Example #1
0
        private void Draw(DrawState state)
        {
            state.GraphicsDevice.Clear(ClearOptions.Target | ClearOptions.DepthBuffer, new Color(0.2f, 0.2f, 0.5f, 1.0f), 1.0f, 0);
            state.PushProjection(_camera.Projection);

            _shader.Bind(state);

            const int TileSize      = 44;
            const int TileSizeOver2 = TileSize / 2;
            const int TileStepX     = 22;
            const int TileStepY     = 22;

            const int MaxTileDistance      = 10;
            const int MaxTileDistanceTime2 = MaxTileDistance * 2;

            PresentationParameters pp = state.PresentationParameters;

            Vector2 cameraOffset   = new Vector2(0.5f, 0.5f);
            Vector2 cameraPosition = state.Camera.Position + cameraOffset;
            Vector2 viewSize       = new Vector2(pp.BackBufferWidth, pp.BackBufferHeight);
            Vector2 tileCounts     = new Vector2(viewSize.X / 22, viewSize.Y / 22);

            tileCounts.X = Math.Min(tileCounts.X, MaxTileDistanceTime2);
            tileCounts.Y = Math.Min(tileCounts.Y, MaxTileDistanceTime2);

            int startX = (int)(cameraPosition.X - tileCounts.X);
            int startY = (int)(cameraPosition.Y - tileCounts.Y);
            int endX   = (int)(cameraPosition.X + tileCounts.X);
            int endY   = (int)(cameraPosition.Y + tileCounts.Y);

            Vector2 offset, northVector, eastVector, westVector, southVector, center;
            int     tileZ, eastTileZ, southTileZ, downTileZ;

            for (int y = startY; y < endY; y++)
            {
                offset.X = ((-tileCounts.X / 4) + (startY - y)) * TileStepY;
                offset.Y = ((tileCounts.Y * 2) + (startY - y)) * TileStepY;

                BoundingBox bb;

                for (int x = startX; x < endX; x++)
                {
                    Tile tile      = _maps.Felucca.Tiles.GetLandTile(x, y);
                    Tile tileEast  = _maps.Felucca.Tiles.GetLandTile(x - 1, y);
                    Tile tileSouth = _maps.Felucca.Tiles.GetLandTile(x, y + 1);
                    Tile tileDown  = _maps.Felucca.Tiles.GetLandTile(x - 1, y + 1);

                    offset.X += TileStepX;
                    offset.Y -= TileStepY;

                    tileZ      = tile._z * 4;
                    eastTileZ  = tileEast._z * 4;
                    southTileZ = tileSouth._z * 4;
                    downTileZ  = tileDown._z * 4;

                    center.X = offset.X;
                    center.Y = offset.Y;

                    northVector.X = center.X;
                    northVector.Y = center.Y - TileSizeOver2 - tileZ;

                    eastVector.X = center.X + TileSizeOver2;
                    eastVector.Y = center.Y - eastTileZ;

                    westVector.X = center.X - TileSizeOver2;
                    westVector.Y = center.Y - southTileZ;

                    southVector.X = center.X;
                    southVector.Y = center.Y + TileSizeOver2 - downTileZ;

                    bb.Min = new Vector3(westVector.X, northVector.Y, 0);
                    bb.Max = new Vector3(eastVector.X, southVector.Y, 0);

                    if (_camera.BoundingFrustum.Intersects(bb))
                    {
                        _renderer.QueueQuad(state, ref northVector, ref eastVector, ref westVector, ref southVector, _textureFactory.CreateLand(tile._id));
                    }
                }
            }

            _renderer.Flush(state);

            state.PopProjection();
        }
Example #2
0
        private void DrawFrame()
        {
            try
            {
                if (_deviceLost)
                {
                    _context.InvokeReset();
                    _deviceLost = false;
#if DEBUG
                    _context.PerformanceMonitor.IncreaseLifetimeCounter(LifetimeCounters.DeviceResets);
#endif
                    return;
                }

                if (_drawState == null)
                {
                    _drawState = new DrawState(_container);
                }

                _drawState.IncrementFrameIndex();
                _drawState.FrameTime     = _gameTime.FrameTime;
                _drawState.FrameTimeMs   = _gameTime.FrameTimeMs;
                _drawState.TotalGameTime = _gameTime.TotalGameTime;
                _drawState.Paused        = _gameTime.Paused;
#if DEBUG
                _context.PerformanceMonitor.StartTimer(DeviceTimers.BeforeDraw);
#endif
                OnBeforeDraw();
#if DEBUG
                _context.PerformanceMonitor.StopTimer(DeviceTimers.BeforeDraw);
                _context.PerformanceMonitor.StartTimer(DeviceTimers.RenderTimer);
#endif
                ushort stackHeight, stateHeight, cameraHeight, preCull, postCull;

                _drawState.GetStackHeight(out stackHeight, out stateHeight, out cameraHeight, out preCull, out postCull);
                _drawState.PrepareForNewFrame();

                if (_drawState.BeginScene())
                {
                    _screenTarget.BeginWorld(_drawState);
                    _worldRenderChain.Execute(_drawState);
                    _drawState.UnbindShader();
                    _screenTarget.EndWorld(_drawState);

                    _screenTarget.BeginUI(_drawState);
                    _uiRenderChain.Execute(_drawState);
                    _drawState.UnbindShader();
                    _screenTarget.EndUI(_drawState);

                    _screenTarget.Combine(_drawState);

                    _drawState.ValidateStackHeight(stackHeight, stateHeight, cameraHeight, preCull, postCull);
                    _drawState.EndScene();
                }
#if DEBUG
                _context.PerformanceMonitor.StopTimer(DeviceTimers.RenderTimer);
                _context.PerformanceMonitor.StartTimer(DeviceTimers.AfterDraw);
#endif
                OnAfterDraw();
#if DEBUG
                _context.PerformanceMonitor.StopTimer(DeviceTimers.AfterDraw);
#endif
                _context.Present();
            }
            catch (SharpDXException e)
            {
                switch (_context.CheckDeviceState())
                {
                case DeviceState.DeviceHung:
                    throw new Exception("Device hung like a horse.", e);

                case DeviceState.DeviceLost:
                    _deviceLost = true;
                    break;

                case DeviceState.DeviceRemoved:
                    throw new Exception("Device was removed", e);

                case DeviceState.OutOfVideoMemory:
                    throw new Exception("Out of video memory", e);

                default: throw;
                }
            }
        }