| 56 | extern bool EnableObjOcc; |
| 57 | |
| 58 | void Landscape::DrawMesh(Scene& scene, TLVertexTable& table, const Shape& vMesh, Vector3Par offset, |
| 59 | const LandBegEnd& rect, bool isWater) |
| 60 | { |
| 61 | GTerrainProfile.drawMeshCalls++; |
| 62 | // exact per-segment clip rejection |
| 63 | Vector3Val bCenter = vMesh.BSphereCenter() + offset; |
| 64 | float bRadius = vMesh.BSphereRadius(); |
| 65 | |
| 66 | // Point3 bCenterView(VFastTransform,GScene->ScaledInvTransform(),bCenter); |
| 67 | if (scene.GetCamera()->IsClipped(bCenter, bRadius, 1)) |
| 68 | { |
| 69 | GTerrainProfile.drawMeshClipped++; |
| 70 | return; |
| 71 | } |
| 72 | ClipFlags clip = scene.GetCamera()->MayBeClipped(bCenter, bRadius, 1); |
| 73 | ClipFlags andClip = ClipNone; |
| 74 | ClipFlags orClip = table.CheckClipping(*scene.GetCamera(), clip, andClip); |
| 75 | if (andClip & ClipAll) |
| 76 | { |
| 77 | return; |
| 78 | } |
| 79 | |
| 80 | // select lights on per-segment basis |
| 81 | LightList work(true); |
| 82 | const LightList& lights = scene.SelectLights(bCenter, bRadius, work); |
| 83 | |
| 84 | table.DoLightingColorized(lights, _colorizePalette, vMesh, 0); |
| 85 | |
| 86 | // there will be many vertices clipped |
| 87 | // we want vertex mesh and table to grow fast to avoid many allocations |
| 88 | |
| 89 | if (isWater) |
| 90 | { |
| 91 | // animate all vertices |
| 92 | Texture* tex = _texture[0]; |
| 93 | if (tex) |
| 94 | { |
| 95 | for (int i = 0; i < table.NVertex(); i++) |
| 96 | { |
| 97 | Vector3Val pos = vMesh.Pos(i); |
| 98 | float u = tex->UToLogical(table.U(i)); |
| 99 | float v = tex->VToLogical(table.V(i)); |
| 100 | float x = pos.X() * _invLandGrid; |
| 101 | float z = pos.Z() * _invLandGrid; |
| 102 | float mw = MoveWater(x, z, 0.3); |
| 103 | table.SetUV(i, tex->UToPhysical(u + mw * 0.5), tex->VToPhysical(v + mw)); |
| 104 | } |
| 105 | } |
| 106 | } |
| 107 | |
| 108 | // prepare surface for drawing |
| 109 | const FaceArray& sFaces = vMesh.Faces(); |
| 110 | const FaceArray* drawFaces = &sFaces; |
| 111 | FaceArray clippedFaces; |
| 112 | // copy all faces and perform per-face clipping |
| 113 | |
| 114 | if (orClip || isWater) |
| 115 | { |
nothing calls this directly
no test coverage detected