#include "camera-offset.hpp" #include "tile-defs.hpp" #include "shaders/tile.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()} { fm_assert(shader.depth_offset() == 0.f); constexpr auto chunk_size = TILE_MAX_DIM20d*dTILE_SIZE; const auto offset = _camera + tile_shader::project(Vector3d(c.x, c.y, 0) * chunk_size); first.x -= 8; first.y -= 8; last.x += 8; last.y += 8; // Z levels auto len_x = (float)(last.x - first.x), cx = (float)(c.x - first.x), cy = (float)(c.y - first.y); //cx += c.z; cy += c.z; float depth_offset = shader.depth_tile_size*(cy*TILE_MAX_DIM*len_x*TILE_MAX_DIM + cx*TILE_MAX_DIM); const int z = c.z - chunk_min_z; depth_offset += tile_shader::depth_value(local_coords{z, z}); if (c.z == chunk_max_z) depth_offset = 1; _shader.set_camera_offset(offset, depth_offset); } with_shifted_camera_offset::~with_shifted_camera_offset() { _shader.set_camera_offset(_camera, 0); } } // namespace floormat