minimize defines
This commit is contained in:
parent
e0eacb51be
commit
e45d85bc5a
@ -25,14 +25,14 @@
|
||||
#include <fstream>
|
||||
#include <iostream>
|
||||
|
||||
#define SECTION_POSITION 1
|
||||
#define SECTION_ROTATION 2
|
||||
#define SECTION_FLAGS 3
|
||||
#define PLAYER_FLAG_FLIGHT 0x1
|
||||
#define PLAYER_FLAG_NOCLIP 0x2
|
||||
const int SECTION_POSITION = 1;
|
||||
const int SECTION_ROTATION = 2;
|
||||
const int SECTION_FLAGS = 3;
|
||||
const int PLAYER_FLAG_FLIGHT = 0x1;
|
||||
const int PLAYER_FLAG_NOCLIP = 0x2;
|
||||
|
||||
#define WORLD_SECTION_MAIN 1
|
||||
#define WORLD_SECTION_DAYNIGHT 2
|
||||
const int WORLD_SECTION_MAIN = 1;
|
||||
const int WORLD_SECTION_DAYNIGHT = 2;
|
||||
|
||||
using glm::ivec2;
|
||||
using glm::vec3;
|
||||
|
||||
@ -13,13 +13,13 @@
|
||||
|
||||
#include "../typedefs.h"
|
||||
|
||||
#define REGION_SIZE_BIT 5
|
||||
#define REGION_SIZE (1 << (REGION_SIZE_BIT))
|
||||
#define REGION_VOL ((REGION_SIZE) * (REGION_SIZE))
|
||||
#define REGION_FORMAT_VERSION 1
|
||||
const uint REGION_SIZE_BIT = 5;
|
||||
const uint REGION_SIZE = (1 << (REGION_SIZE_BIT));
|
||||
const uint REGION_VOL = ((REGION_SIZE) * (REGION_SIZE));
|
||||
const uint REGION_FORMAT_VERSION = 1;
|
||||
const uint WORLD_FORMAT_VERSION = 1;
|
||||
#define REGION_FORMAT_MAGIC ".VOXREG"
|
||||
#define WORLD_FORMAT_MAGIC ".VOXWLD"
|
||||
#define WORLD_FORMAT_VERSION 1
|
||||
|
||||
class Player;
|
||||
class Chunk;
|
||||
|
||||
@ -14,9 +14,9 @@ using glm::vec2;
|
||||
using glm::vec3;
|
||||
using glm::vec4;
|
||||
|
||||
#define KEY_ESCAPE 256
|
||||
#define KEY_ENTER 257
|
||||
#define KEY_BACKSPACE 259
|
||||
const uint KEY_ESCAPE = 256;
|
||||
const uint KEY_ENTER = 257;
|
||||
const uint KEY_BACKSPACE = 259;
|
||||
|
||||
using namespace gui;
|
||||
|
||||
|
||||
@ -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;
|
||||
|
||||
@ -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} };
|
||||
|
||||
@ -18,8 +18,8 @@
|
||||
#include "../world/World.h"
|
||||
#include "../maths/voxmaths.h"
|
||||
|
||||
#define MAX_WORK_PER_FRAME 16
|
||||
#define MIN_SURROUNDING 9
|
||||
const uint MAX_WORK_PER_FRAME = 16;
|
||||
const uint MIN_SURROUNDING = 9;
|
||||
|
||||
using std::unique_ptr;
|
||||
using std::shared_ptr;
|
||||
|
||||
@ -15,15 +15,15 @@
|
||||
|
||||
#include "../core_defs.h"
|
||||
|
||||
#define CAM_SHAKE_OFFSET 0.025f
|
||||
#define CAM_SHAKE_OFFSET_Y 0.031f
|
||||
#define CAM_SHAKE_SPEED 1.6f
|
||||
#define CAM_SHAKE_DELTA_K 10.0f
|
||||
#define ZOOM_SPEED 16.0f
|
||||
#define CROUCH_ZOOM 0.9f
|
||||
#define RUN_ZOOM 1.1f
|
||||
#define C_ZOOM 0.1f
|
||||
#define CROUCH_SHIFT_Y -0.2f
|
||||
const float CAM_SHAKE_OFFSET = 0.025f;
|
||||
const float CAM_SHAKE_OFFSET_Y = 0.031f;
|
||||
const float CAM_SHAKE_SPEED = 1.6f;
|
||||
const float CAM_SHAKE_DELTA_K = 10.0f;
|
||||
const float ZOOM_SPEED = 16.0f;
|
||||
const float CROUCH_ZOOM = 0.9f;
|
||||
const float RUN_ZOOM = 1.1f;
|
||||
const float C_ZOOM = 0.1f;
|
||||
const float CROUCH_SHIFT_Y = -0.2f;
|
||||
|
||||
using glm::vec2;
|
||||
using glm::vec3;
|
||||
|
||||
@ -8,13 +8,13 @@
|
||||
|
||||
#include <glm/glm.hpp>
|
||||
|
||||
#define CROUCH_SPEED_MUL 0.35f
|
||||
#define RUN_SPEED_MUL 1.5f
|
||||
#define PLAYER_GROUND_DAMPING 10.0f
|
||||
#define PLAYER_AIR_DAMPING 7.0f
|
||||
#define FLIGHT_SPEED_MUL 4.0f
|
||||
#define CHEAT_SPEED_MUL 5.0f
|
||||
#define JUMP_FORCE 7.0f
|
||||
const float CROUCH_SPEED_MUL = 0.35f;
|
||||
const float RUN_SPEED_MUL = 1.5f;
|
||||
const float PLAYER_GROUND_DAMPING = 10.0f;
|
||||
const float PLAYER_AIR_DAMPING = 7.0f;
|
||||
const float FLIGHT_SPEED_MUL = 4.0f;
|
||||
const float CHEAT_SPEED_MUL = 5.0f;
|
||||
const float JUMP_FORCE = 7.0f;
|
||||
|
||||
Player::Player(glm::vec3 position, float speed, Camera* camera) :
|
||||
speed(speed),
|
||||
|
||||
@ -5,7 +5,7 @@
|
||||
#include "../voxels/Block.h"
|
||||
#include "../voxels/Chunks.h"
|
||||
|
||||
#define E 0.03
|
||||
const double E = 0.03;
|
||||
|
||||
using glm::vec3;
|
||||
|
||||
|
||||
@ -7,14 +7,14 @@
|
||||
#include "../maths/aabb.h"
|
||||
#include "../typedefs.h"
|
||||
|
||||
#define FACE_MX 0
|
||||
#define FACE_PX 1
|
||||
#define FACE_MY 2
|
||||
#define FACE_PY 3
|
||||
#define FACE_MZ 4
|
||||
#define FACE_PZ 5
|
||||
const uint FACE_MX = 0;
|
||||
const uint FACE_PX = 1;
|
||||
const uint FACE_MY = 2;
|
||||
const uint FACE_PY = 3;
|
||||
const uint FACE_MZ = 4;
|
||||
const uint FACE_PZ = 5;
|
||||
|
||||
#define BLOCK_AABB_GRID 16
|
||||
const uint BLOCK_AABB_GRID = 16;
|
||||
|
||||
struct CoordSystem {
|
||||
glm::ivec3 axisX;
|
||||
|
||||
@ -4,11 +4,13 @@
|
||||
#include <stdlib.h>
|
||||
#include "../constants.h"
|
||||
|
||||
#define CHUNK_MODIFIED 0x1
|
||||
#define CHUNK_READY 0x2
|
||||
#define CHUNK_LOADED 0x4
|
||||
#define CHUNK_LIGHTED 0x8
|
||||
#define CHUNK_UNSAVED 0x10
|
||||
struct ChunkFlag{
|
||||
static const int MODIFIED = 0x1;
|
||||
static const int READY = 0x2;
|
||||
static const int LOADED = 0x4;
|
||||
static const int LIGHTED = 0x8;
|
||||
static const int UNSAVED = 0x10;
|
||||
};
|
||||
