minor refactor + 4 spaces indentation
This commit is contained in:
+83
-26
@@ -6,11 +6,7 @@
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#include <GL/glew.h>
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#include <GL/glew.h>
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#include "../typedefs.h"
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#include "../typedefs.h"
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const uint B3D_VERTEX_SIZE = 9;
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inline constexpr uint B3D_VERTEX_SIZE = 9;
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using glm::vec2;
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using glm::vec3;
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using glm::vec4;
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Batch3D::Batch3D(size_t capacity)
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Batch3D::Batch3D(size_t capacity)
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: capacity(capacity) {
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: capacity(capacity) {
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@@ -50,7 +46,7 @@ void Batch3D::vertex(float x, float y, float z, float u, float v,
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buffer[index++] = b;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index++] = a;
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}
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}
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void Batch3D::vertex(vec3 coord, float u, float v,
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void Batch3D::vertex(glm::vec3 coord, float u, float v,
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float r, float g, float b, float a) {
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float r, float g, float b, float a) {
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buffer[index++] = coord.x;
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buffer[index++] = coord.x;
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buffer[index++] = coord.y;
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buffer[index++] = coord.y;
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@@ -62,8 +58,8 @@ void Batch3D::vertex(vec3 coord, float u, float v,
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buffer[index++] = b;
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buffer[index++] = b;
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buffer[index++] = a;
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buffer[index++] = a;
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}
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}
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void Batch3D::vertex(vec3 point,
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void Batch3D::vertex(glm::vec3 point,
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vec2 uvpoint,
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glm::vec2 uvpoint,
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float r, float g, float b, float a) {
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float r, float g, float b, float a) {
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buffer[index++] = point.x;
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = point.y;
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@@ -76,11 +72,14 @@ void Batch3D::vertex(vec3 point,
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buffer[index++] = a;
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buffer[index++] = a;
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}
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}
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void Batch3D::face(const vec3& coord, float w, float h,
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void Batch3D::face(
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const vec3& axisX,
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const glm::vec3& coord,
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const vec3& axisY,
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float w, float h,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const UVRegion& region,
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const UVRegion& region,
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const vec4& tint) {
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const glm::vec4& tint
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) {
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if (index + B3D_VERTEX_SIZE * 6 > capacity) {
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if (index + B3D_VERTEX_SIZE * 6 > capacity) {
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flush();
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flush();
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}
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}
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@@ -110,7 +109,14 @@ void Batch3D::texture(Texture* new_texture){
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new_texture->bind();
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new_texture->bind();
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}
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}
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void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRegion& uv, vec4 color){
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void Batch3D::sprite(
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glm::vec3 pos,
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glm::vec3 up,
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glm::vec3 right,
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float w, float h,
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const UVRegion& uv,
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glm::vec4 color
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){
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const float r = color.r;
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const float r = color.r;
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const float g = color.g;
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const float g = color.g;
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const float b = color.b;
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const float b = color.b;
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@@ -156,25 +162,76 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
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r,g,b,a);
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r,g,b,a);
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}
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}
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inline vec4 do_tint(float value) {
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inline glm::vec4 do_tint(float value) {
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return vec4(value, value, value, 1.0f);
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return glm::vec4(value, value, value, 1.0f);
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}
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}
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void Batch3D::xSprite(float w, float h, const UVRegion& uv, const vec4 tint, bool shading) {
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void Batch3D::xSprite(float w, float h, const UVRegion& uv, const glm::vec4 tint, bool shading) {
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face(vec3(-w *0.25f, 0.0f, 0.0f - w *0.25f), w, h, vec3(1, 0, 0), vec3(0, 1, 0), uv, (shading ? do_tint(1.0f)*tint : tint));
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face(
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face(vec3(w * 0.25f, 0.0f, w * 0.5f - w *0.25f), w, h, vec3(0, 0, -1), vec3(0, 1, 0), uv, (shading ? do_tint(0.9f)*tint : tint));
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glm::vec3(-w * 0.25f, 0.0f, -w * 0.25f),
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w, h,
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glm::vec3(1, 0, 0),
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glm::vec3(0, 1, 0),
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uv, (shading ? do_tint(1.0f)*tint : tint)
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);
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face(
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glm::vec3(w * 0.25f, 0.0f, w * 0.5f - w * 0.25f),
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w, h,
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glm::vec3(0, 0, -1),
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glm::vec3(0, 1, 0),
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uv, (shading ? do_tint(0.9f)*tint : tint)
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);
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}
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}
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void Batch3D::cube(const vec3 coord, const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
