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https://github.com/MihailRis/voxelcore.git
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fix constant naming
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parent
34cb2bfdd5
commit
3a78d5f334
2 changed files with 16 additions and 16 deletions
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@ -13,9 +13,9 @@ const glm::vec3 BlocksRenderer::SUN_VECTOR(0.528265f, 0.833149f, -0.163704f);
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const float DIRECTIONAL_LIGHT_FACTOR = 0.3f;
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namespace {
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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 constexpr float K_CHUNK_CENTER_BIAS = 0.5f;
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static constexpr float K_AO_NORMAL_PUSH = 0.75f;
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static constexpr float K_FACE_OFFSET_EPS = 1e-3f;
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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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@ -134,7 +134,7 @@ void BlocksRenderer::face(
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auto X = axisX * w;
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auto Y = axisY * h;
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auto Z = axisZ * d;
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -184,7 +184,7 @@ void BlocksRenderer::faceAO(
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return;
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}
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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if (lights) {
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const auto nZ = glm::normalize(Z);
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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@ -194,7 +194,7 @@ void BlocksRenderer::faceAO(
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auto axisZ = nZ;
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glm::vec4 tint(d);
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const float nh = kAoNormalPush; // push AO sample a bit farther along normal
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const float nh = K_AO_NORMAL_PUSH; // push AO sample a bit farther along normal
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auto p0 = coord + (-X - Y + Z) * s;
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auto p1 = coord + ( X - Y + Z) * s;
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auto p2 = coord + ( X + Y + Z) * s;
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@ -238,7 +238,7 @@ void BlocksRenderer::face(
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return;
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}
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float s = kChunkCenterBias;
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float s = K_CHUNK_CENTER_BIAS;
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const auto nZ = glm::normalize(Z);
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if (lights) {
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float d = apply_directional_factor(glm::dot(nZ, SUN_VECTOR));
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