refactor: change pointer parameters to references for Level and Content in various classes

This commit is contained in:
MihailRis
2024-12-25 18:53:53 +03:00
parent ef2c0b2370
commit c1b311f3c4
41 changed files with 258 additions and 251 deletions
+5 -6
View File
@@ -120,7 +120,7 @@ void WorldRenderer::setupWorldShader(
shader.uniform3f("u_cameraPos", camera.position);
shader.uniform1i("u_cubemap", 1);
auto indices = level.content->getIndices();
auto indices = level.content.getIndices();
// Light emission when an emissive item is chosen
{
auto inventory = player.getInventory();
@@ -193,7 +193,7 @@ void WorldRenderer::renderLevel(
void WorldRenderer::renderBlockSelection() {
const auto& selection = player.selection;
auto indices = level.content->getIndices();
auto indices = level.content.getIndices();
blockid_t id = selection.vox.id;
auto& block = indices->blocks.require(id);
const glm::ivec3 pos = player.selection.position;
@@ -241,7 +241,7 @@ void WorldRenderer::renderHands(
const Camera& camera, float delta
) {
auto& entityShader = assets.require<Shader>("entity");
auto indices = level.content->getIndices();
auto indices = level.content.getIndices();
// get current chosen item
const auto& inventory = player.getInventory();
@@ -275,7 +275,7 @@ void WorldRenderer::renderHands(
);
prevRotation = rotation;
auto offset = -(camera.position - player.getPosition());
float angle = glm::radians(player.cam.x - 90);
float angle = glm::radians(player.rotation.x - 90);
float cos = glm::cos(angle);
float sin = glm::sin(angle);
@@ -368,8 +368,7 @@ void WorldRenderer::renderBlockOverlay(const DrawContext& wctx) {
int z = std::floor(player.currentCamera->position.z);
auto block = player.chunks->get(x, y, z);
if (block && block->id) {
const auto& def =
level.content->getIndices()->blocks.require(block->id);
const auto& def = level.content.getIndices()->blocks.require(block->id);
if (def.overlayTexture.empty()) {
return;
}