/// <summary> /// If you have moved the particle, call this instead of Enumerator.SetCurrent to update it. /// This ensures that particle partitioning keeps working. /// </summary> public void ParticleMoved(ref T particle, ref Vector2 oldPosition, ref Vector2 newPosition) { if (!SectorBounds.Contains(ref newPosition)) { var newIndex = System.Particles.GetIndexFromPoint(newPosition); Enumerator.RemoveCurrent(); var newSector = System.Particles.GetSectorFromIndex(newIndex, true); if (newSector.Count > System.SectorCapacityLimit) { System._ParticlesRemovedByLimit += 1; if (System.RemoveParticlesWhenCapacityReached) { newSector.RemoveAt(System.RNG.Next(0, newSector.Count)); } else { return; } } newSector.Add(ref particle); } else { Enumerator.SetCurrent(ref particle); } }
private void DrawFlat(GraphicsDevice graphicsDevice, SectorBounds bounds, ISector rootSector) { RenderTarget2D renderTarget = renderTargets[rootSector]; // Set the render target graphicsDevice.SetRenderTarget(renderTarget); graphicsDevice.DepthStencilState = new DepthStencilState() { DepthBufferEnable = true }; graphicsDevice.Clear(Pallete.OCEAN_BLUE); double relativeCameraZoom = camera.cameraZoom - Math.Log(ZCoords.GetSectorManager().GetTopmostOSMSectors().Count, 4) + (Game1.RECORDING ? 1 : 0); int zoomLevel = Math.Min(Math.Max((int)(relativeCameraZoom - 3), 0), ZCoords.GetSectorManager().GetHighestOSMZoom()); List <ISector> containedSectors = rootSector.GetSectorsInRange(bounds.minX, bounds.maxX, bounds.minY, bounds.maxY, zoomLevel); List <ISector> sorted = containedSectors.Where(x => x.GetRoot().Equals(rootSector)).ToList(); sorted.Sort((x, y) => x.Zoom.CompareTo(y.Zoom)); foreach (var sector in sorted) { IGraphicsBuffer buffer = loadedMaps[sector]; if (!(buffer is ImageTileBuffer)) { continue; } Matrixd projection = Matrixd.CreateOrthographicOffCenter(bounds.minX * (1 << sector.Zoom) - sector.X, bounds.maxX * (1 << sector.Zoom) - sector.X, bounds.maxY * (1 << sector.Zoom) - sector.Y, bounds.minY * (1 << sector.Zoom) - sector.Y, -1, 0.01f); // TODO: why negative? RenderContext context = new RenderContext(graphicsDevice, projection, bounds.minX * (1 << sector.Zoom) - sector.X, bounds.maxX * (1 << sector.Zoom) - sector.X, bounds.minY * (1 << sector.Zoom) - sector.Y, bounds.maxY * (1 << sector.Zoom) - sector.Y, camera.cameraZoom, RenderContext.LayerPass.MAIN_PASS); buffer.Draw(context); } }
public override void Draw(RenderContext renderContext, GameTime gameTime) { if (renderContext.layerPass == RenderContext.LayerPass.MAIN_PASS && !Game1.DEFERRED_RENDERING) { var effect = this.GetDefaultEffect(renderContext.graphicsDevice); camera.ApplyMatrices(effect); float distance = (float)(9 * Math.Pow(0.5, camera.cameraZoom)); // TODO: this is hacky effect.View = CameraMatrixManager.GetWorldRelativeView(distance); effect.TextureEnabled = true; foreach (var rootSector in ZCoords.GetSectorManager().GetTopmostOSMSectors()) { SectorBounds bounds = GetSectorBounds(renderContext.graphicsDevice, rootSector); VertexIndiceBuffer sphere = SphereBuilder.MakeSphereSegExplicit(renderContext.graphicsDevice, rootSector, 2, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY, camera); effect.Texture = renderTargets[rootSector]; foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); renderContext.graphicsDevice.Indices = sphere.indices; renderContext.graphicsDevice.SetVertexBuffer(sphere.vertices); renderContext.