Exemplo n.º 1
0
        public void Render(TerrainTile tile, TerrainGlobal terrainGlobal, Matrix4 projection, Matrix4 view, Vector3 eye)
        {
            Vector3 xformeye = Vector4.Transform(new Vector4(eye, 0.0f), tile.InverseModelMatrix).Xyz;

            // construct our top-level quadtree node
            var root = new QuadTreeNode()
            {
                TopLeft = new QuadTreeVertex()
                {
                    Position = new Vector3(0f, 0f, 0f)
                    //Position = Vector3.Transform(new Vector3(0f, 0f, 0f), tile.ModelMatrix)
                },
                TopRight = new QuadTreeVertex()
                {
                    Position = new Vector3((float)tile.Width, 0f, 0f)
                    //Position = Vector3.Transform(new Vector3((float)tile.Width, 0f, 0f), tile.ModelMatrix)
                },
                BottomLeft = new QuadTreeVertex()
                {
                    Position = new Vector3(0f, 0f, (float)tile.Height)
                    //Position = Vector3.Transform(new Vector3(0f, 0f, (float)tile.Height), tile.ModelMatrix)
                },
                BottomRight = new QuadTreeVertex()
                {
                    Position = new Vector3((float)tile.Width, 0f, (float)tile.Height)
                    //Position = Vector3.Transform(new Vector3((float)tile.Width, 0f, (float)tile.Height), tile.ModelMatrix)
                },
                TileSize = tile.Width // assume width == height
            };

            // check to see if we're completely outside the far detail radius
            if (!root.IsViewerInDetailRange(xformeye, this.DistantTileRadius))
            {
                var distrenderer = (IPatchRenderer)fullTileDistantRenderer;

                //float distancepastdetail = (xformeye.Xz - new Vector2((float)tile.Width * 0.5f,(float)tile.Height * 0.5f)).Length - ;

                distrenderer.Width = tile.Width / 16;
                distrenderer.Height = distrenderer.Width;
                //distrenderer.DetailScale = (float)this.TileSize / (float)tileDetailRenderer.Width;
                distrenderer.Scale = 1.0f;
                distrenderer.Offset = new Vector2(0.0f, 0.0f);

                fullTileDistantRenderer.Render(tile, terrainGlobal, projection, view, eye);
            }
            else // check inner detail radius
            {
                if (!root.IsViewerInDetailRange(xformeye, this.DetailRadius))
                {
                    // HACK because we're using the same patch renderer as the detail patches and it keeps state
                    (fullTileNearRenderer as IPatchRenderer).Scale = 1.0f;
                    (fullTileNearRenderer as IPatchRenderer).Offset = Vector2.Zero;
                    (fullTileNearRenderer as IPatchRenderer).Width = tile.Width;
                    (fullTileNearRenderer as IPatchRenderer).Height = tile.Height;

                    fullTileNearRenderer.Render(tile, terrainGlobal, projection, view, eye);
                }
                else
                {
                    root.Render(tile, terrainGlobal, projection, view, eye, xformeye, this.DetailRadius, this.subTileRenderer, this.subTileDetailRenderer);
                }
            }
        }