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#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
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