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, sphere.indices.IndexCount / 3); } sphere.vertices.Dispose(); sphere.indices.Dispose(); } } if (renderContext.layerPass == RenderContext.LayerPass.MAIN_PASS && Game1.DEFERRED_RENDERING) { var effect = GlobalContent.DeferredBasicNormalTextureShader; float distance = (float)(9 * Math.Pow(0.5, camera.cameraZoom)); // TODO: this is hacky Matrix view = CameraMatrixManager.GetWorldRelativeView(distance); effect.Parameters["WVP"].SetValue(camera.world * view * camera.projection); foreach (var rootSector in ZCoords.GetSectorManager().GetTopmostOSMSectors()) { SectorBounds bounds = GetSectorBounds(renderContext.graphicsDevice, rootSector); VertexIndiceBuffer sphere = SphereBuilder.MakeSphereSegExplicit(renderContext.graphicsDevice, rootSector, 2, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY, camera); effect.Parameters["Texture"].SetValue(renderTargets[rootSector]); foreach (EffectPass pass in effect.CurrentTechnique.Passes) { pass.Apply(); renderContext.graphicsDevice.Indices = sphere.indices; renderContext.graphicsDevice.SetVertexBuffer(sphere.vertices); renderContext.graphicsDevice.DrawIndexedPrimitives(PrimitiveType.TriangleList, 0, 0, sphere.indices.IndexCount / 3); } sphere.vertices.Dispose(); sphere.indices.Dispose(); } } foreach (var rootSector in ZCoords.GetSectorManager().GetTopmostOSMSectors()) { Draw3D(renderContext.graphicsDevice, allBounds[rootSector], rootSector, renderContext.layerPass); } }
private void Draw3D(GraphicsDevice graphicsDevice, SectorBounds bounds, ISector rootSector, RenderContext.LayerPass layerPass) { double relativeCameraZoom = camera.cameraZoom - Math.Log(ZCoords.GetSectorManager().GetTopmostOSMSectors().Count, 4) + (Game1.RECORDING ? 1 : 0); int zoomLevel = Math.Min(Math.Max((int)(relativeCameraZoom - 3), 0), ZCoords.GetSectorManager().GetHighestOSMZoom()); List <ISector> containedSectors = rootSector.GetSectorsInRange(bounds.minX, bounds.maxX, bounds.minY, bounds.maxY, zoomLevel); List <ISector> sorted = containedSectors.Where(x => x.GetRoot().Equals(rootSector)).ToList(); sorted.Sort((x, y) => x.Zoom.CompareTo(y.Zoom)); foreach (var sector in sorted) { IGraphicsBuffer buffer = loadedMaps[sector]; if (buffer is ImageTileBuffer) { continue; } SectorBounds b = new SectorBounds(bounds.minX * (1 << sector.Zoom) - sector.X, bounds.maxX * (1 << sector.Zoom) - sector.X, bounds.minY * (1 << sector.Zoom) - sector.Y, bounds.maxY * (1 << sector.Zoom) - sector.Y); SectorBounds limitedB = new SectorBounds(Math.Max(0, Math.Min(1, b.minX)), Math.Max(0, Math.Min(1, b.maxX)), Math.Max(0, Math.Min(1, b.minY)), Math.Max(0, Math.Min(1, b.maxY))); BasicEffect basicEffect = new BasicEffect(graphicsDevice); camera.ApplyMatrices(basicEffect); // going to make it easy and assume the shape is perfectly parallel (it's not) // the sector plane is constructed by flattening the visible portion of the sphere, basically Vector3d v1 = sector.ProjectToSphereCoordinates(new Vector2d(limitedB.minX, limitedB.minY)); Vector3d v2 = sector.ProjectToSphereCoordinates(new Vector2d(limitedB.maxX, limitedB.minY)); Vector3d v3 = sector.ProjectToSphereCoordinates(new Vector2d(limitedB.minX, limitedB.maxY)); Vector3d xAxis = (v2 - v1) / (limitedB.maxX - limitedB.minX); Vector3d yAxis = (v3 - v1) / (limitedB.maxY - limitedB.minY); Vector3d start = v1 - xAxis * limitedB.minX - yAxis * limitedB.minY; Vector3d zAxis = start * (xAxis.Length() + yAxis.Length()) / start.Length() / 2; // make this roughly the same length // matrixes copied over Matrixd world = Matrixd.CreateRotationZ(-camera.cameraRotX) * Matrixd.CreateRotationX(camera.cameraRotY); // eh.... think hard on this later double distance = 9 * Math.Pow(0.5, camera.cameraZoom); Matrixd view = CameraMatrixManager.GetWorldViewd(distance); Matrixd projection = CameraMatrixManager.GetWorldProjectiond(distance, graphicsDevice.Viewport.AspectRatio); Matrixd transformMatrix = new Matrixd(xAxis.X, xAxis.Y, xAxis.Z, 0, yAxis.X, yAxis.Y, yAxis.Z, 0, zAxis.X, zAxis.Y, zAxis.Z, 0, start.X, start.Y, start.Z, 1); // turns our local coordinates into 3d spherical coordinates, based on the sector Matrixd WVP = Normalize(transformMatrix * world * view * projection); // combine them all to allow for higher precision RenderContext context = new RenderContext(graphicsDevice, WVP, b.minX, b.maxX, b.minY, b.maxY, camera.cameraZoom, layerPass); buffer.Draw(context); } }
private void InitDraw(GraphicsDevice graphicsDevice, SectorBounds bounds, ISector rootSector) { double relativeCameraZoom = camera.cameraZoom - Math.Log(ZCoords.GetSectorManager().GetTopmostOSMSectors().Count, 4) + (Game1.RECORDING ? 1 : 0); // autoload stuff // TODO: move to update step? int zoomLevel = Math.Min(Math.Max((int)(relativeCameraZoom - 3), 0), ZCoords.GetSectorManager().GetHighestOSMZoom()); List <ISector> containedSectors = rootSector.GetSectorsInRange(bounds.minX, bounds.maxX, bounds.minY, bounds.maxY, zoomLevel); foreach (var pair in loadedMaps.Where(x => AllowUnload(x.Key, rootSector, containedSectors)).ToList()) { loadedMaps[pair.Key].Dispose(); loadedMaps.Remove(pair.Key); } // end autoload stuff if (toLoad != null || Constants.TO_LOAD != null) { if (Constants.TO_LOAD != null) { toLoad = ZCoords.GetSectorManager().FromString(Constants.TO_LOAD); } Stopwatch sw = new Stopwatch(); sw.Start(); foreach (var sector in toLoad.GetChildrenAtLevel(ZCoords.GetSectorManager().GetHighestOSMZoom())) { osmSectorLoader.GetGraphicsBuffer(graphicsDevice, sector).Dispose(); } Console.WriteLine($"Total load time for {toLoad} is {sw.Elapsed.TotalHours} h"); toLoad = null; if (Constants.TO_LOAD != null) { Constants.TERMINATE = true; Constants.TO_LOAD = null; } } bool loadCache = !(relativeCameraZoom - 4 > ZCoords.GetSectorManager().GetHighestOSMZoom()); foreach (var l in containedSectors) { if (loadCache) { if (!loadedMaps.ContainsKey(l)) { loadedMaps[l] = osmSectorLoader.GetCacheBuffer(graphicsDevice, l); } } else { if (!loadedMaps.ContainsKey(l) || loadedMaps[l] is ImageTileBuffer) { if (loadedMaps.ContainsKey(l)) { loadedMaps[l].Dispose(); } loadedMaps[l] = osmSectorLoader.GetGraphicsBuffer(graphicsDevice, l); } } } List <ISector> sorted = containedSectors.Where(x => x.GetRoot().Equals(rootSector)).ToList(); sorted.Sort((x, y) => x.Zoom.CompareTo(y.Zoom)); foreach (var sector in sorted) { IGraphicsBuffer buffer = loadedMaps[sector]; Matrixd projection = Matrixd.CreateOrthographicOffCenter(bounds.minX * (1 << sector.Zoom) - sector.X, bounds.maxX * (1 << sector.Zoom) - sector.X, bounds.maxY * (1 << sector.Zoom) - sector.Y, bounds.minY * (1 << sector.Zoom) - sector.Y, -1, 0.01f); // TODO: why negative? RenderContext context = new RenderContext(graphicsDevice, projection, bounds.minX * (1 << sector.Zoom) - sector.X, bounds.maxX * (1 << sector.Zoom) - sector.X, bounds.minY * (1 << sector.Zoom) - sector.Y, bounds.maxY * (1 << sector.Zoom) - sector.Y, camera.cameraZoom, RenderContext.LayerPass.MAIN_PASS); buffer.InitDraw(context); } }