From f2a987f412ba3afc3ced346dd12c0670ab1555a1 Mon Sep 17 00:00:00 2001 From: MihailRis Date: Sat, 10 Aug 2024 02:04:15 +0300 Subject: [PATCH] replace remaining tabs in src/ to spaces --- src/graphics/core/TextureAnimation.cpp | 4 +- src/lighting/LightSolver.cpp | 155 +++++++++++++------------ src/physics/PhysicsSolver.cpp | 2 +- 3 files changed, 81 insertions(+), 80 deletions(-) diff --git a/src/graphics/core/TextureAnimation.cpp b/src/graphics/core/TextureAnimation.cpp index 59175ba3..fd49e508 100644 --- a/src/graphics/core/TextureAnimation.cpp +++ b/src/graphics/core/TextureAnimation.cpp @@ -54,9 +54,9 @@ void TextureAnimator::update(float delta) { glBlitFramebuffer( frame.srcPos.x, srcPosY, - frame.srcPos.x + frame.size.x, + frame.srcPos.x + frame.size.x, srcPosY + frame.size.y, - frame.dstPos.x, frame.dstPos.y, + frame.dstPos.x, frame.dstPos.y, frame.dstPos.x + frame.size.x, frame.dstPos.y + frame.size.y, GL_COLOR_BUFFER_BIT, GL_NEAREST diff --git a/src/lighting/LightSolver.cpp b/src/lighting/LightSolver.cpp index 1aa415bf..fa5b45d3 100644 --- a/src/lighting/LightSolver.cpp +++ b/src/lighting/LightSolver.cpp @@ -1,5 +1,6 @@ #include #include + #include "LightSolver.hpp" #include "Lightmap.hpp" #include "content/Content.hpp" @@ -9,106 +10,106 @@ #include "voxels/Block.hpp" LightSolver::LightSolver(const ContentIndices* contentIds, Chunks* chunks, int channel) - : contentIds(contentIds), - chunks(chunks), - channel(channel) { + : contentIds(contentIds), + chunks(chunks), + channel(channel) { } void LightSolver::add(int x, int y, int z, int emission) { - if (emission <= 1) - return; + if (emission <= 1) + return; - addqueue.push(lightentry {x, y, z, ubyte(emission)}); + addqueue.push(lightentry {x, y, z, ubyte(emission)}); - Chunk* chunk = chunks->getChunkByVoxel(x, y, z); + Chunk* chunk = chunks->getChunkByVoxel(x, y, z); chunk->flags.modified = true; - chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission); + chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, emission); } void LightSolver::add(int x, int y, int z) { - assert (chunks != nullptr); - add(x,y,z, chunks->getLight(x,y,z, channel)); + assert (chunks != nullptr); + add(x,y,z, chunks->getLight(x,y,z, channel)); } void LightSolver::remove(int x, int y, int z) { - Chunk* chunk = chunks->getChunkByVoxel(x, y, z); - if (chunk == nullptr) - return; + Chunk* chunk = chunks->getChunkByVoxel(x, y, z); + if (chunk == nullptr) + return; - ubyte light = chunk->lightmap.get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel); - if (light == 0){ - return; - } - remqueue.push(lightentry {x, y, z, light}); - chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0); + ubyte light = chunk->lightmap.get(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel); + if (light == 0){ + return; + } + remqueue.push(lightentry {x, y, z, light}); + chunk->lightmap.set(x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, channel, 0); } void LightSolver::solve(){ - const int coords[] = { - 0, 0, 1, - 0, 0,-1, - 0, 1, 0, - 0,-1, 0, - 1, 0, 0, - -1, 0, 0 - }; + const int coords[] = { + 0, 0, 1, + 0, 0,-1, + 0, 1, 0, + 0,-1, 0, + 1, 0, 0, + -1, 0, 0 + }; - while (!remqueue.empty()){ - const lightentry entry = remqueue.front(); - remqueue.pop(); + while (!remqueue.empty()){ + const lightentry