commit f56bff1f06655ffdb37fdb4bb9e958d11f105b0d
parent 41a981b19860ac029c2544b2f252623f9b94857a
Author: Michael Savage <mikejsavage@gmail.com>
Date: Sat, 23 Dec 2017 19:45:19 +0200
Naming changes
Diffstat:
clipmap.cc | | | 72 | ++++++++++++++++++++++++++++++++++++------------------------------------ |
1 file changed, 36 insertions(+), 36 deletions(-)
diff --git a/clipmap.cc b/clipmap.cc
@@ -72,11 +72,11 @@ static VB trees_instance_data;
static u32 num_trees;
static Mesh tree_mesh;
-static constexpr u32 PATCH_RESOLUTION = 48;
-static constexpr u32 PATCH_VERT_RESOLUTION = PATCH_RESOLUTION + 1;
-static constexpr u32 CLIPMAP_RESOLUTION = PATCH_RESOLUTION * 4 + 1;
+static constexpr u32 TILE_RESOLUTION = 48;
+static constexpr u32 PATCH_VERT_RESOLUTION = TILE_RESOLUTION + 1;
+static constexpr u32 CLIPMAP_RESOLUTION = TILE_RESOLUTION * 4 + 1;
static constexpr u32 CLIPMAP_VERT_RESOLUTION = CLIPMAP_RESOLUTION + 1;
-static constexpr u32 NUM_LODS = 7;
+static constexpr u32 NUM_CLIPMAP_LEVELS = 7;
static void load_trees( MemoryArena * arena ) {
MEMARENA_SCOPED_CHECKPOINT( arena );
@@ -209,11 +209,11 @@ GAME_INIT( game_init ) {
ASSERT( n == vertices.n );
- array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, PATCH_RESOLUTION * PATCH_RESOLUTION * 6 );
+ array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, TILE_RESOLUTION * TILE_RESOLUTION * 6 );
n = 0;
- for( u32 y = 0; y < PATCH_RESOLUTION; y++ ) {
- for( u32 x = 0; x < PATCH_RESOLUTION; x++ ) {
+ for( u32 y = 0; y < TILE_RESOLUTION; y++ ) {
+ for( u32 x = 0; x < TILE_RESOLUTION; x++ ) {
indices[ n++ ] = patch2d( x, y );
indices[ n++ ] = patch2d( x + 1, y + 1 );
indices[ n++ ] = patch2d( x, y + 1 );
@@ -237,21 +237,21 @@ GAME_INIT( game_init ) {
{
MEMARENA_SCOPED_CHECKPOINT( &mem->persistent_arena );
- array< v3 > vertices = alloc_array< v3 >( &mem->persistent_arena, PATCH_RESOLUTION * 4 + 1 );
+ array< v3 > vertices = alloc_array< v3 >( &mem->persistent_arena, TILE_RESOLUTION * 4 + 1 );
// vertices[ 0 ] is the centre of the fan
- vertices[ 0 ] = v3( v2( PATCH_RESOLUTION / 2.0f ), 0 );
+ vertices[ 0 ] = v3( v2( TILE_RESOLUTION / 2.0f ), 0 );
- for( u32 i = 0; i < PATCH_RESOLUTION; i++ ) {
- vertices[ i + 1 + 0 * PATCH_RESOLUTION ] = v3( i, 0, 0 );
- vertices[ i + 1 + 1 * PATCH_RESOLUTION ] = v3( PATCH_RESOLUTION, i, 0 );
- vertices[ i + 1 + 2 * PATCH_RESOLUTION ] = v3( PATCH_RESOLUTION - i, PATCH_RESOLUTION, 0 );
- vertices[ i + 1 + 3 * PATCH_RESOLUTION ] = v3( 0, PATCH_RESOLUTION - i, 0 );
+ for( u32 i = 0; i < TILE_RESOLUTION; i++ ) {
+ vertices[ i + 1 + 0 * TILE_RESOLUTION ] = v3( i, 0, 0 );
+ vertices[ i + 1 + 1 * TILE_RESOLUTION ] = v3( TILE_RESOLUTION, i, 0 );
+ vertices[ i + 1 + 2 * TILE_RESOLUTION ] = v3( TILE_RESOLUTION - i, TILE_RESOLUTION, 0 );
+ vertices[ i + 1 + 3 * TILE_RESOLUTION ] = v3( 0, TILE_RESOLUTION - i, 0 );
}
- array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, PATCH_RESOLUTION * 12 );
+ array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, TILE_RESOLUTION * 12 );
- for( u32 i = 0; i < PATCH_RESOLUTION * 4; i++ ) {
+ for( u32 i = 0; i < TILE_RESOLUTION * 4; i++ ) {
indices[ i * 3 + 0 ] = 0;
indices[ i * 3 + 1 ] = i + 1;
indices[ i * 3 + 2 ] = i + 2;
@@ -273,7 +273,7 @@ GAME_INIT( game_init ) {
array< v3 > vertices = alloc_array< v3 >( &mem->persistent_arena, PATCH_VERT_RESOLUTION * 8 );
size_t n = 0;
- u32 offset = PATCH_RESOLUTION;
+ u32 offset = TILE_RESOLUTION;
for( u32 i = 0; i < PATCH_VERT_RESOLUTION; i++ ) {
vertices[ n++ ] = v3( offset + i + 1, 0, 0 );
@@ -297,12 +297,12 @@ GAME_INIT( game_init ) {
ASSERT( n == vertices.n );
- array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, PATCH_RESOLUTION * 24 );
+ array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, TILE_RESOLUTION * 24 );
n = 0;
- for( u32 i = 0; i < PATCH_RESOLUTION * 4; i++ ) {
