From 6c2abde5c99a236453b795abaa6d7d70105e31f7 Mon Sep 17 00:00:00 2001 From: untodesu Date: Fri, 26 Dec 2025 14:50:33 +0500 Subject: Just a big Ctrl+H refactoring --- src/game/client/world/chunk_renderer.cc | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) (limited to 'src/game/client/world/chunk_renderer.cc') diff --git a/src/game/client/world/chunk_renderer.cc b/src/game/client/world/chunk_renderer.cc index 573d1b7..ea85eee 100644 --- a/src/game/client/world/chunk_renderer.cc +++ b/src/game/client/world/chunk_renderer.cc @@ -45,7 +45,7 @@ static std::size_t u_quad_textures; static GLuint quad_vaobj; static GLuint quad_vbo; -void world::chunk_renderer::init(void) +void chunk_renderer::init(void) { globals::client_config.add_value("chunk_renderer.depth_sort_chunks", depth_sort_chunks); @@ -82,14 +82,14 @@ void world::chunk_renderer::init(void) glVertexAttribPointer(0, 3, GL_FLOAT, false, sizeof(glm::fvec3), nullptr); } -void world::chunk_renderer::shutdown(void) +void chunk_renderer::shutdown(void) { glDeleteBuffers(1, &quad_vbo); glDeleteVertexArrays(1, &quad_vaobj); quad_program.destroy(); } -void world::chunk_renderer::render(void) +void chunk_renderer::render(void) { glEnable(GL_DEPTH_TEST); glDepthFunc(GL_LEQUAL); @@ -115,17 +115,17 @@ void world::chunk_renderer::render(void) GLuint timings[3]; timings[0] = static_cast(globals::window_frametime); timings[1] = static_cast(globals::window_frametime_avg); - timings[2] = static_cast(world::voxel_anims::frame); + timings[2] = static_cast(voxel_anims::frame); - const auto group = globals::dimension->chunks.group(entt::get); + const auto group = globals::dimension->chunks.group(entt::get); if(depth_sort_chunks.get_value()) { // FIXME: speed! sorting every frame doesn't look // like a good idea. Can we store the group elsewhere and // still have all the up-to-date chunk things inside? group.sort([](entt::entity ea, entt::entity eb) { - const auto dir_a = globals::dimension->chunks.get(ea).cpos - entity::camera::position_chunk; - const auto dir_b = globals::dimension->chunks.get(eb).cpos - entity::camera::position_chunk; + const auto dir_a = globals::dimension->chunks.get(ea).cpos - camera::position_chunk; + const auto dir_b = globals::dimension->chunks.get(eb).cpos - camera::position_chunk; const auto da = dir_a[0] * dir_a[0] + dir_a[1] * dir_a[1] + dir_a[2] * dir_a[2]; const auto db = dir_b[0] * dir_b[0] + dir_b[1] * dir_b[1] + dir_b[2] * dir_b[2]; @@ -134,18 +134,18 @@ void world::chunk_renderer::render(void) }); } - for(std::size_t plane_id = 0; plane_id < world::voxel_atlas::plane_count(); ++plane_id) { + for(std::size_t plane_id = 0; plane_id < voxel_atlas::plane_count(); ++plane_id) { glActiveTexture(GL_TEXTURE0); - glBindTexture(GL_TEXTURE_2D_ARRAY, world::voxel_atlas::plane_texture(plane_id)); + glBindTexture(GL_TEXTURE_2D_ARRAY, voxel_atlas::plane_texture(plane_id)); glBindVertexArray(quad_vaobj); glUseProgram(quad_program.handle); - glUniformMatrix4fv(quad_program.uniforms[u_quad_vproj_matrix].location, 1, false, glm::value_ptr(entity::camera::matrix)); + glUniformMatrix4fv(quad_program.uniforms[u_quad_vproj_matrix].location, 1, false, glm::value_ptr(camera::matrix)); glUniform3uiv(quad_program.uniforms[u_quad_timings].location, 1, timings); - glUniform4fv(quad_program.uniforms[u_quad_fog_color].location, 1, glm::value_ptr(world::skybox::fog_color)); + glUniform4fv(quad_program.uniforms[u_quad_fog_color].location, 1, glm::value_ptr(skybox::fog_color)); glUniform1f(quad_program.uniforms[u_quad_view_distance].location, - static_cast(entity::camera::view_distance.get_value() * CHUNK_SIZE)); + static_cast(camera::view_distance.get_value() * CHUNK_SIZE)); glUniform1i(quad_program.uniforms[u_quad_textures].location, 0); // GL_TEXTURE0 glDisable(GL_BLEND); @@ -156,7 +156,7 @@ void world::chunk_renderer::render(void) for(const auto [entity, chunk, mesh] : group.each()) { if(plane_id < mesh.quad_nb.size() && mesh.quad_nb[plane_id].handle && mesh.quad_nb[plane_id].size) { - const auto wpos = coord::to_fvec3(chunk.cpos - entity::camera::position_chunk); + const auto wpos = coord::to_fvec3(chunk.cpos - camera::position_chunk); glUniform3fv(quad_program.uniforms[u_quad_world_position].location, 1, glm::value_ptr(wpos)); glBindBuffer(GL_ARRAY_BUFFER, mesh.quad_nb[plane_id].handle); @@ -177,7 +177,7 @@ void world::chunk_renderer::render(void) for(const auto [entity, chunk, mesh] : group.each()) { if(plane_id < mesh.quad_b.size() && mesh.quad_b[plane_id].handle && mesh.quad_b[plane_id].size) { - const auto wpos = coord::to_fvec3(chunk.cpos - entity::camera::position_chunk); + const auto wpos = coord::to_fvec3(chunk.cpos - camera::position_chunk); glUniform3fv(quad_program.uniforms[u_quad_world_position].location, 1, glm::value_ptr(wpos)); glBindBuffer(GL_ARRAY_BUFFER, mesh.quad_b[plane_id].handle); @@ -195,11 +195,11 @@ void world::chunk_renderer::render(void) } if(toggles::get(TOGGLE_CHUNK_AABB)) { - world::outline::prepare(); + outline::prepare(); for(const auto [entity, chunk, mesh] : group.each()) { const auto size = glm::fvec3(CHUNK_SIZE, CHUNK_SIZE, CHUNK_SIZE); - world::outline::cube(chunk.cpos, glm::fvec3(0.0f, 0.0f, 0.0f), size, 1.0f, glm::fvec4(1.0f, 1.0f, 0.0f, 1.0f)); + outline::cube(chunk.cpos, glm::fvec3(0.0f, 0.0f, 0.0f), size, 1.0f, glm::fvec4(1.0f, 1.0f, 0.0f, 1.0f)); } } } -- cgit