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RenderDataRoof.cs
Go to the documentation of this file.
1
using
UnityEngine;
2
3
namespace
Assets.Resources.Scene.Render
;
4
5
public
class
RenderDataRoof
:
RenderDataTile
6
{
7
public
Vector3[]
offsets
;
8
9
public
Vector3[]
offsetFixes
;
10
11
public
Vector3[]
offsetFixes2
;
12
13
public
override
void
Draw
(
RenderParam
p)
14
{
15
MeshPass
meshPass = ((
hasSubPass
&&
SubPassData
.
Current
.
enable
) ?
pass
.
subPass
:
pass
);
16
MeshBatch
meshBatch = meshPass.
batches
[meshPass.
batchIdx
];
17
int
num = 1;
18
_offset
=
offsets
[(int)p.
tile
%
offsets
.Length] +
offsetFixes
[(
int
)p.tile % 2];
19
if
(p.
shadowFix
!= 0f)
20
{
21
_offset
+=
offsetFixes2
[(int)p.
shadowFix
- 1];
22
}
23
if
(meshPass ==
pass
.
subPass
)
24
{
25
meshBatch.
colors
[meshPass.
idx
] = p.color - 1572864f;
26
meshBatch.
matrices
[meshPass.
idx
].SetTRS(p.
NewVector3
+
_offset
+
SubPassData
.
Current
.
offset
,
SubPassData
.
Current
.
rotation
,
SubPassData
.
Current
.
scale
);
27
}
28
else
29
{
30
meshBatch.
colors
[meshPass.
idx
] = p.
color
;
31
meshBatch.
matrices
[meshPass.
idx
].m03 = p.x + _offset.x * (float)num;
32
meshBatch.
matrices
[meshPass.
idx
].m13 = p.y +
_offset
.y;
33
meshBatch.
matrices
[meshPass.
idx
].m23 = p.z +
_offset
.z;
34
}
35
meshBatch.
tiles
[meshPass.
idx
] = p.tile + (float)(p.
liquidLv
* 10000 * num);
36
meshBatch.
matColors
[meshPass.
idx
] = p.
matColor
;
37
meshPass.
idx
++;
38
if
(meshPass.
idx
== meshPass.
batchSize
)
39
{
40
meshPass.
NextBatch
();
41
}
42
if
(p.
snow
&&
hasSnowPass
&& meshPass ==
pass
)
43
{
44
meshPass =
pass
.
snowPass
;
45
meshBatch = meshPass.
batches
[meshPass.
batchIdx
];
46
meshBatch.
colors
[meshPass.
idx
] = p.
color
;
47
meshBatch.
matrices
[meshPass.
idx
].m03 = p.x + _offset.x * (float)num;
48
meshBatch.
matrices
[meshPass.
idx
].m13 = p.y +
_offset
.y;
49
meshBatch.
matrices
[meshPass.
idx
].m23 = p.z + _offset.z - 0.01f;
50
meshBatch.
tiles
[meshPass.
idx
] = p.tile + (float)(p.
liquidLv
* 10000 * num);
51
meshBatch.
matColors
[meshPass.
idx
] = 104025f;
52
meshPass.
idx
++;
53
if
(meshPass.
idx
== meshPass.
batchSize
)
54
{
55
meshPass.
NextBatch
();
56
}
57
}
58
}
59
}
Assets.Resources.Scene.Render.RenderDataRoof
Definition:
RenderDataRoof.cs:6
Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes
Vector3[] offsetFixes
Definition:
RenderDataRoof.cs:9
Assets.Resources.Scene.Render.RenderDataRoof.Draw
override void Draw(RenderParam p)
Definition:
RenderDataRoof.cs:13
Assets.Resources.Scene.Render.RenderDataRoof.offsets
Vector3[] offsets
Definition:
RenderDataRoof.cs:7
Assets.Resources.Scene.Render.RenderDataRoof.offsetFixes2
Vector3[] offsetFixes2
Definition:
RenderDataRoof.cs:11
MeshBatch
Definition:
MeshBatch.cs:4
MeshBatch.matColors
float[] matColors
Definition:
MeshBatch.cs:11
MeshBatch.matrices
Matrix4x4[] matrices
Definition:
MeshBatch.cs:5
MeshBatch.tiles
float[] tiles
Definition:
MeshBatch.cs:7
MeshBatch.colors
float[] colors
Definition:
MeshBatch.cs:9
MeshPassParam.matColor
float matColor
Definition:
MeshPassParam.cs:13
MeshPassParam.tile
float tile
Definition:
MeshPassParam.cs:11
MeshPassParam.color
float color
Definition:
MeshPassParam.cs:9
MeshPassParam.snow
bool snow
Definition:
MeshPassParam.cs:17
MeshPass
Definition:
MeshPass.cs:8
MeshPass.subPass
MeshPass subPass
Definition:
MeshPass.cs:15
MeshPass.batchIdx
int batchIdx
Definition:
MeshPass.cs:60
MeshPass.snowPass
MeshPass snowPass
Definition:
MeshPass.cs:17
MeshPass.NextBatch
void NextBatch()
Definition:
MeshPass.cs:417
MeshPass.batchSize
int batchSize
Definition:
MeshPass.cs:63
MeshPass.batches
List< MeshBatch > batches
Definition:
MeshPass.cs:66
MeshPass.idx
int idx
Definition:
MeshPass.cs:57
RenderDataTile
Definition:
RenderDataTile.cs:2
RenderData.hasSubPass
bool hasSubPass
Definition:
RenderData.cs:59
RenderData._offset
Vector3 _offset
Definition:
RenderData.cs:10
RenderData.hasSnowPass
bool hasSnowPass
Definition:
RenderData.cs:62
RenderData.pass
MeshPass pass
Definition:
RenderData.cs:16
RenderParam
Definition:
RenderParam.cs:4
RenderParam.liquidLv
int liquidLv
Definition:
RenderParam.cs:7
RenderParam.shadowFix
float shadowFix
Definition:
RenderParam.cs:21
RenderParam.NewVector3
Vector3 NewVector3
Definition:
RenderParam.cs:23
SubPassData
Definition:
SubPassData.cs:6
SubPassData.rotation
Quaternion rotation
Definition:
SubPassData.cs:15
SubPassData.scale
Vector3 scale
Definition:
SubPassData.cs:13
SubPassData.Current
static SubPassData Current
Definition:
SubPassData.cs:9
SubPassData.offset
Vector3 offset
Definition:
SubPassData.cs:11
SubPassData.enable
bool enable
Definition:
SubPassData.cs:17
Assets.Resources.Scene.Render
Definition:
RenderDataRoof.cs:3
Elin
Assets
Resources
Scene
Render
RenderDataRoof.cs
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