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void Batch3D::cube(
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face(coord+vec3(0.0f, 0.0f, 0.0f), size.x, size.y, vec3(1, 0, 0), vec3(0, 1, 0), texfaces[5], (shading ? do_tint(0.8)*tint : tint));
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const glm::vec3 coord,
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face(coord+vec3(size.x, 0.0f, -size.z), size.x, size.y, vec3(-1, 0, 0), vec3(0, 1, 0), texfaces[4], (shading ? do_tint(0.8f)*tint : tint));
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const glm::vec3 size,
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face(coord+vec3(0.0f, size.y, 0.0f), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, -1), texfaces[3], (shading ? do_tint(1.0f)*tint : tint));
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const UVRegion(&texfaces)[6],
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face(coord+vec3(0.0f, 0.0f, -size.z), size.x, size.z, vec3(1, 0, 0), vec3(0, 0, 1), texfaces[2], (shading ? do_tint(0.7f)*tint : tint));
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const glm::vec4 tint,
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face(coord+vec3(0.0f, 0.0f, -size.z), size.z, size.y, vec3(0, 0, 1), vec3(0, 1, 0), texfaces[0], (shading ? do_tint(0.9f)*tint : tint));
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bool shading
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face(coord+vec3(size.x, 0.0f, 0.0f), size.z, size.y, vec3(0, 0, -1), vec3(0, 1, 0), texfaces[1], (shading ? do_tint(0.9f)*tint : tint));
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) {
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const glm::vec3 X(1.0f, 0.0f, 0.0f);
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const glm::vec3 Y(0.0f, 1.0f, 0.0f);
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const glm::vec3 Z(0.0f, 0.0f, 1.0f);
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face(
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coord+glm::vec3(0.0f, 0.0f, 0.0f),
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size.x, size.y, X, Y, texfaces[5],
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(shading ? do_tint(0.8)*tint : tint)
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);
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face(
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coord+glm::vec3(size.x, 0.0f, -size.z),
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size.x, size.y, -X, Y, texfaces[4],
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(shading ? do_tint(0.8f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, size.y, 0.0f),
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size.x, size.z, X, -Z, texfaces[3],
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(shading ? do_tint(1.0f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, 0.0f, -size.z),
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size.x, size.z, X, Z, texfaces[2],
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(shading ? do_tint(0.7f)*tint : tint)
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);
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face(
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coord+glm::vec3(0.0f, 0.0f, -size.z),
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size.z, size.y, Z, Y, texfaces[0],
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(shading ? do_tint(0.9f)*tint : tint)
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);
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face(
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coord+glm::vec3(size.x, 0.0f, 0.0f),
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size.z, size.y, -Z, Y, texfaces[1],
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(shading ? do_tint(0.9f)*tint : tint)
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);
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}
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}
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void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec4 tint, bool shading) {
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void Batch3D::blockCube(
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const glm::vec3 size,
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const UVRegion(&texfaces)[6],
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const glm::vec4 tint,
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bool shading
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) {
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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cube((1.0f - size) * -0.5f, size, texfaces, tint, shading);
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}
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}
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@@ -3,7 +3,7 @@
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#include <GL/glew.h>
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#include <GL/glew.h>
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const uint LB_VERTEX_SIZE = (3+4);
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inline constexpr uint LB_VERTEX_SIZE = (3+4);
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LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
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LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
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const vattr attrs[] = { {3},{4}, {0} };
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const vattr attrs[] = { {3},{4}, {0} };
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@@ -4,7 +4,7 @@
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#include "../constants.h"
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#include "../constants.h"
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#include "../typedefs.h"
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#include "../typedefs.h"
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const int LIGHTMAP_DATA_LEN = CHUNK_VOL/2;
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inline constexpr int LIGHTMAP_DATA_LEN = CHUNK_VOL/2;
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// Lichtkarte
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// Lichtkarte
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class Lightmap {
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class Lightmap {
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+4
-5
@@ -9,9 +9,9 @@
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#include <array>
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#include <array>
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typedef glm::highp_dvec3 rayvec3;
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using rayvec3 = glm::highp_dvec3;
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typedef glm::highp_dvec2 rayvec2;
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using rayvec2 = glm::highp_dvec2;
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typedef double scalar_t;
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using scalar_t = double;
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enum class RayRelation {
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enum class RayRelation {
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Embed=2, Intersect=1, Parallel=0, None=0
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Embed=2, Intersect=1, Parallel=0, None=0
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@@ -24,7 +24,6 @@ public:
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AABBFaces(){};
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AABBFaces(){};
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AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
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AABBFaces(const rayvec3& parentBoxPos, const AABB& parentBox);
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};
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};
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class Ray {
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class Ray {
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@@ -45,7 +44,7 @@ public:
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const rayvec3& faceMin,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner);
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const rayvec2& faceOppositeCorner);
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//returns normal and distance
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///returns normal and distance
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RayRelation intersectYZFace(
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RayRelation intersectYZFace(
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const rayvec3& faceMin,
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const rayvec3& faceMin,
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const rayvec2& faceOppositeCorner,
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const rayvec2& faceOppositeCorner,
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