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-rw-r--r--main/draw.cpp20
1 files changed, 10 insertions, 10 deletions
diff --git a/main/draw.cpp b/main/draw.cpp
index 84d90f65..5c36e8d1 100644
--- a/main/draw.cpp
+++ b/main/draw.cpp
@@ -43,7 +43,7 @@ void main_impl::recalc_viewport(Vector2i fb_size, Vector2i win_size) noexcept
global_coords main_impl::pixel_to_tile(Vector2d position) const noexcept
{
auto vec = pixel_to_tile_(position);
- const auto x = (std::int32_t)std::floor(vec[0]), y = (std::int32_t)std::floor(vec[1]);
+ const auto x = (int32_t)std::floor(vec[0]), y = (int32_t)std::floor(vec[1]);
return { x, y };
}
@@ -57,7 +57,7 @@ Vector2d main_impl::pixel_to_tile_(Vector2d position) const noexcept
auto main_impl::get_draw_bounds() const noexcept -> draw_bounds
{
- using limits = std::numeric_limits<std::int16_t>;
+ using limits = std::numeric_limits<int16_t>;
auto x0 = limits::max(), x1 = limits::min(), y0 = limits::max(), y1 = limits::min();
const auto win = Vector2d(window_size());
@@ -82,7 +82,7 @@ auto main_impl::get_draw_bounds() const noexcept -> draw_bounds
void main_impl::update_collect_threshold()
{
const auto [minx, maxx, miny, maxy] = get_draw_bounds();
- const auto value = std::max(64_uz, (std::size_t)(maxx-minx+4)*(std::size_t)(maxy-minx+4));
+ const auto value = std::max(64_uz, (size_t)(maxx-minx+4)*(size_t)(maxy-minx+4));
if (!(GL::Context::current().configurationFlags() & GL::Implementation::ContextConfigurationFlag::QuietLog))
fm_debug("collect threshold is now %zu", value);
_world.set_collect_threshold(value);
@@ -93,8 +93,8 @@ void main_impl::draw_world() noexcept
const auto [minx, maxx, miny, maxy] = get_draw_bounds();
const auto sz = window_size();
- for (std::int16_t y = miny; y <= maxy; y++)
- for (std::int16_t x = minx; x <= maxx; x++)
+ for (int16_t y = miny; y <= maxy; y++)
+ for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords pos{x, y};
if (!_world.contains(pos))
@@ -109,8 +109,8 @@ void main_impl::draw_world() noexcept
GL::Renderer::enable(GL::Renderer::Feature::DepthTest);
GL::defaultFramebuffer.clearDepthStencil(0, 0);
- for (std::int16_t y = miny; y <= maxy; y++)
- for (std::int16_t x = minx; x <= maxx; x++)
+ for (int16_t y = miny; y <= maxy; y++)
+ for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords pos{x, y};
auto& c = _world[pos];
@@ -125,8 +125,8 @@ void main_impl::draw_world() noexcept
GL::Renderer::setDepthMask(false);
- for (std::int16_t y = miny; y <= maxy; y++)
- for (std::int16_t x = minx; x <= maxx; x++)
+ for (int16_t y = miny; y <= maxy; y++)
+ for (int16_t x = minx; x <= maxx; x++)
{
const chunk_coords pos{x, y};
auto& c = _world[pos];
@@ -149,7 +149,7 @@ void main_impl::draw_world() noexcept
bool floormat_main::check_chunk_visible(const Vector2d& offset, const Vector2i& size) noexcept
{
constexpr Vector3d len = dTILE_SIZE * TILE_MAX_DIM20d;
- enum : std::size_t { x, y, };
+ enum : size_t { x, y, };
constexpr Vector2d p00 = tile_shader::project(Vector3d(0, 0, 0)),
p10 = tile_shader::project(Vector3d(len[x], 0, 0)),
p01 = tile_shader::project(Vector3d(0, len[y], 0)),