mirror of
https://github.com/MihailRis/voxelcore.git
synced 2026-10-05 02:51:49 +00:00
fix function naming
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parent
1dfb415843
commit
34cb2bfdd5
2 changed files with 22 additions and 22 deletions
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@ -17,26 +17,26 @@ static constexpr float kChunkCenterBias = 0.5f;
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static constexpr float kAoNormalPush = 0.75f;
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static constexpr float kFaceOffsetEps = 1e-3f;
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static inline void expandAabbPoint(AABB& aabb, bool& init, const glm::vec3& p) {
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static inline void expand_aabb_point(AABB& aabb, bool& init, const glm::vec3& p) {
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if (!init) { aabb.a = aabb.b = p; init = true; } else { aabb.addPoint(p); }
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}
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static inline float applyDirectionalFactor(float d) {
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static inline float apply_directional_factor(float d) {
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return (1.0f - DIRECTIONAL_LIGHT_FACTOR) + d * DIRECTIONAL_LIGHT_FACTOR;
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}
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static inline void expandAabb4(
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static inline void expand_aabb_4(
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AABB& aabb, bool& init,
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const glm::vec3& p0, const glm::vec3& p1,
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const glm::vec3& p2, const glm::vec3& p3
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) {
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expandAabbPoint(aabb, init, p0);
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expandAabbPoint(aabb, init, p1);
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expandAabbPoint(aabb, init, p2);
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expandAabbPoint(aabb, init, p3);
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expand_aabb_point(aabb, init, p0);
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expand_aabb_point(aabb, init, p1);
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expand_aabb_point(aabb, init, p2);
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expand_aabb_point(aabb, init, p3);
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}
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static inline void fillTexfaces(
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static inline void fill_texfaces(
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const ContentGfxCache& cache,
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blockid_t id, uint8_t variantId, bool densePass,
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UVRegion (&out)[6]
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@ -147,7 +147,7 @@ void BlocksRenderer::face(
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// Expand local opaque AABB while vertices are still in chunk-local space
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if (!densePass) {
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expandAabb4(localAabb, localAabbInit, p0, p1, p2, p3);
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expand_aabb_4(localAabb, localAabbInit, p0, p1, p2, p3);
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}
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}
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@ -187,7 +187,7 @@ void BlocksRenderer::faceAO(
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float s = kChunkCenterBias;
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if (lights) {
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const auto nZ = glm::normalize(Z);
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float d = applyDirectionalFactor(glm::dot(nZ, SUN_VECTOR));
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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auto axisX = glm::normalize(X);
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auto axisY = glm::normalize(Y);
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@ -204,7 +204,7 @@ void BlocksRenderer::faceAO(
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vertexAO(p2, region.u2, region.v2, tint, nh, axisX, axisY, axisZ);
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vertexAO(p3, region.u1, region.v2, tint, nh, axisX, axisY, axisZ);
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if (!densePass) {
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expandAabb4(localAabb, localAabbInit, p0, p1, p2, p3);
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expand_aabb_4(localAabb, localAabbInit, p0, p1, p2, p3);
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}
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} else {
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auto axisZ = glm::normalize(Z);
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@ -218,7 +218,7 @@ void BlocksRenderer::faceAO(
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vertex(p2, region.u2, region.v2, tint, axisZ, 1);
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vertex(p3, region.u1, region.v2, tint, axisZ, 1);
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if (!densePass) {
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expandAabb4(localAabb, localAabbInit, p0, p1, p2, p3);
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expand_aabb_4(localAabb, localAabbInit, p0, p1, p2, p3);
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}
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}
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index(0, 1, 2, 0, 2, 3);
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@ -241,7 +241,7 @@ void BlocksRenderer::face(
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float s = kChunkCenterBias;
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const auto nZ = glm::normalize(Z);
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if (lights) {
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float d = applyDirectionalFactor(glm::dot(nZ, SUN_VECTOR));
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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tint *= d;
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}
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const auto nZ2 = lights ? nZ : Z;
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@ -404,7 +404,7 @@ void BlocksRenderer::blockCustomModel(
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continue;
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}
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float d = applyDirectionalFactor(glm::dot(n, SUN_VECTOR));
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float d = apply_directional_factor(glm::dot(n, SUN_VECTOR));
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glm::vec3 t = glm::cross(r, n);
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for (int i = 0; i < 3; i++) {
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@ -576,7 +576,7 @@ void BlocksRenderer::render(
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continue;
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}
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UVRegion texfaces[6];
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fillTexfaces(cache, id, variantId, densePass, texfaces);
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fill_texfaces(cache, id, variantId, densePass, texfaces);
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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@ -648,7 +648,7 @@ SortingMeshData BlocksRenderer::renderTranslucent(
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continue;
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}
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UVRegion texfaces[6];
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fillTexfaces(cache, id, variantId, densePass, texfaces);
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fill_texfaces(cache, id, variantId, densePass, texfaces);
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int x = i % CHUNK_W;
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int y = i / (CHUNK_D * CHUNK_W);
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int z = (i / CHUNK_D) % CHUNK_W;
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@ -23,12 +23,12 @@ namespace {
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struct CullingBounds { glm::vec3 min; glm::vec3 max; };
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static constexpr float kChunkCenterBias = 0.5f;
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static inline bool hasVolume(const AABB& aabb) {
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static inline bool has_volume(const AABB& aabb) {
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auto s = aabb.size();
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return s.x > 0.0f || s.y > 0.0f || s.z > 0.0f;
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}
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static inline CullingBounds computeChunkCullingBounds(
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static inline CullingBounds compute_chunk_culling_bounds(
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const Chunk& chunk,
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const std::unordered_map<glm::ivec2, ChunkMesh>& meshes
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) {
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@ -41,7 +41,7 @@ static inline CullingBounds computeChunkCullingBounds(
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auto it = meshes.find({chunk.x, chunk.z});
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if (it != meshes.end()) {
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const auto& aabb = it->second.localAabb;
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if (hasVolume(aabb)) {
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if (has_volume(aabb)) {
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min = glm::vec3(chunk.x * CHUNK_W + aabb.min().x + kChunkCenterBias,
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(std::max)(static_cast<float>(chunk.bottom), aabb.min().y + kChunkCenterBias),
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chunk.z * CHUNK_D + aabb.min().z + kChunkCenterBias);
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@ -214,7 +214,7 @@ const Mesh<ChunkVertex>* ChunksRenderer::retrieveChunk(
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chunk->updateHeights();
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}
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if (culling) {
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const auto bounds = computeChunkCullingBounds(*chunk, meshes);
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const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
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if (!frustum.isBoxVisible(bounds.min, bounds.max)) return nullptr;
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}
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return mesh;
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@ -247,7 +247,7 @@ void ChunksRenderer::drawShadowsPass(
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pos.x * CHUNK_W + kChunkCenterBias, kChunkCenterBias, pos.y * CHUNK_D + kChunkCenterBias
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);
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const auto bounds = computeChunkCullingBounds(*chunk, meshes);
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const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
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if (!frustum.isBoxVisible(bounds.min, bounds.max)) {
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continue;
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}
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@ -366,7 +366,7 @@ void ChunksRenderer::drawSortedMeshes(const Camera& camera, Shader& shader) {
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}
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if (culling) {
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const auto bounds = computeChunkCullingBounds(*chunk, meshes);
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const auto bounds = compute_chunk_culling_bounds(*chunk, meshes);
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if (!frustum.isBoxVisible(bounds.min, bounds.max)) continue;
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}
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