Elin Decompiled Documentation EA 23.102 Nightly
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RenderDataObj.cs
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2{
3 public override void Draw(RenderParam p)
4 {
6 MeshBatch meshBatch = meshPass.batches[meshPass.batchIdx];
7 int num = ((p.tile > 0f) ? 1 : (-1));
9 {
10 _offset = ((p.dir == 2 || p.dir == 3) ? offsetBack : offset);
11 }
12 if (meshPass == pass.subPass)
13 {
14 meshBatch.colors[meshPass.idx] = p.color - 1572864f;
16 }
17 else
18 {
19 meshBatch.colors[meshPass.idx] = p.color;
20 meshBatch.matrices[meshPass.idx].m03 = p.x + _offset.x * (float)num;
21 meshBatch.matrices[meshPass.idx].m13 = p.y + _offset.y;
22 meshBatch.matrices[meshPass.idx].m23 = p.z + _offset.z;
23 }
24 meshBatch.tiles[meshPass.idx] = p.tile + (float)(p.liquidLv * 10000 * num);
25 meshBatch.matColors[meshPass.idx] = p.matColor;
26 meshPass.idx++;
27 if (meshPass.idx == meshPass.batchSize)
28 {
29 meshPass.NextBatch();
30 }
31 if (p.snow && hasSnowPass && meshPass == pass)
32 {
33 meshPass = pass.snowPass;
34 meshBatch = meshPass.batches[meshPass.batchIdx];
35 meshBatch.colors[meshPass.idx] = p.color;
36 meshBatch.matrices[meshPass.idx].m03 = p.x + _offset.x * (float)num;
37 meshBatch.matrices[meshPass.idx].m13 = p.y + _offset.y;
38 meshBatch.matrices[meshPass.idx].m23 = p.z + _offset.z + snowZ;
39 meshBatch.tiles[meshPass.idx] = p.tile + (float)(p.liquidLv * 10000 * num);
40 meshBatch.matColors[meshPass.idx] = 104025f;
41 meshPass.idx++;
42 if (meshPass.idx == meshPass.batchSize)
43 {
44 meshPass.NextBatch();
45 }
46 }
47 }
48
49 private void OnValidate()
50 {
52 }
53}
float[] matColors
Definition: MeshBatch.cs:11
Matrix4x4[] matrices
Definition: MeshBatch.cs:5
float[] tiles
Definition: MeshBatch.cs:7
float[] colors
Definition: MeshBatch.cs:9
MeshPass subPass
Definition: MeshPass.cs:15
int batchIdx
Definition: MeshPass.cs:60
MeshPass snowPass
Definition: MeshPass.cs:17
void NextBatch()
Definition: MeshPass.cs:417
int batchSize
Definition: MeshPass.cs:63
List< MeshBatch > batches
Definition: MeshPass.cs:66
int idx
Definition: MeshPass.cs:57
override void Draw(RenderParam p)
Definition: RenderDataObj.cs:3
void OnValidate()
bool hasSubPass
Definition: RenderData.cs:59
Vector3 offsetBack
Definition: RenderData.cs:20
bool useOffsetBack
Definition: RenderData.cs:36
Vector3 _offset
Definition: RenderData.cs:10
Vector3 offset
Definition: RenderData.cs:18
bool hasSnowPass
Definition: RenderData.cs:62
MeshPass pass
Definition: RenderData.cs:16
int liquidLv
Definition: RenderParam.cs:7
Vector3 NewVector3
Definition: RenderParam.cs:23
Quaternion rotation
Definition: SubPassData.cs:15
Vector3 scale
Definition: SubPassData.cs:13
static SubPassData Current
Definition: SubPassData.cs:9
Vector3 offset
Definition: SubPassData.cs:11