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Game.TerrainRenderer
类 Game.TerrainRenderer 继承关系图:
Game.TerrainRenderer 的协作图:

class  SubsetStat
 

Public 成员函数

 TerrainRenderer (SubsystemTerrain subsystemTerrain)
 
virtual void PrepareForDrawing (Camera camera)
 
virtual void DrawOpaque (Camera camera)
 
virtual void DrawAlphaTested (Camera camera)
 
virtual void DrawTransparent (Camera camera)
 
virtual void Dispose ()
 
virtual void Display_DeviceReset ()
 
virtual void DisposeTerrainChunkGeometryVertexIndexBuffers (TerrainChunk chunk)
 
virtual void SetupTerrainChunkGeometryVertexIndexBuffers (TerrainChunk chunk)
 
virtual void DrawTerrainChunkGeometrySubsets (Shader shader, TerrainChunk chunk, int subsetsMask, bool ApplyTexture=true)
 
virtual void StartChunkFadeIn (Camera camera, TerrainChunk chunk)
 
virtual void RunChunkFadeIn (Camera camera, TerrainChunk chunk)
 

静态 Public 成员函数

static void CompileDrawSubsets (TerrainGeometry[] chunkSliceGeometries, DynamicArray< TerrainChunkGeometry.Buffer > buffers, Func< TerrainVertex, TerrainVertex > vertexTransform=null)
 
static void ShiftIndices (int[] source, int[] destination, int shift, int count)
 

Public 属性

SubsystemTerrain m_subsystemTerrain
 
SubsystemSky m_subsystemSky
 
SubsystemAnimatedTextures m_subsystemAnimatedTextures
 
SamplerState m_samplerState
 
SamplerState m_samplerStateMips
 
DynamicArray< TerrainChunkm_chunksToDraw = []
 

静态 Public 属性

static Shader m_opaqueShader
 
static Shader m_alphaTestedShader
 
static Shader m_transparentShader
 
static DynamicArray< int > m_tmpIndices = []
 
static DynamicArray< TerrainVertexm_tmpVertices = []
 
static bool DrawChunksMap
 
static int ChunksDrawn
 
static int ChunkDrawCalls
 
static int ChunkTrianglesDrawn
 
static Dictionary< Texture2D, SubsetStatstat = new Dictionary<Texture2D,SubsetStat>()
 

属性

virtual string ChunksGpuMemoryUsage [get]
 

构造及析构函数说明

◆ TerrainRenderer()

Game.TerrainRenderer.TerrainRenderer ( SubsystemTerrain subsystemTerrain)
函数调用图:

成员函数说明

◆ CompileDrawSubsets()

static void Game.TerrainRenderer.CompileDrawSubsets ( TerrainGeometry[] chunkSliceGeometries,
DynamicArray< TerrainChunkGeometry.Buffer > buffers,
Func< TerrainVertex, TerrainVertex > vertexTransform = null )
static
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◆ Display_DeviceReset()

virtual void Game.TerrainRenderer.Display_DeviceReset ( )
virtual
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◆ Dispose()

virtual void Game.TerrainRenderer.Dispose ( )
virtual
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◆ DisposeTerrainChunkGeometryVertexIndexBuffers()

virtual void Game.TerrainRenderer.DisposeTerrainChunkGeometryVertexIndexBuffers ( TerrainChunk chunk)
virtual
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◆ DrawAlphaTested()

virtual void Game.TerrainRenderer.DrawAlphaTested ( Camera camera)
virtual
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◆ DrawOpaque()

virtual void Game.TerrainRenderer.DrawOpaque ( Camera camera)
virtual
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◆ DrawTerrainChunkGeometrySubsets()

virtual void Game.TerrainRenderer.DrawTerrainChunkGeometrySubsets ( Shader shader,
TerrainChunk chunk,
int subsetsMask,
bool ApplyTexture = true )
virtual
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◆ DrawTransparent()

virtual void Game.TerrainRenderer.DrawTransparent ( Camera camera)
virtual
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◆ PrepareForDrawing()

virtual void Game.TerrainRenderer.PrepareForDrawing ( Camera camera)
virtual
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◆ RunChunkFadeIn()

virtual void Game.TerrainRenderer.RunChunkFadeIn ( Camera camera,
TerrainChunk chunk )
virtual
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◆ SetupTerrainChunkGeometryVertexIndexBuffers()

virtual void Game.TerrainRenderer.SetupTerrainChunkGeometryVertexIndexBuffers ( TerrainChunk chunk)
virtual
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◆ ShiftIndices()

static void Game.TerrainRenderer.ShiftIndices ( int[] source,
int[] destination,
int shift,
int count )
static
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◆ StartChunkFadeIn()

virtual void Game.TerrainRenderer.StartChunkFadeIn ( Camera camera,
TerrainChunk chunk )
virtual
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类成员变量说明

◆ ChunkDrawCalls

int Game.TerrainRenderer.ChunkDrawCalls
static

◆ ChunksDrawn

int Game.TerrainRenderer.ChunksDrawn
static

◆ ChunkTrianglesDrawn

int Game.TerrainRenderer.ChunkTrianglesDrawn
static

◆ DrawChunksMap

bool Game.TerrainRenderer.DrawChunksMap
static

◆ m_alphaTestedShader

Shader Game.TerrainRenderer.m_alphaTestedShader
static

◆ m_chunksToDraw

DynamicArray<TerrainChunk> Game.TerrainRenderer.m_chunksToDraw = []

◆ m_opaqueShader

Shader Game.TerrainRenderer.m_opaqueShader
static

◆ m_samplerState

SamplerState Game.TerrainRenderer.m_samplerState
初始值:
= new()
{
AddressModeU = TextureAddressMode.Clamp,
AddressModeV = TextureAddressMode.Clamp,
FilterMode = TextureFilterMode.Point,
MaxLod = 0f
}

◆ m_samplerStateMips

SamplerState Game.TerrainRenderer.m_samplerStateMips
初始值:
= new()
{
AddressModeU = TextureAddressMode.Clamp,
AddressModeV = TextureAddressMode.Clamp,
FilterMode = TextureFilterMode.PointMipLinear,
MaxLod = 4f
}

◆ m_subsystemAnimatedTextures

SubsystemAnimatedTextures Game.TerrainRenderer.m_subsystemAnimatedTextures

◆ m_subsystemSky

SubsystemSky Game.TerrainRenderer.m_subsystemSky

◆ m_subsystemTerrain

SubsystemTerrain Game.TerrainRenderer.m_subsystemTerrain

◆ m_tmpIndices

DynamicArray<int> Game.TerrainRenderer.m_tmpIndices = []
static

◆ m_tmpVertices

DynamicArray<TerrainVertex> Game.TerrainRenderer.m_tmpVertices = []
static

◆ m_transparentShader

Shader Game.TerrainRenderer.m_transparentShader
static

◆ stat

Dictionary<Texture2D,SubsetStat> Game.TerrainRenderer.stat = new Dictionary<Texture2D,SubsetStat>()
static

属性说明

◆ ChunksGpuMemoryUsage

virtual string Game.TerrainRenderer.ChunksGpuMemoryUsage
get

该类的文档由以下文件生成: