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
|
#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 = (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 = (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
|