entry = remqueue.front(); + remqueue.pop(); - for (int i = 0; i < 6; i++) { - int imul3 = i*3; - int x = entry.x+coords[imul3]; - int y = entry.y+coords[imul3+1]; - int z = entry.z+coords[imul3+2]; - - Chunk* chunk = chunks->getChunkByVoxel(x,y,z); - if (chunk) { - int lx = x - chunk->x * CHUNK_W; - int lz = z - chunk->z * CHUNK_D; + for (int i = 0; i < 6; i++) { + int imul3 = i*3; + int x = entry.x+coords[imul3]; + int y = entry.y+coords[imul3+1]; + int z = entry.z+coords[imul3+2]; + + Chunk* chunk = chunks->getChunkByVoxel(x,y,z); + if (chunk) { + int lx = x - chunk->x * CHUNK_W; + int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; - ubyte light = chunk->lightmap.get(lx,y,lz, channel); - if (light != 0 && light == entry.light-1){ - remqueue.push(lightentry {x, y, z, light}); - chunk->lightmap.set(lx, y, lz, channel, 0); - } - else if (light >= entry.light){ - addqueue.push(lightentry {x, y, z, light}); - } - } - } - } + ubyte light = chunk->lightmap.get(lx,y,lz, channel); + if (light != 0 && light == entry.light-1){ + remqueue.push(lightentry {x, y, z, light}); + chunk->lightmap.set(lx, y, lz, channel, 0); + } + else if (light >= entry.light){ + addqueue.push(lightentry {x, y, z, light}); + } + } + } + } - const Block* const* blockDefs = contentIds->blocks.getDefs(); - while (!addqueue.empty()){ - const lightentry entry = addqueue.front(); - addqueue.pop(); + const Block* const* blockDefs = contentIds->blocks.getDefs(); + while (!addqueue.empty()){ + const lightentry entry = addqueue.front(); + addqueue.pop(); - for (int i = 0; i < 6; i++) { - int imul3 = i*3; - int x = entry.x+coords[imul3]; - int y = entry.y+coords[imul3+1]; - int z = entry.z+coords[imul3+2]; + for (int i = 0; i < 6; i++) { + int imul3 = i*3; + int x = entry.x+coords[imul3]; + int y = entry.y+coords[imul3+1]; + int z = entry.z+coords[imul3+2]; - Chunk* chunk = chunks->getChunkByVoxel(x,y,z); - if (chunk) { - int lx = x - chunk->x * CHUNK_W; - int lz = z - chunk->z * CHUNK_D; + Chunk* chunk = chunks->getChunkByVoxel(x,y,z); + if (chunk) { + int lx = x - chunk->x * CHUNK_W; + int lz = z - chunk->z * CHUNK_D; chunk->flags.modified = true; - ubyte light = chunk->lightmap.get(lx, y, lz, channel); - voxel& v = chunk->voxels[vox_index(lx, y, lz)]; - const Block* block = blockDefs[v.id]; - if (block->lightPassing && light+2 <= entry.light){ - chunk->lightmap.set( - x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, - channel, - entry.light-1); - addqueue.push(lightentry {x, y, z, ubyte(entry.light-1)}); - } - } - } - } + ubyte light = chunk->lightmap.get(lx, y, lz, channel); + voxel& v = chunk->voxels[vox_index(lx, y, lz)]; + const Block* block = blockDefs[v.id]; + if (block->lightPassing && light+2 <= entry.light){ + chunk->lightmap.set( + x-chunk->x*CHUNK_W, y, z-chunk->z*CHUNK_D, + channel, + entry.light-1); + addqueue.push(lightentry {x, y, z, ubyte(entry.light-1)}); + } + } + } + } } diff --git a/src/physics/PhysicsSolver.cpp b/src/physics/PhysicsSolver.cpp index f247522d..3fec4b1c 100644 --- a/src/physics/PhysicsSolver.cpp +++ b/src/physics/PhysicsSolver.cpp @@ -238,7 +238,7 @@ void PhysicsSolver::colisionCalc( vel.y = 0.0f; float newy = std::floor(y) + aabb->max().y + half.y; if (std::abs(newy-pos.y) <= MAX_FIX+stepHeight) { - pos.y = newy; + pos.y = newy; } break; }