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authorchai <chaifix@163.com>2019-08-14 22:50:43 +0800
committerchai <chaifix@163.com>2019-08-14 22:50:43 +0800
commit15740faf9fe9fe4be08965098bbf2947e096aeeb (patch)
treea730ec236656cc8cab5b13f088adfaed6bb218fb /Runtime/Terrain/QuadTreeNodeRenderer.h
+Unity Runtime codeHEADmaster
Diffstat (limited to 'Runtime/Terrain/QuadTreeNodeRenderer.h')
-rw-r--r--Runtime/Terrain/QuadTreeNodeRenderer.h40
1 files changed, 40 insertions, 0 deletions
diff --git a/Runtime/Terrain/QuadTreeNodeRenderer.h b/Runtime/Terrain/QuadTreeNodeRenderer.h
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+++ b/Runtime/Terrain/QuadTreeNodeRenderer.h
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+#pragma once
+
+#include "Runtime/Camera/IntermediateRenderer.h"
+
+struct QuadTreeNode;
+class Camera;
+class TerrainRenderer;
+
+class QuadTreeNodeRenderer : public MeshIntermediateRenderer
+{
+public:
+ QuadTreeNodeRenderer ();
+
+ void Initialize (const Matrix4x4f& matrix, const AABB& localAABB, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows);
+
+ virtual ~QuadTreeNodeRenderer();
+
+ void Setup(TerrainRenderer* terrainRenderer, QuadTreeNode* node);
+
+ virtual void Render( int materialIndex, const ChannelAssigns& channels );
+
+ static void StaticInitialize ();
+ static void StaticDestroy ();
+
+protected:
+
+
+private:
+ // Note: not using per-frame linear allocator, because in the editor
+ // it can render multiple frames using single player loop run (e.g. when editor is paused).
+ // Clearing per-frame data and then trying to use it later leads to Bad Things.
+ DECLARE_POOLED_ALLOC(QuadTreeNodeRenderer);
+
+ TerrainRenderer* m_TerrainRenderer; // It's safe to store raw pointer to the TerrainRender object here
+ // because TerrainRenderers are deleted before Render() happens
+ // and the life-time of TerrainVBORenderer object is only one frame.
+ QuadTreeNode* m_QuadTreeNode;
+};
+
+QuadTreeNodeRenderer* AddQuadTreeNodeRenderer( const Matrix4x4f& matrix, const AABB& localAABB, PPtr<Material> material, int layer, bool castShadows, bool receiveShadows, Camera* camera );