/// <summary> /// /// </summary> /// <param name="game"></param> public GlobeLayer(Game game, LayerServiceConfig config) : base(game, config) { shader = Game.Content.Load <Ubershader>(@"Globe.hlsl"); constBuffer = new ConstBufferGeneric <ConstData>(Game.GraphicsDevice); frame = Game.Content.Load <Texture2D>("redframe.tga"); railRoadsTex = Game.Content.Load <Texture2D>("Urban/Railroads.tga"); UpdateProjectionMatrix(Game.GraphicsDevice.DisplayBounds.Width, Game.GraphicsDevice.DisplayBounds.Height); maxPitch = DMathUtil.DegreesToRadians(87.5); minPitch = DMathUtil.DegreesToRadians(-87.5); GoToPlace(Places.SaintPetersburg_VO); InitDots(); InitAirLines(); Game.GetService <LayerService>().MapLayer.OnProjectionChanged += (s) => { updateTiles = true; }; CreateSphere(100, 50); //AddDebugLine(new DVector3(10000, 0, 0), Color.Red, new DVector3(0, 0, 0), Color.Red); //AddDebugLine(new DVector3(0, 10000, 0), Color.Green, new DVector3(0, 0, 0), Color.Green); //AddDebugLine(new DVector3(0, 0, 10000), Color.Blue, new DVector3(0, 0, 0), Color.Blue); myMiniFactory = new MyMiniFactory(Game, shader); }
/// <summary> /// /// </summary> /// <param name="game"></param> /// <param name="config"></param> public ElevationLayer(Game game, LayerServiceConfig config) : base(game, config) { if (!Directory.Exists("cache/Elevation")) { IsElevationDataAvailable = false; } }
/// <summary> /// /// </summary> /// <param name="game"></param> /// <param name="config"></param> public ElevationLayer(Game game, LayerServiceConfig config) : base(game, config) { if (!Directory.Exists("cache/Elevation")) { IsElevationDataAvailable = false; } }
public MapLayer(Game game, LayerServiceConfig config) : base(game, config) { Transform = Matrix.Transformation(Vector3.Zero, Quaternion.Identity, Vector3.One, Vector3.Zero, Quaternion.Identity, Vector3.Zero); sb = Game.GetService <SpriteBatch>(); RegisterMapSources(); CurrentMapSource = MapSources[0]; //Game.InputDevice.MouseMove += InputDeviceOnMouseMove; InitShaderAndBuffer(); }
public MapLayer(Game game, LayerServiceConfig config) : base(game, config) { Transform = Matrix.Transformation(Vector3.Zero, Quaternion.Identity, Vector3.One, Vector3.Zero, Quaternion.Identity, Vector3.Zero); sb = Game.GetService<SpriteBatch>(); RegisterMapSources(); CurrentMapSource = MapSources[0]; //Game.InputDevice.MouseMove += InputDeviceOnMouseMove; InitShaderAndBuffer(); }
public SimpleBuildings(Game game, List <SimpleBuilding> buildings, LayerServiceConfig config) : base(game, config) { var rs = game.GraphicsDevice; var ml = Game.GetService <LayerService>().MapLayer; constBuffer = rs.CreateConstBuffer <ConstData>(); drawShader = rs.CreateUberShader("SimpleBuildings.hlsl", typeof(BuildingsFlags)); vertexBuffer = rs.CreateVertexBuffer(typeof(SimpleBuilding), buildings.Count); vertexBuffer.SetData(buildings.ToArray(), 0, buildings.Count); //MeshInstance mi = new MeshInstance(rs, GenerateMesh(buildings), Matrix.Scaling(ml.Zoom)*Matrix.Translation(ml.Offset.X, 0.0f, ml.Offset.Y), "Ololo"); //rs.Instances.Add(mi); }
public GeoObjectsLayer(Game game, LayerServiceConfig config) : base(game, config) { LoadMunicipalDivisions(); }
public GeoObjectsLayer(Game game, LayerServiceConfig config) : base(game, config) { LoadMunicipalDivisions(); }
public BaseLayer(Game game, LayerServiceConfig config) { Game = game; Config = config; }
public BaseLayer(Game game, LayerServiceConfig config) { Game = game; Config = config; }