quick check with linters

This commit is contained in:
MihailRis
2024-05-10 12:34:05 +03:00
parent 92f185ab51
commit 9522aedeec
55 changed files with 129 additions and 184 deletions
+2 -2
View File
@@ -64,7 +64,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
offset.y += (1.0f - hitbox).y * 0.5f;
shader->uniformMatrix("u_apply", glm::translate(glm::mat4(1.0f), offset));
for (size_t i = 0; i < def->modelBoxes.size(); i++) {
const UVRegion (&texfaces)[6] = {
const UVRegion (&boxtexfaces)[6] = {
def->modelUVs[i * 6],
def->modelUVs[i * 6 + 1],
def->modelUVs[i * 6 + 2],
@@ -75,7 +75,7 @@ std::unique_ptr<ImageData> BlocksPreview::draw(
batch->cube(
def->modelBoxes[i].a * glm::vec3(1.0f, 1.0f, -1.0f) * pmul,
def->modelBoxes[i].size() * pmul,
texfaces, glm::vec4(1.0f), !def->rt.emissive
boxtexfaces, glm::vec4(1.0f), !def->rt.emissive
);
}
+2 -2
View File
@@ -210,10 +210,10 @@ void BlocksRenderer::blockXSprite(int x, int y, int z,
face(vec3(x + xs, y, z + zs),
w, size.y, 0, vec3(1, 0, -1), vec3(0, 1, 0), vec3(),
texface1, lights, vec4(tint));
texface2, lights, vec4(tint));
face(vec3(x + xs, y, z + zs),
w, size.y, 0, vec3(-1, 0, 1), vec3(0, 1, 0), vec3(),
texface1, lights, vec4(tint));
texface2, lights, vec4(tint));
}
// HINT: texture faces order: {east, west, bottom, top, south, north}
+9 -10
View File
@@ -42,10 +42,10 @@ bool WorldRenderer::showChunkBorders = false;
WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* player)
: engine(engine),
level(frontend->getLevel()),
player(player)
player(player),
frustumCulling(std::make_unique<Frustum>()),
lineBatch(std::make_unique<LineBatch>())
{
frustumCulling = std::make_unique<Frustum>();
lineBatch = std::make_unique<LineBatch>();
renderer = std::make_unique<ChunksRenderer>(
level,
frontend->getContentGfxCache(),
@@ -55,7 +55,7 @@ WorldRenderer::WorldRenderer(Engine* engine, LevelFrontend* frontend, Player* pl
auto& settings = engine->getSettings();
level->events->listen(EVT_CHUNK_HIDDEN,
[this](lvl_event_type type, Chunk* chunk) {
[this](lvl_event_type, Chunk* chunk) {
renderer->unload(chunk);
}
);
@@ -142,7 +142,7 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
}
void WorldRenderer::renderLevel(
const DrawContext& ctx,
const DrawContext&,
Camera* camera,
const EngineSettings& settings
) {
@@ -196,7 +196,7 @@ void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
const glm::vec3 point = PlayerController::selectedPointPosition;
const glm::vec3 norm = PlayerController::selectedBlockNormal;
std::vector<AABB>& hitboxes = block->rotatable
const std::vector<AABB>& hitboxes = block->rotatable
? block->rt.hitboxes[PlayerController::selectedBlockStates]
: block->hitboxes;
@@ -217,8 +217,7 @@ void WorldRenderer::renderBlockSelection(Camera* camera, Shader* linesShader) {
void WorldRenderer::renderDebugLines(
const DrawContext& pctx,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
Shader* linesShader
) {
DrawContext ctx = pctx.sub();
const auto& viewport = ctx.getViewport();
@@ -276,7 +275,7 @@ void WorldRenderer::draw(
const Viewport& vp = pctx.getViewport();
camera->aspect = vp.getWidth() / static_cast<float>(vp.getHeight());
EngineSettings& settings = engine->getSettings();
const EngineSettings& settings = engine->getSettings();
skybox->refresh(pctx, level->getWorld()->daytime, 1.0f+fog*2.0f, 4);
Assets* assets = engine->getAssets();
@@ -305,7 +304,7 @@ void WorldRenderer::draw(
}
if (hudVisible && player->debug) {
renderDebugLines(wctx, camera, linesShader, settings);
renderDebugLines(wctx, camera, linesShader);
}
}
+1 -3
View File
@@ -48,12 +48,10 @@ class WorldRenderer {
/// @param context graphics context
/// @param camera active camera
/// @param linesShader shader used
/// @param settings engine settings
void renderDebugLines(
const DrawContext& context,
Camera* camera,
Shader* linesShader,
const EngineSettings& settings
Shader* linesShader
);
public:
static bool showChunkBorders;