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wip towards Element draw refactor; still using old render path

This commit is contained in:
fgenesis 2023-07-10 02:29:21 +02:00
parent 578c8ecc45
commit c09098e13c
12 changed files with 444 additions and 151 deletions

View file

@ -33,19 +33,42 @@ inline bool RenderObject::isOnScreen() const
}
Vector RenderObject::getFollowCameraPosition() const
{
return getFollowCameraPosition(position);
}
Vector RenderObject::getFollowCameraPosition(const Vector& v) const
{
assert(layer != LR_NONE);
assert(!parent); // this makes no sense when we're not a root object
const RenderObjectLayer &rl = core->renderObjectLayers[layer];
Vector mul = rl.followCameraMult;
float f = followCamera;
if(!f)
f = rl.followCamera;
if (f <= 0)
return position;
Vector M = rl.followCameraMult;
float F = followCamera;
if(!F)
F = rl.followCamera;
if (F <= 0)
return v;
const Vector pos = (position - core->screenCenter) * f + core->screenCenter;
return position * (Vector(1,1) - mul) + (pos * mul); // lerp
/* Originally, not accounting for parallax lock on an axis, this was:
pos = v - core->screenCenter;
pos *= F;
pos = core->screenCenter + pos;
*/
// uppercase are effectively constants that are not per-object
// lowercase are per-object
// more concise math:
//const Vector pos = (v - core->screenCenter) * F + core->screenCenter;
//return v * (Vector(1,1) - M) + (pos * M); // lerp
// optimized and rearranged
const Vector C = core->screenCenter;
const Vector M1 = Vector(1,1) - M;
const Vector T = C * (1 - F);
const Vector pos = T + (F * v);
return v * M1 + (pos * M); // lerp, used to select whether to use original v or parallax-corrected v
}
#endif