#define CHUNK_DATA_LEN (CHUNK_VOL*2)
|
||||
|
||||
struct voxel;
|
||||
@ -19,10 +21,6 @@ struct RenderData {
|
||||
size_t size;
|
||||
};
|
||||
|
||||
#define BIT_ON(f,i) do{f|= i;} while(0)
|
||||
#define BIT_OFF(f,i) do{f&=~(i);} while(0)
|
||||
#define BITSET(f,i,s) if (s) BIT_ON(f,i); else BIT_OFF(f,i);
|
||||
|
||||
class Chunk {
|
||||
public:
|
||||
int x, z;
|
||||
@ -43,26 +41,33 @@ public:
|
||||
Chunk* clone() const;
|
||||
|
||||
// flags getters/setters below
|
||||
|
||||
void SETFLAGS(int mask, bool value){
|
||||
if (value)
|
||||
flags |= mask;
|
||||
else
|
||||
flags &= ~(mask);
|
||||
}
|
||||
|
||||
inline bool isUnsaved() const {return flags & CHUNK_UNSAVED;}
|
||||
inline bool isUnsaved() const {return flags & ChunkFlag::UNSAVED;}
|
||||
|
||||
inline bool isModified() const {return flags & CHUNK_MODIFIED;}
|
||||
inline bool isModified() const {return flags & ChunkFlag::MODIFIED;}
|
||||
|
||||
inline bool isLighted() const {return flags & CHUNK_LIGHTED;}
|
||||
inline bool isLighted() const {return flags & ChunkFlag::LIGHTED;}
|
||||
|
||||
inline bool isLoaded() const {return flags & CHUNK_LOADED;}
|
||||
inline bool isLoaded() const {return flags & ChunkFlag::LOADED;}
|
||||
|
||||
inline bool isReady() const {return flags & CHUNK_READY;}
|
||||
inline bool isReady() const {return flags & ChunkFlag::READY;}
|
||||
|
||||
inline void setUnsaved(bool flag) {BITSET(flags, CHUNK_UNSAVED, flag);}
|
||||
inline void setUnsaved(bool newState) {SETFLAGS(ChunkFlag::UNSAVED, newState);}
|
||||
|
||||
inline void setModified(bool flag) {BITSET(flags, CHUNK_MODIFIED, flag);}
|
||||
inline void setModified(bool newState) {SETFLAGS(ChunkFlag::MODIFIED, newState);}
|
||||
|
||||
inline void setLoaded(bool flag) {BITSET(flags, CHUNK_LOADED, flag);}
|
||||
inline void setLoaded(bool newState) {SETFLAGS(ChunkFlag::LOADED, newState);}
|
||||
|
||||
inline void setLighted(bool flag) {BITSET(flags, CHUNK_LIGHTED, flag);}
|
||||
inline void setLighted(bool newState) {SETFLAGS(ChunkFlag::LIGHTED, newState);}
|
||||
|
||||
inline void setReady(bool flag) {BITSET(flags, CHUNK_READY, flag);}
|
||||
inline void setReady(bool newState) {SETFLAGS(ChunkFlag::READY, newState);}
|
||||
|
||||
ubyte* encode() const;
|
||||
bool decode(ubyte* data);
|
||||
|
||||
@ -16,7 +16,7 @@
|
||||
#include "../maths/voxmaths.h"
|
||||
#include "../core_defs.h"
|
||||
|
||||
#define SEA_LEVEL 55
|
||||
const int SEA_LEVEL = 55;
|
||||
|
||||
class Map2D {
|
||||
int x, z;
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user