minimize defines
This commit is contained in:
+10
-10
@@ -5,7 +5,7 @@
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#define VERTEX_SIZE 8
|
||||
const uint B2D_VERTEX_SIZE = 8;
|
||||
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
@@ -16,7 +16,7 @@ Batch2D::Batch2D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1
|
||||
{2}, {2}, {4}, {0}
|
||||
};
|
||||
|
||||
buffer = new float[capacity * VERTEX_SIZE];
|
||||
buffer = new float[capacity * B2D_VERTEX_SIZE];
|
||||
mesh = new Mesh(buffer, 0, attrs);
|
||||
index = 0;
|
||||
|
||||
@@ -75,7 +75,7 @@ void Batch2D::texture(Texture* new_texture){
|
||||
}
|
||||
|
||||
void Batch2D::point(float x, float y, float r, float g, float b, float a){
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
if (index + 6*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
|
||||
vertex(x, y, 0, 0, r,g,b,a);
|
||||
@@ -83,7 +83,7 @@ void Batch2D::point(float x, float y, float r, float g, float b, float a){
|
||||
}
|
||||
|
||||
void Batch2D::line(float x1, float y1, float x2, float y2, float r, float g, float b, float a){
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
if (index + 6*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
|
||||
vertex(x1, y1, 0, 0, r,g,b,a);
|
||||
@@ -96,7 +96,7 @@ void Batch2D::rect(float x, float y, float w, float h){
|
||||
const float g = color.g;
|
||||
const float b = color.b;
|
||||
const float a = color.a;
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
if (index + 6*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
|
||||
vertex(x, y, 0, 0, r,g,b,a);
|
||||
@@ -117,7 +117,7 @@ void Batch2D::rect(
|
||||
bool flippedX,
|
||||
bool flippedY,
|
||||
vec4 tint) {
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
if (index + 6*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
|
||||
float centerX = w*ox;
|
||||
@@ -205,7 +205,7 @@ void Batch2D::rect(
|
||||
void Batch2D::rect(float x, float y, float w, float h,
|
||||
float u, float v, float tx, float ty,
|
||||
float r, float g, float b, float a){
|
||||
if (index + 6*VERTEX_SIZE >= capacity)
|
||||
if (index + 6*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
vertex(x, y, u, v+ty, r,g,b,a);
|
||||
vertex(x+w, y+h, u+tx, v, r,g,b,a);
|
||||
@@ -222,7 +222,7 @@ void Batch2D::rect(float x, float y, float w, float h,
|
||||
float r2, float g2, float b2,
|
||||
float r3, float g3, float b3,
|
||||
float r4, float g4, float b4, int sh){
|
||||
if (index + 30*VERTEX_SIZE >= capacity)
|
||||
if (index + 30*B2D_VERTEX_SIZE >= capacity)
|
||||
render(GL_TRIANGLES);
|
||||
vec2 v0 = vec2(x+h/2,y+h/2);
|
||||
vec2 v1 = vec2(x+w-sh,y);
|
||||
@@ -317,7 +317,7 @@ void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion reg
|
||||
float scalex = regions[3].u2-regions[3].u1;
|
||||
float scaley = regions[3].v2-regions[3].v1;
|
||||
|
||||
if (this->index + 18*VERTEX_SIZE >= capacity)
|
||||
if (this->index + 18*B2D_VERTEX_SIZE >= capacity)
|
||||
render();
|
||||
|
||||
float d = (w + h) * 0.5f;
|
||||
@@ -376,7 +376,7 @@ void Batch2D::blockSprite(float x, float y, float w, float h, const UVRegion reg
|
||||
}
|
||||
|
||||
void Batch2D::render(unsigned int gl_primitive) {
|
||||
mesh->reload(buffer, index / VERTEX_SIZE);
|
||||
mesh->reload(buffer, index / B2D_VERTEX_SIZE);
|
||||
mesh->draw(gl_primitive);
|
||||
index = 0;
|
||||
}
|
||||
|
||||
@@ -6,7 +6,7 @@
|
||||
#include <GL/glew.h>
|
||||
#include "../typedefs.h"
|
||||
|
||||
#define VERTEX_SIZE 9
|
||||
const uint B3D_VERTEX_SIZE = 9;
|
||||
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
@@ -19,7 +19,7 @@ Batch3D::Batch3D(size_t capacity)
|
||||
{3}, {2}, {4}, {0}
|
||||
};
|
||||
|
||||
buffer = new float[capacity * VERTEX_SIZE];
