// note to self: move this to subscriber? void DrawFrustrum(Vector3 camerapos) { FrustrumCulling frustrum = FrustrumCulling.GetInstance(); Vector2 cameraposonmap = new Vector2(camerapos.x * minimapwidth / mapwidth, camerapos.y * minimapheight / mapheight); // ignore z Vector2 direction = new Vector2(frustrum.viewray.x, frustrum.viewray.y); // ignore z Gl.glDisable(Gl.GL_LIGHTING); Gl.glDisable(Gl.GL_CULL_FACE); GraphicsHelperGl g = new GraphicsHelperGl(); g.DisableTexture2d(); //g.SetColor(0, 0, 1); //g.SetMaterialColor(new Color(0, 0, 1)); Gl.glColor3ub(0, 255, 0); Gl.glDepthFunc(Gl.GL_ALWAYS); Gl.glBegin(Gl.GL_LINES); Gl.glVertex2d(minimapx + cameraposonmap.x, minimapy + cameraposonmap.y); Gl.glVertex2d(minimapx + cameraposonmap.x + direction.x * viewdirectionlinelength, minimapy + cameraposonmap.y + direction.y * viewdirectionlinelength); Gl.glEnd(); Gl.glEnable(Gl.GL_LIGHTING); Gl.glDepthFunc(Gl.GL_LEQUAL); Gl.glColor3ub(255, 255, 255); }
// renders to 0,0,0 ; size will be (mapwidth + 1) * xscale by (mapheight + 1) * yscale public void Render(Vector3 camerapos) { //ExportAsSingleTexture.GetInstance().Export(""); Gl.glPushMatrix(); FrustrumCulling culling = FrustrumCulling.GetInstance(); //IGraphicsHelper g = GraphicsHelperFactory.GetInstance(); GraphicsHelperGl g = new GraphicsHelperGl(); int iSectorsDrawn = 0; int iChunkDrawsSkippedNoTextureSection = 0; int numxchunks = width / chunksize; int numychunks = height / chunksize; double chunkboundingradius = chunksize * xscale * 1.414 / 2; //Console.WriteLine("chunkboundingradius: " + chunkboundingradius); g.SetMaterialColor(new Color(1.0, 1.0, 1.0)); Gl.glDepthFunc(Gl.GL_LEQUAL); g.EnableBlendSrcAlpha(); foreach (RendererPass rendererpass in rendererpasses) { rendererpass.Apply(); for (int chunkx = 0; chunkx < numxchunks - 1; chunkx++) { for (int chunky = 0; chunky < numychunks - 1; chunky++) { if (chunkusestexturestage[rendererpass.texturestages[0].maptexturestage.maptexturestagemodel][chunkx, chunky]) { //if (iSectorsDrawn == 0) //{ int chunkmapposx = chunkx * chunksize; int chunkmapposy = chunky * chunksize; int chunkdisplayposx = chunkmapposx * xscale; int chunkdisplayposy = chunkmapposy * yscale; Vector3 chunkmappos = new Vector3(chunkmapposx, chunkmapposy, heightmap[chunkmapposx, chunkmapposy]); Vector3 chunkdisplaypos = new Vector3(chunkdisplayposx, chunkdisplayposy, heightmap[chunkmapposx, chunkmapposy]); Vector3 chunkcentredisplaypos = chunkdisplaypos + new Vector3(chunksize * xscale / 2, chunksize * yscale / 2, 0); if (culling.IsInsideFrustum(chunkcentredisplaypos, chunkboundingradius)) //if (true) { iSectorsDrawn++; // check how far away sector is // if nearby we render it in detail // otherwise just render a few points from it double distancesquared = Vector3.DistanceSquared(chunkcentredisplaypos, camerapos); //if ( distancesquared > detaildistance * detaildistance) int stepsize = 16; if (distancesquared < loddistances[0] * loddistances[0]) { stepsize = 1; } else if (distancesquared < loddistances[1] * loddistances[2]) { stepsize = 2; } else if (distancesquared < loddistances[3] * loddistances[3]) { stepsize = 4; } else if (distancesquared < loddistances[4] * loddistances[4]) { stepsize = 8; } else if (distancesquared < loddistances[5] * loddistances[5]) { stepsize = 16; } RenderChunk(chunkx, chunky, stepsize); } } else { iChunkDrawsSkippedNoTextureSection++; } // System.Environment.Exit(1); } } //Gl.glTranslated(0, 0, 500); } //System.Environment.Exit(0); // Console.WriteLine("chunk renders: " + iSectorsDrawn + " maptextureculls: " + iChunkDrawsSkippedNoTextureSection); for (int i = maxtexels - 1; i >= 0; i--) { g.ActiveTexture(i); g.SetTextureScale(1); g.DisableTexture2d(); } Gl.glDepthFunc(Gl.GL_LESS); Gl.glDisable(Gl.GL_BLEND); g.EnableModulate(); Gl.glPopMatrix(); }