Exemple #1
0
        public void Draw(Camera cam, SimTime t)
        {
            GL.Disable(All.DepthTest);
            GL.Enable(All.Texture2D);

            _textures.BeginFrame();
            _geometries.BeginFrame();

            if (MissingTileTexture == 0)
            {
                using (var img = UIImage.FromFile("MissingTile.png")) {
                    MissingTileTexture = img.ToGLTexture();
                }
            }

            GL.EnableClientState(All.TextureCoordArray);
            GL.EnableClientState(All.NormalArray);

            var zoom = cam.Zoom;

            if (_lastZoom < 0)
            {
                _lastZoom = zoom;
            }
            if (zoom != _lastZoom)
            {
                _prevZoom         = _lastZoom;
                _lastZoomFadeTime = t.WallTime;
            }
            var fadeTime   = t.WallTime - _lastZoomFadeTime;
            var shouldFade = fadeTime.TotalSeconds < FadeSecs;
            var fade       = shouldFade ? (float)(fadeTime.TotalSeconds / FadeSecs) : 1.0f;

            _lastZoom = zoom;

            var centerTile1 = TileName.FromLocation(cam.LookAt, _prevZoom);
            var centerTile  = TileName.FromLocation(cam.LookAt, zoom);

            //
            // Draw the tiles
            //
            if (shouldFade)
            {
                DrawTiles(cam, centerTile1, 1.0f);
            }
            DrawTiles(cam, centerTile, fade);

            GL.DisableClientState(All.TextureCoordArray);
            GL.DisableClientState(All.NormalArray);
            GL.Disable(All.Texture2D);
            GL.Enable(All.DepthTest);
        }
Exemple #2
0
        void DrawTiles(Camera cam, TileName centerTile, float alpha)
        {
            //
            // Determine the number of tiles to show
            //
            int minX = 99999999, minY = 99999999, maxX = 0, maxY = 0;

            for (var i = 0; i < cam.ScreenLocations.Length; i++)
            {
                var loc = cam.ScreenLocations[i];
                if (loc != null)
                {
                    var c = TileName.FromLocation(loc, centerTile.Zoom);
                    minX = Math.Min(c.X, minX);
                    minY = Math.Min(c.Y, minY);
                    maxX = Math.Max(c.X, maxX);
                    maxY = Math.Max(c.Y, maxY);
                }
            }
            minX  = Math.Min(centerTile.X, minX);
            minY  = Math.Min(centerTile.Y, minY);
            maxX  = Math.Max(centerTile.X, maxX);
            maxY  = Math.Max(centerTile.Y, maxY);
            minX -= 1;
            minY -= 1;
            maxX += 1;
            maxY += 1;

            //
            // Draw them
            //
            var nd   = 0;
            var tile = new TileName()
            {
                Zoom = centerTile.Zoom
            };

            var n = (int)Math.Pow(2, tile.Zoom);

            foreach (var p in RenderOrder)
            {
                tile.X = centerTile.X + p.X;
                tile.Y = centerTile.Y + p.Y;

                while (tile.X < 0)
                {
                    tile.X += n;
                }
                while (tile.Y < 0)
                {
                    tile.Y += n;
                }
                while (tile.X >= n)
                {
                    tile.X -= n;
                }
                while (tile.Y >= n)
                {
                    tile.Y -= n;
                }

                if (tile.X < minX || tile.Y < minY)
                {
                    continue;
                }
                if (tile.X > maxX || tile.Y > maxY)
                {
                    continue;
                }

                DrawTile(tile, alpha);
                nd++;
            }
        }