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#pragma once
#include "compat/defs.hpp"
#include <Magnum/GL/AbstractShaderProgram.h>
#include <Magnum/Math/Vector2.h>
#include <Magnum/Math/Vector3.h>
#include <Magnum/Math/Vector4.h>
namespace floormat {
struct tile_shader : GL::AbstractShaderProgram
{
typedef GL::Attribute<0, Vector3> Position;
typedef GL::Attribute<1, Vector2> TextureCoordinates;
fm_DECLARE_DEFAULT_MOVE_ASSIGNMENT_(tile_shader);
explicit tile_shader();
~tile_shader() override;
Vector2 scale() const { return _scale; }
tile_shader& set_scale(const Vector2& scale);
Vector2d camera_offset() const { return _camera_offset; }
tile_shader& set_camera_offset(Vector2d camera_offset);
Vector4 tint() const { return _tint; }
tile_shader& set_tint(const Vector4& tint);
static constexpr Vector2d project(Vector3d pt);
static constexpr Vector2d unproject(Vector2d px);
template<typename T, typename... Xs>
auto draw(T&& mesh, Xs&&... xs) ->
decltype(GL::AbstractShaderProgram::draw(std::forward<T>(mesh), std::forward<Xs>(xs)...));
private:
void _draw();
Vector2d _camera_offset;
Vector4 _tint;
Vector2 _scale;
Vector2 _real_camera_offset;
enum { ScaleUniform = 0, OffsetUniform = 1, TintUniform = 2, };
};
template<typename T, typename... Xs>
auto tile_shader::draw(T&& mesh, Xs&&... xs) ->
decltype(GL::AbstractShaderProgram::draw(std::forward<T>(mesh), std::forward<Xs>(xs)...))
{
_draw();
return GL::AbstractShaderProgram::draw(std::forward<T>(mesh), std::forward<Xs>(xs)...);
}
constexpr Vector2d tile_shader::project(const Vector3d pt)
{
const auto x = pt[0], y = pt[1], z = pt[2];
return { (x-y), (x+y+z*2)*.59 };
}
constexpr Vector2d tile_shader::unproject(const Vector2d px)
{
const auto X = px[0], Y = px[1];
return { X + 100 * Y / 59, 100 * Y / 59 - X };
}
} // namespace floormat
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