minimize defines
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@@ -17,7 +17,7 @@ using glm::ivec3;
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using glm::vec3;
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using glm::vec4;
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#define VERTEX_SIZE 6
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const uint BlocksRenderer::VERTEX_SIZE = 6;
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BlocksRenderer::BlocksRenderer(size_t capacity,
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const Content* content,
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@@ -81,7 +81,7 @@ void BlocksRenderer::face(const vec3& coord, float w, float h,
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const UVRegion& region,
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const vec4(&lights)[4],
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const vec4& tint) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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@@ -116,7 +116,7 @@ void BlocksRenderer::face(const ivec3& coord,
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const ivec3& axisZ,
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const ivec3& laxisZ,
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const UVRegion& region) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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@@ -144,7 +144,7 @@ void BlocksRenderer::face(const ivec3& coord_,
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float height,
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float depth,
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const UVRegion& region) {
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if (vertexOffset + VERTEX_SIZE * 4 > capacity) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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@@ -414,7 +414,7 @@ Mesh* BlocksRenderer::render(const Chunk* chunk, int atlas_size, const ChunksSto
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render(voxels, atlas_size);
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const vattr attrs[]{ {3}, {2}, {1}, {0} };
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Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / VERTEX_SIZE, indexBuffer, indexSize, attrs);
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Mesh* mesh = new Mesh(vertexBuffer, vertexOffset / BlocksRenderer::VERTEX_SIZE, indexBuffer, indexSize, attrs);
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return mesh;
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}
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