#include "camera-offset.hpp" #include "tile-defs.hpp" #include "shaders/shader.hpp" namespace floormat { 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()} { (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 pos = chunk_coords(c_) - first_; constexpr auto depth_start = -1 + 1.111e-16f; int depth = TILE_MAX_DIM*2 * pos.sum(); #if 0 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 d = depth * tile_shader::depth_tile_size + depth_start + z_offset; if (c_.z == chunk_z_max) d = 1; _shader.set_camera_offset(offset, d); } with_shifted_camera_offset::~with_shifted_camera_offset() { _shader.set_camera_offset(_camera, 0); } } // namespace floormat