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C# Common.Cull方法代码示例

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++;
        }
开发者ID:ChristianMarchiori,项目名称:DeadMeetsLead,代码行数:59,代码来源:SortedTestSceneRendererConnector.cs


注:本文中的Common.Cull方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。