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authorStanislaw Halik <sthalik@misaki.pl>2023-04-08 12:01:42 +0200
committerStanislaw Halik <sthalik@misaki.pl>2023-04-08 12:21:26 +0200
commit0cd263af59f256da2d2f3a77be264d5e64c1ec5d (patch)
treef89935707693657ac804aef27c6b188ed66f4d30 /main
parentd1984938e4f0cbc24b7b8cc6e219fa873d39418a (diff)
mplement z levels
Diffstat (limited to 'main')
-rw-r--r--main/draw.cpp27
1 files changed, 15 insertions, 12 deletions
diff --git a/main/draw.cpp b/main/draw.cpp
index 97d12579..44785f61 100644
--- a/main/draw.cpp
+++ b/main/draw.cpp
@@ -119,7 +119,17 @@ void main_impl::draw_world() noexcept
const auto [minx, maxx, miny, maxy] = get_draw_bounds();
const auto sz = window_size();
+ _clickable_scenery.clear();
+#ifdef FM_USE_DEPTH32
+ framebuffer.fb.clearDepth(0);
+#else
+ GL::defaultFramebuffer.clearDepth(0);
+#endif
+
for (int8_t z = z_min; z <= z_max; z++)
+ {
+ GL::Renderer::setDepthMask(false);
+
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
@@ -135,13 +145,9 @@ void main_impl::draw_world() noexcept
_floor_mesh.draw(_shader, c);
}
- GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
-#ifdef FM_USE_DEPTH32
- framebuffer.fb.clearDepth(0);
-#else
- GL::defaultFramebuffer.clearDepth(0);
-#endif
- for (int8_t z = z_min; z <= z_max; z++)
+ 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++)
{
@@ -155,11 +161,8 @@ void main_impl::draw_world() noexcept
_wall_mesh.draw(_shader, c);
}
- _clickable_scenery.clear();
-
- GL::Renderer::setDepthMask(false);
+ GL::Renderer::setDepthMask(false);
- for (int8_t z = z_min; z <= z_max; z++)
for (int16_t y = miny; y <= maxy; y++)
for (int16_t x = minx; x <= maxx; x++)
{
@@ -172,6 +175,7 @@ void main_impl::draw_world() noexcept
if (check_chunk_visible(_shader.camera_offset(), sz))
_anim_mesh.draw(_shader, sz, c, _clickable_scenery);
}
+ }
GL::Renderer::setDepthMask(true);
@@ -224,7 +228,6 @@ void main_impl::drawEvent()
_shader.set_tint({1, 1, 1, 1});
{
- _shader.set_tint({1, 1, 1, 1});
const auto clear_color = 0x222222ff_rgbaf;
#ifdef FM_USE_DEPTH32
framebuffer.fb.clearColor(0, clear_color);