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Copy pathtile_server_psuedo_code.txt
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tile_server_psuedo_code.txt
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// Call this method every frame to update the globe's texture
pub fn update_tiles(&self, camera: &Camera, tile_server: &TileServer) {
// Step 1: Calculate rays for screen corners
let rays = camera.calculate_corner_rays();
// Step 2: Find the intersection points of the rays with the sphere
let mut lat_lon_bounds = LatLonBounds::new();
for ray in rays {
if let Some(intersection) = self.intersect_ray(ray) {
let lat_lon = self.to_lat_lon(intersection);
lat_lon_bounds.update(lat_lon);
}
}
// Step 3: If no intersections are found, assume the whole globe is visible
if lat_lon_bounds.is_empty() {
lat_lon_bounds = self.whole_globe_bounds();
}
// Step 4: Determine visible tiles using the lat_lon_bounds
let visible_tiles = tile_server.calculate_visible_tiles(&lat_lon_bounds);
// Step 5: Calculate LOD based on distance from the camera
let lod = self.calculate_lod(camera);
// Step 6: Load the tiles with the appropriate LOD
for tile in visible_tiles {
let texture = self.load_tile(&tile, lod);
// Handle the texture (upload to GPU, update UVs, etc.)
}
// Step 7: Handle optimizations (caching, frustum culling, etc.)
self.optimize_tiles(&visible_tiles);
}