#include "camera-offset.hpp" #include "tile-constants.hpp" #include "shaders/shader.hpp" 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()} { (void)last_; fm_assert(shader.depth_offset() == 0.f); auto offset = _camera + get_offset(c_); auto pos = chunk_coords(c_) - first_; constexpr auto depth_start = -1 + 1.111e-16f; int depth = (int)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 = (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) d = 1; _shader.set_camera_offset(offset, d); } with_shifted_camera_offset::~with_shifted_camera_offset() { _shader.set_camera_offset(_camera, 0); } } // namespace floormat