|
||||
buffer = new float[capacity * B3D_VERTEX_SIZE];
|
||||
mesh = new Mesh(buffer, 0, attrs);
|
||||
index = 0;
|
||||
|
||||
@@ -84,7 +84,7 @@ void Batch3D::face(const vec3& coord, float w, float h,
|
||||
const vec3& axisY,
|
||||
const UVRegion& region,
|
||||
const vec4& tint) {
|
||||
if (index + VERTEX_SIZE * 6 > capacity) {
|
||||
if (index + B3D_VERTEX_SIZE * 6 > capacity) {
|
||||
flush();
|
||||
}
|
||||
vertex(coord, region.u1, region.v1,
|
||||
@@ -118,7 +118,7 @@ void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, const UVRe
|
||||
const float g = color.g;
|
||||
const float b = color.b;
|
||||
const float a = color.a;
|
||||
if (index + 6*VERTEX_SIZE >= capacity) {
|
||||
if (index + 6*B3D_VERTEX_SIZE >= capacity) {
|
||||
flush();
|
||||
}
|
||||
|
||||
@@ -179,7 +179,7 @@ void Batch3D::blockCube(const vec3 size, const UVRegion(&texfaces)[6], const vec
|
||||
}
|
||||
|
||||
void Batch3D::flush() {
|
||||
mesh->reload(buffer, index / VERTEX_SIZE);
|
||||
mesh->reload(buffer, index / B3D_VERTEX_SIZE);
|
||||
mesh->draw();
|
||||
index = 0;
|
||||
}
|
||||
|
||||
@@ -17,7 +17,7 @@ using glm::ivec3;
|
||||
using glm::vec3;
|
||||
using glm::vec4;
|
||||
|
||||
#define VERTEX_SIZE 6
|
||||
const uint BlocksRenderer::VERTEX_SIZE = 6;
|
||||
|
||||
BlocksRenderer::BlocksRenderer(size_t capacity,
|
||||
const Content* content,
|
||||
@@ -81,7 +81,7 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
|
||||
const UVRegion& region,
|
||||
const vec4(&lights)[4],
|
||||
const vec4& tint) {
|
||||
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@@ -116,7 +116,7 @@ void BlocksRenderer::face(const ivec3& coord,
|
||||
const ivec3& axisZ,
|
||||
const ivec3& laxisZ,
|
||||
const UVRegion& region) {
|
||||
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@@ -144,7 +144,7 @@ void BlocksRenderer::face(const ivec3& coord_,
|
||||
float height,
|
||||
float depth,
|
||||
const UVRegion& region) {
|
||||
if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
|
||||
if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
|
||||
overflow = true;
|
||||
return;
|
||||
}
|
||||
@@ -414,7 +414,7 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto
|
||||
render(voxels, atlas_size);
|
||||
|
||||
const vattr attrs[]{ {3}, {2}, {1}, {0} };
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / VERTEX_SIZE, indexBuffer, indexSize, attrs);
|
||||
Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / BlocksRenderer::VERTEX_SIZE, indexBuffer, indexSize, attrs);
|
||||
return mesh;
|
||||
}
|
||||
|
||||
|
||||
@@ -18,6 +18,7 @@ class ChunksStorage;
|
||||
class ContentGfxCache;
|
||||
|
||||
class BlocksRenderer {
|
||||
static const uint VERTEX_SIZE;
|
||||
const Content* const content;
|
||||
float* vertexBuffer;
|
||||
int* indexBuffer;
|
||||
|
||||
@@ -29,7 +29,7 @@ bool Font::isPrintableChar(int c) {
|
||||
}
|
||||
}
|
||||
|
||||
#define RES 16
|
||||
const int RES = 16;
|
||||
|
||||
int Font::calcWidth(std::wstring text) {
|
||||
return text.length() * 8;
|
||||
|
||||
+3
-3
@@ -7,9 +7,9 @@
|
||||
class Texture;
|
||||
class Batch2D;
|
||||
|
||||
#define STYLE_NONE 0
|
||||
#define STYLE_SHADOW 1
|
||||
#define STYLE_OUTLINE 2
|
||||
const uint STYLE_NONE = 0;
|
||||
const uint STYLE_SHADOW = 1;
|
||||
const uint STYLE_OUTLINE = 2;
|
||||
|
||||
class Font {
|
||||
int lineHeight_;
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
|
||||
#include <GL/glew.h>
|
||||
|
||||
#define LB_VERTEX_SIZE (3+4)
|
||||
const uint LB_VERTEX_SIZE = (3+4);
|
||||
|
||||
LineBatch::LineBatch(size_t capacity) : capacity(capacity) {
|
||||
const vattr attrs[] = { {3},{4}, {0} };
|
||||
|
||||
Reference in New Issue
Block a user