diff options
author | Stanislaw Halik <sthalik@misaki.pl> | 2024-05-03 18:19:33 +0200 |
---|---|---|
committer | Stanislaw Halik <sthalik@misaki.pl> | 2024-05-05 03:16:22 +0200 |
commit | a549fdf835a8548e09084156137cb26e869e8901 (patch) | |
tree | 0eb053650b390d6cc1084b4d2967983948c3d08a /src/camera-offset.cpp | |
parent | ccb4b508c39e29a7087ba69fe5cca9ef2cd79a25 (diff) |
add simplified camera offset formula
Diffstat (limited to 'src/camera-offset.cpp')
-rw-r--r-- | src/camera-offset.cpp | 17 |
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) |