+ for( u32 i = 0; i < TILE_RESOLUTION * 4; i++ ) {
// the arms shouldn't be connected to each other
- u32 arm = i / PATCH_RESOLUTION;
+ u32 arm = i / TILE_RESOLUTION;
u32 bl = ( arm + i ) * 2 + 0;
u32 br = ( arm + i ) * 2 + 1;
@@ -404,25 +404,25 @@ GAME_INIT( game_init ) {
// horizontal vertices
for( u32 i = 0; i < PATCH_VERT_RESOLUTION * 2; i++ ) {
- vertices[ n++ ] = v3( i - float( PATCH_RESOLUTION ), 0, 0 );
- vertices[ n++ ] = v3( i - float( PATCH_RESOLUTION ), 1, 0 );
+ vertices[ n++ ] = v3( i - float( TILE_RESOLUTION ), 0, 0 );
+ vertices[ n++ ] = v3( i - float( TILE_RESOLUTION ), 1, 0 );
}
size_t start_of_vertical = n;
// vertical vertices
for( u32 i = 0; i < PATCH_VERT_RESOLUTION * 2; i++ ) {
- vertices[ n++ ] = v3( 0, i - float( PATCH_RESOLUTION ), 0 );
- vertices[ n++ ] = v3( 1, i - float( PATCH_RESOLUTION ), 0 );
+ vertices[ n++ ] = v3( 0, i - float( TILE_RESOLUTION ), 0 );
+ vertices[ n++ ] = v3( 1, i - float( TILE_RESOLUTION ), 0 );
}
ASSERT( n == vertices.n );
- array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, PATCH_RESOLUTION * 24 + 6 );
+ array< u32 > indices = alloc_array< u32 >( &mem->persistent_arena, TILE_RESOLUTION * 24 + 6 );
n = 0;
// horizontal indices
- for( u32 i = 0; i < PATCH_RESOLUTION * 2 + 1; i++ ) {
+ for( u32 i = 0; i < TILE_RESOLUTION * 2 + 1; i++ ) {
u32 bl = i * 2 + 0;
u32 br = i * 2 + 1;
u32 tl = i * 2 + 2;
@@ -437,8 +437,8 @@ GAME_INIT( game_init ) {
}
// vertical indices
- for( u32 i = 0; i < PATCH_RESOLUTION * 2 + 1; i++ ) {
- if( i == PATCH_RESOLUTION )
+ for( u32 i = 0; i < TILE_RESOLUTION * 2 + 1; i++ ) {
+ if( i == TILE_RESOLUTION )
continue;
u32 bl = i * 2 + 0;
@@ -499,8 +499,8 @@ GAME_INIT( game_init ) {
// generate skirt mesh
{
- float scale = checked_cast< float >( u32( 1 ) << ( NUM_LODS - 1 ) );
- v2 base = -v2( checked_cast< float >( PATCH_RESOLUTION << NUM_LODS ) );
+ float scale = checked_cast< float >( u32( 1 ) << ( NUM_CLIPMAP_LEVELS - 1 ) );
+ v2 base = -v2( checked_cast< float >( TILE_RESOLUTION << NUM_CLIPMAP_LEVELS ) );
v2 clipmap_tl = base;
v2 clipmap_br = clipmap_tl + v2( CLIPMAP_RESOLUTION * scale );
@@ -798,13 +798,13 @@ GAME_FRAME( game_frame ) {
renderer_draw_mesh( clipmap.gpu.cross, render_state );
}
- for( u32 l = 0; l < NUM_LODS; l++ ) {
+ for( u32 l = 0; l < NUM_CLIPMAP_LEVELS; l++ ) {
float scale = checked_cast< float >( u32( 1 ) << l );
v2 snapped_pos = floorf( game->frozen_pos.xy() / scale ) * scale;
// draw tiles
- v2 tile_size = v2( checked_cast< float >( PATCH_RESOLUTION << l ) );
- v2 base = snapped_pos - v2( checked_cast< float >( PATCH_RESOLUTION << ( l + 1 ) ) );
+ v2 tile_size = v2( checked_cast< float >( TILE_RESOLUTION << l ) );
+ v2 base = snapped_pos - v2( checked_cast< float >( TILE_RESOLUTION << ( l + 1 ) ) );
for( int x = 0; x < 4; x++ ) {
for( int y = 0; y < 4; y++ ) {
@@ -838,7 +838,7 @@ GAME_FRAME( game_frame ) {
renderer_draw_mesh( clipmap.gpu.filler, render_state );
}
- if( l != NUM_LODS - 1 ) {
+ if( l != NUM_CLIPMAP_LEVELS - 1 ) {
float next_scale = scale * 2.0f;
v2 next_snapped_pos = floorf( game->frozen_pos.xy() / next_scale ) * next_scale;
@@ -858,7 +858,7 @@ GAME_FRAME( game_frame ) {
// draw seam
{
- v2 next_base = next_snapped_pos - v2( checked_cast< float >( PATCH_RESOLUTION << ( l + 1 ) ) );
+ v2 next_base = next_snapped_pos - v2( checked_cast< float >( TILE_RESOLUTION << ( l + 1 ) ) );
render_state.uniforms[ UNIFORMS_MODEL ] = rotation_uniforms[ 0 ];
render_state.uniforms[ UNIFORMS_CLIPMAP ] = renderer_uniforms( next_base, scale );
@@ -870,7 +870,7 @@ GAME_FRAME( game_frame ) {
// draw skirts
{
- float scale = checked_cast< float >( u32( 1 ) << ( NUM_LODS - 1 ) );
+ float scale = checked_cast< float >( u32( 1 ) << ( NUM_CLIPMAP_LEVELS - 1 ) );
RenderState skirt_render_state;
skirt_render_state.shader = get_shader( SHADER_CLIPMAP_SKIRT );