)
        {
            if (node == null)
            {
                return;
            }

            // 正在加载中,不需要重复请求
            if (node.Payload.LoadRequest != null)
            {
                return;
            }

            // 新建加载请求
            node.Payload.LoadRequest = m_Loader.Request(x, y, node.MipLevel);
        }
示例#3
0
        public void CreatePagePointer(int x, int y, TableNode node)
        {
            if (node == null)
            {
                return;
            }

            if (node.Payload.tileStatus == TileStatus.Loading || node.Payload.tileStatus == TileStatus.LoadingComplete)
            {
                return;
            }

            node.Payload.tileStatus = TileStatus.Loading;
            int key = getKey(node.Rect.x, node.Rect.y, node.MipLevel);

            m_Pages[key] = node;
            tileGenerator.GeneratePageTask(key);
        }
示例#4
0
        void Start()
        {
            if (m_TableSize < 1 || (m_TableSize & m_TableSize - 1) != 0)
            {
                m_TableSize = 64;
            }
            quadRootKey = getKey(0, 0, MaxMipLevel);

            m_LookupTexture            = new Texture2D(TableSize, TableSize, TextureFormat.RGBA32, false);
            m_LookupTexture.wrapMode   = TextureWrapMode.Clamp;
            m_LookupTexture.filterMode = FilterMode.Point;

            Shader.SetGlobalTexture("_LOOKUPTEX", m_LookupTexture);
            Shader.SetGlobalFloat("_MAXMIP", MaxMipLevel);
            Shader.SetGlobalFloat("_PAGETABLESIZE", TableSize);
            Shader.SetGlobalInt("_DEBUG", m_DebugMode);

            tileGenerator = (TileGeneration)GetComponent(typeof(TileGeneration));
            physicalTiles = (PhysicalTexture)GetComponent(typeof(PhysicalTexture));
            feedBack      = (Feedback)GetComponent(typeof(Feedback));

            AddressMapping = new Dictionary <int, PhysicalTileInfo>();
            ChildList      = new Dictionary <int, int[]>();

            feedBack.OnFeedbackReadComplete += ProcessFeedbackCoroutine;
            InCoroutine = false;
            //tileGenerator.OnTileGenerationComplete += OnGenerationComplete;
            tileGenerator.OnTileGenerationComplete += OnGenerationCompletePointer;
            //FOR POINTER
            quadRoot = new TableNode(MaxMipLevel, 0, 0, TableSize, TableSize);
            m_Pages  = new Dictionary <int, TableNode>();

            //multiple quad trees
            quadRoots = new TableNode[m_TerrainDivision * m_TerrainDivision];

            /*for(int i = 0; i < m_TerrainDivision; i++)
             * {
             *  for (int j = 0; j < m_TerrainDivision; j++) {
             *      //quadRoots[i] = new TableNode(MaxMipLevel, i )
             *  }
             * }*/
        }