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authorStanislaw Halik <sthalik@misaki.pl>2024-05-03 18:19:33 +0200
committerStanislaw Halik <sthalik@misaki.pl>2024-05-05 03:16:22 +0200
commita549fdf835a8548e09084156137cb26e869e8901 (patch)
tree0eb053650b390d6cc1084b4d2967983948c3d08a /src/camera-offset.cpp
parentccb4b508c39e29a7087ba69fe5cca9ef2cd79a25 (diff)
add simplified camera offset formula
Diffstat (limited to 'src/camera-offset.cpp')
-rw-r--r--src/camera-offset.cpp17
1 files changed, 14 insertions, 3 deletions
diff --git a/src/camera-offset.cpp b/src/camera-offset.cpp
index 46582539..27899b03 100644
--- a/src/camera-offset.cpp
+++ b/src/camera-offset.cpp
@@ -4,6 +4,18 @@
namespace floormat {
+Vector2d with_shifted_camera_offset::get_offset(chunk_coords_ c)
+{
+ return tile_shader::project(Vector3d(Vector2d(c.x, c.y) * TILE_MAX_DIM, c.z) * dTILE_SIZE);
+}
+
+with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chunk_coords_ c) :
+ _shader{shader}, _camera{shader.camera_offset()}
+{
+ auto offset = _camera + get_offset(c);
+ _shader.set_camera_offset(offset, float{1 << 24});
+}
+
with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chunk_coords_ c_, chunk_coords first_, chunk_coords last_) :
_shader{shader},
_camera{shader.camera_offset()}
@@ -11,8 +23,7 @@ with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chun
(void)last_;
fm_assert(shader.depth_offset() == 0.f);
- auto z = int{c_.z};
- auto offset = _camera + tile_shader::project((Vector3d(c_.x, c_.y, 0) * TILE_MAX_DIM20d + Vector3d(0, 0, z)) * dTILE_SIZE);
+ auto offset = _camera + get_offset(c_);
auto pos = chunk_coords(c_) - first_;
constexpr auto depth_start = -1 + 1.111e-16f;
@@ -22,7 +33,7 @@ with_shifted_camera_offset::with_shifted_camera_offset(tile_shader& shader, chun
printf("c=(%2hd %2hd %2hhd) pos=(%2d %2d) len=(%d %d) --> %d\n", c_.x, c_.y, c_.z, pos.x(), pos.y(), len.x(), len.y(), depth);
#endif
- auto z_offset = (z-chunk_z_min) * tile_shader::depth_value({}, tile_shader::z_depth_offset);
+ auto z_offset = (int{c_.z}-int{chunk_z_min}) * tile_shader::depth_value({}, tile_shader::z_depth_offset);
auto d = depth * tile_shader::depth_tile_size + depth_start + z_offset;
if (c_.z == chunk_z_max)