diff --git a/CMakeLists.txt b/CMakeLists.txt index 36b489df..ec6e1ede 100644 --- a/CMakeLists.txt +++ b/CMakeLists.txt @@ -10,7 +10,11 @@ target_compile_features(${PROJECT_NAME} PRIVATE cxx_std_17) if(MSVC) target_compile_options(${PROJECT_NAME} PRIVATE /W4) else() - target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra) + target_compile_options(${PROJECT_NAME} PRIVATE -Wall -Wextra + # additional warnings + -Wformat-nonliteral -Wcast-align + -Wpointer-arith -Winline -Wundef + -Wwrite-strings -Wno-unused-parameter) endif() find_package(OpenGL REQUIRED) diff --git a/src/hud_render.cpp b/src/hud_render.cpp index 9e028b03..6d1e008b 100644 --- a/src/hud_render.cpp +++ b/src/hud_render.cpp @@ -20,19 +20,6 @@ HudRenderer::HudRenderer() { - // float vertices[] = { - // // x y - // -0.01f,-0.01f, - // 0.01f, 0.01f, - - // -0.01f, 0.01f, - // 0.01f,-0.01f, - // }; - // int attrs[] = { - // 2, 0 //null terminator - // }; - // crosshair = new Mesh(vertices, 4, attrs); - batch = new Batch2D(1024); uicamera = new Camera(glm::vec3(), Window::height / 1.0f); uicamera->perspective = false; @@ -79,7 +66,6 @@ void HudRenderer::draw(Level* level, Assets* assets){ // Chosen block preview Texture* blocks = assets->getTexture("block"); - Texture* sprite = assets->getTexture("slot"); batch->texture(nullptr); batch->color = vec4(1.0f); @@ -90,13 +76,6 @@ void HudRenderer::draw(Level* level, Assets* assets){ batch->line(Window::width/2-5, Window::height/2-5, Window::width/2+5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f); batch->line(Window::width/2+5, Window::height/2-5, Window::width/2-5, Window::height/2+5, 0.9f, 0.9f, 0.9f, 1.0f); } - - // batch->texture(sprite); - // batch->sprite(Window::width/2-32, uicamera->fov - 80, 64, 64, 16, 0, vec4(1.0f)); - // batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8, - // 0.85f, 0.85f, 0.85f, 0.95f, 0.95f, 0.95f, - // 0.55f, 0.55f, 0.55f, - // 0.45f, 0.45f, 0.45f, 0.7f, 0.7f, 0.7f, 2); batch->rect(Window::width/2-128-4, Window::height-80-4, 256+8, 64+8, 0.95f, 0.95f, 0.95f, 0.85f, 0.85f, 0.85f, 0.7f, 0.7f, 0.7f, @@ -167,7 +146,6 @@ void HudRenderer::draw(Level* level, Assets* assets){ for (uint i = 1; i < count; i++) { x = xs + step * ((i-1) % (inv_w / step)); y = ys + step * ((i-1) / (inv_w / step)); - // batch->rect(x-2, y-2, size+4, size+4); batch->rect(x-2, y-2, size+4, size+4, 0.45f, 0.45f, 0.45f, 0.55f, 0.55f, 0.55f, 0.7f, 0.7f, 0.7f, @@ -178,13 +156,6 @@ void HudRenderer::draw(Level* level, Assets* assets){ 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 0.65f, 2); } - // batch->color = vec4(0.5f, 0.5f, 0.5f, 1.0f); - // for (unsigned i = 1; i < count; i++) { - // x = xs + step * ((i-1) % (inv_w / step)); - // y = ys + step * ((i-1) / (inv_w / step)); - // batch->rect(x, y, size, size); - // } - //front batch->texture(blocks); for (uint i = 1; i < count; i++) { @@ -200,10 +171,8 @@ void HudRenderer::draw(Level* level, Assets* assets){ if (Events::jclicked(GLFW_MOUSE_BUTTON_LEFT)) { player->choosenBlock = i; } - // size = 50; } else { - // size = 48; tint = vec4(1.0f); } @@ -214,15 +183,4 @@ void HudRenderer::draw(Level* level, Assets* assets){ } } } - - // batch->render(); - - if (Events::_cursor_locked && !level->player->debug){ - // Shader* crosshairShader = assets->getShader("crosshair"); - // crosshairShader->use(); - // crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width); - // crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f)); - // glLineWidth(2.0f); - // crosshair->draw(GL_LINES); - } }