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Diffstat (limited to 'shaders/shader.hpp')
-rw-r--r-- | shaders/shader.hpp | 78 |
1 files changed, 78 insertions, 0 deletions
diff --git a/shaders/shader.hpp b/shaders/shader.hpp new file mode 100644 index 00000000..280850b9 --- /dev/null +++ b/shaders/shader.hpp @@ -0,0 +1,78 @@ +#pragma once +#include "compat/defs.hpp" +#include "tile-defs.hpp" +#include <Magnum/GL/AbstractShaderProgram.h> +#include <Magnum/Math/Vector2.h> +#include <Magnum/Math/Vector3.h> +#include <Magnum/Math/Vector4.h> + +namespace floormat { + +struct local_coords; + +struct tile_shader : GL::AbstractShaderProgram +{ + using Position = GL::Attribute<0, Vector3>; + using TextureCoordinates = GL::Attribute<1, Vector2>; + using Depth = GL::Attribute<2, float>; + + fm_DECLARE_DEFAULT_MOVE_ASSIGNMENT_(tile_shader); + fm_DECLARE_DELETED_COPY_ASSIGNMENT(tile_shader); + + explicit tile_shader(); + ~tile_shader() override; + + Vector2 scale() const { return _scale; } + tile_shader& set_scale(const Vector2& scale); + Vector2d camera_offset() const { return _camera_offset; } + tile_shader& set_camera_offset(const Vector2d& camera_offset, float depth_offset); + Vector4 tint() const { return _tint; } + tile_shader& set_tint(const Vector4& tint); + float depth_offset() const { return _depth_offset; } + static float depth_value(const local_coords& xy, float offset = 0) noexcept; + + template<typename T = float> static constexpr Math::Vector2<T> project(const Math::Vector3<T>& pt); + template<typename T = float> static constexpr Math::Vector2<T> unproject(const Math::Vector2<T>& px); + + template<typename T, typename... Xs> + decltype(auto) draw(T&& mesh, Xs&&... xs); + + static const Vector2s max_screen_tiles; + static const float depth_tile_size; + static const float character_depth_offset, scenery_depth_offset, wall_depth_offset, z_depth_offset; + +private: + void _draw(); + + Vector2d _camera_offset; + Vector4 _tint, _real_tint; + Vector2 _scale; + Vector3 _real_camera_offset; + float _depth_offset = 0; + + enum { ScaleUniform = 0, OffsetUniform = 1, TintUniform = 2, }; +}; + +template<typename T, typename... Xs> +decltype(auto) tile_shader::draw(T&& mesh, Xs&&... xs) +{ + _draw(); + return GL::AbstractShaderProgram::draw(std::forward<T>(mesh), std::forward<Xs>(xs)...); +} + +template<typename T> +constexpr Math::Vector2<T> tile_shader::project(const Math::Vector3<T>& pt) +{ + static_assert(std::is_floating_point_v<T>); + const auto x = pt[0], y = pt[1], z = -pt[2]; + return { x-y, (x+y+z*2)*T(.59) }; +} + +template<typename T> +constexpr Math::Vector2<T> tile_shader::unproject(const Math::Vector2<T>& px) +{ + const auto X = px[0], Y = px[1]; + return { X + 100 * Y / 59, 100 * Y / 59 - X }; +} + +} // namespace floormat |