本文整理汇总了C#中Common.Cull方法的典型用法代码示例。如果您正苦于以下问题:C# Common.Cull方法的具体用法?C# Common.Cull怎么用?C# Common.Cull使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类Common
的用法示例。
在下文中一共展示了Common.Cull方法的1个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C#代码示例。
示例1: CullScene
public void CullScene(Common.IBoundingVolumeHierarchy<Entity> quadTree)
{
if ((DateTime.Now - lastEntityCull).TotalSeconds >= Renderer.Settings.CullSceneInterval || ForceCull)
{
ForceCull = false;
lastEntityCull = DateTime.Now;
if (firstEntityCull)
{
firstEntityCull = false;
lastShadowEntityCull = DateTime.Now.Subtract(new TimeSpan(0, 0, 0, 0, (int)(Renderer.Settings.CullSceneInterval / 2f * 1000f)));
}
if (quadTree != null)
cachedEntities = quadTree.Cull(FrustumWithMargin(scene.Camera, scene.Viewport));
else
cachedEntities = new List<Entity>(scene.AllEntities);
}
else if ((DateTime.Now - lastShadowEntityCull).TotalSeconds >= Renderer.Settings.CullSceneInterval || ForceShadowCull)
{
ForceShadowCull = false;
lastShadowEntityCull = DateTime.Now;
if (Renderer.Settings.ShadowQuality != Settings.ShadowQualities.NoShadows)
{
if (quadTree != null)
cachedShadowEntities = quadTree.Cull(Camera.Frustum(Renderer.ShadowMapCamera)); // TODO: make frustum bigger?
else
cachedShadowEntities = new List<Entity>(scene.AllEntities);
}
}
Renderer.Frame++;
if (Renderer.Settings.ShadowQuality != Settings.ShadowQualities.NoShadows)
foreach (Entity e in new List<Entity>(cachedShadowEntities))
{
if (e.IsVisible && !e.IsRemoved)
{
e.ActiveInShadowMap = Renderer.Frame;
e.EnsureConstructed();
}
}
foreach (Entity e in new List<Entity>(cachedEntities))
{
if (e.IsVisible && !e.IsRemoved)
{
e.ActiveInMain = Renderer.Frame;
if (Renderer.Settings.ShadowQuality == Settings.ShadowQualities.NoShadows)
e.EnsureConstructed();
}
}
//if (i % 40 == 0)
//{
//if (i % 400 == 0)
// Console.Clear();
//Console.WriteLine("ShadowEntities: " + cachedShadowEntities.Count);
//Console.WriteLine("Entities: " + cachedEntities.Count);
//}
//i++;
}