1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
|
#pragma once
#include "compat/defs.hpp"
#include "tile-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 local_coords;
struct tile_shader : GL::AbstractShaderProgram
{
using Position = GL::Attribute<0, Vector3>;
using TextureCoordinates = GL::Attribute<1, Vector2>;
using Depth = GL::Attribute<2, float>;
fm_DECLARE_DEFAULT_MOVE_ASSIGNMENT_(tile_shader);
fm_DECLARE_DELETED_COPY_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(const Vector2d& camera_offset, float depth_offset);
Vector4 tint() const { return _tint; }
tile_shader& set_tint(const Vector4& tint);
float depth_offset() const { return _depth_offset; }
static float depth_value(const local_coords& xy, float offset = 0) noexcept;
template<typename T = float> static constexpr Math::Vector2<T> project(const Math::Vector3<T>& pt);
template<typename T = float> static constexpr Math::Vector2<T> unproject(const Math::Vector2<T>& px);
template<typename T, typename... Xs>
decltype(auto) draw(T&& mesh, Xs&&... xs);
static constexpr float depth_tile_size = 1.f/(256 * TILE_COUNT);
static constexpr float scenery_depth_offset = .25f;
private:
void _draw();
Vector2d _camera_offset;
Vector4 _tint, _real_tint;
Vector2 _scale;
Vector3 _real_camera_offset;
float _depth_offset = 0;
enum { ScaleUniform = 0, OffsetUniform = 1, TintUniform = 2, };
};
template<typename T, typename... Xs>
decltype(auto) tile_shader::draw(T&& mesh, Xs&&... xs)
{
_draw();
return GL::AbstractShaderProgram::draw(std::forward<T>(mesh), std::forward<Xs>(xs)...);
}
template<typename T>
constexpr Math::Vector2<T> tile_shader::project(const Math::Vector3<T>& pt)
{
const auto x = pt[0], y = pt[1], z = -pt[2];
return { x-y, (x+y+z*2)*T(.59) };
}
template<typename T>
constexpr Math::Vector2<T> tile_shader::unproject(const Math::Vector2<T>& px)
{
const auto X = px[0], Y = px[1];
return { X + 100 * Y / 59, 100 * Y / 59 - X };
}
} // namespace floormat
|