diff options
-rw-r--r-- | main/draw.cpp | 18 | ||||
-rw-r--r-- | main/main-impl.hpp | 2 | ||||
-rw-r--r-- | shaders/tile.hpp | 2 | ||||
-rw-r--r-- | src/camera-offset.cpp | 5 | ||||
-rw-r--r-- | src/chunk-render.cpp | 2 |
5 files changed, 15 insertions, 14 deletions
diff --git a/main/draw.cpp b/main/draw.cpp index 9adb38a2..1a46d4f6 100644 --- a/main/draw.cpp +++ b/main/draw.cpp @@ -22,7 +22,7 @@ void main_impl::recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept update_window_state(); _shader.set_scale(Vector2{fb_size}); - GL::defaultFramebuffer.bind(); + GL::Renderer::setDepthMask(true); #ifdef FM_USE_DEPTH32 { @@ -40,9 +40,12 @@ void main_impl::recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept framebuffer.fb.bind(); } -#endif - +#else GL::defaultFramebuffer.setViewport({{}, fb_size }); + GL::defaultFramebuffer.clearColor(Color4{0.f, 0.f, 0.f, 1.f}); + GL::defaultFramebuffer.clearDepth(0); + GL::defaultFramebuffer.bind(); +#endif // -- state --- using R = GL::Renderer; @@ -125,10 +128,11 @@ void main_impl::draw_world() noexcept #else GL::defaultFramebuffer.clearDepth(0); #endif + GL::Renderer::enable(GL::Renderer::Feature::DepthTest); - for (int8_t z = z_min; z <= z_max; z++) + for (int8_t z = z_max; z >= z_min; z--) { - GL::Renderer::setDepthMask(false); + GL::Renderer::setDepthMask(true); for (int16_t y = miny; y <= maxy; y++) for (int16_t x = minx; x <= maxx; x++) @@ -145,9 +149,6 @@ void main_impl::draw_world() noexcept _floor_mesh.draw(_shader, c); } - GL::Renderer::setDepthMask(true); - GL::Renderer::enable(GL::Renderer::Feature::DepthTest); - for (int16_t y = miny; y <= maxy; y++) for (int16_t x = minx; x <= maxx; x++) { @@ -178,7 +179,6 @@ void main_impl::draw_world() noexcept } GL::Renderer::setDepthMask(true); - GL::Renderer::disable(GL::Renderer::Feature::DepthTest); } diff --git a/main/main-impl.hpp b/main/main-impl.hpp index 859f2a8f..2cfeffd4 100644 --- a/main/main-impl.hpp +++ b/main/main-impl.hpp @@ -14,7 +14,7 @@ #include <Magnum/GL/DebugOutput.h> #include <Magnum/Platform/Sdl2Application.h> -//#define FM_USE_DEPTH32 +#define FM_USE_DEPTH32 #ifdef FM_USE_DEPTH32 #include <Magnum/GL/Framebuffer.h> diff --git a/shaders/tile.hpp b/shaders/tile.hpp index 5c3d7a13..4bf78d09 100644 --- a/shaders/tile.hpp +++ b/shaders/tile.hpp @@ -38,7 +38,7 @@ struct tile_shader : GL::AbstractShaderProgram decltype(auto) draw(T&& mesh, Xs&&... xs); static constexpr float depth_tile_size = 1.f/(256 * TILE_COUNT); - static constexpr float scenery_depth_offset = .25f, character_depth_offset = .5f; + static constexpr float wall_depth_offset = .125f, scenery_depth_offset = .25f, character_depth_offset = .5f; private: void _draw(); diff --git a/src/camera-offset.cpp b/src/camera-offset.cpp index 88ebd0e4..f7cf23a4 100644 --- a/src/camera-offset.cpp +++ b/src/camera-offset.cpp @@ -14,8 +14,9 @@ with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chun const auto offset = _camera + tile_shader::project(Vector3d(c.x, c.y, 0) * chunk_size); first.x -= 8; first.y -= 8; last.x += 8; last.y += 8; // Z levels auto len_x = (float)(last.x - first.x), cx = (float)(c.x - first.x), cy = (float)(c.y - first.y); - cx += c.z; cy += c.z; - const float depth_offset = shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM); + //cx += c.z; cy += c.z; + float depth_offset = shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM); + depth_offset += tile_shader::depth_value(local_coords{1*c.z, 1*c.z}); _shader.set_camera_offset(offset, depth_offset); } diff --git a/src/chunk-render.cpp b/src/chunk-render.cpp index 9e216e8d..8ec10610 100644 --- a/src/chunk-render.cpp +++ b/src/chunk-render.cpp @@ -71,7 +71,7 @@ GL::Mesh chunk::make_wall_mesh(size_t count) const local_coords pos{i / 2u}; const auto center = Vector3(pos) * TILE_SIZE; const auto quad = i & 1 ? atlas->wall_quad_W(center, TILE_SIZE) : atlas->wall_quad_N(center, TILE_SIZE); - const float depth = tile_shader::depth_value(pos); + const float depth = tile_shader::depth_value(pos, tile_shader::wall_depth_offset); const auto texcoords = atlas->texcoords_for_id(variant); auto& v = vertexes[k]; for (auto j = 0uz; j < 4; j++) |