diff options
Diffstat (limited to 'src/chunk-render.cpp')
-rw-r--r-- | src/chunk-render.cpp | 32 |
1 files changed, 16 insertions, 16 deletions
diff --git a/src/chunk-render.cpp b/src/chunk-render.cpp index b5e14926..7f4761e0 100644 --- a/src/chunk-render.cpp +++ b/src/chunk-render.cpp @@ -9,8 +9,8 @@ namespace floormat { -template<std::size_t N = 1> -static auto make_index_array(std::size_t max) +template<size_t N = 1> +static auto make_index_array(size_t max) { std::array<std::array<UnsignedShort, 6>, N*TILE_COUNT> array; // NOLINT(cppcoreguidelines-pro-type-member-init) for (auto i = 0_uz; i < max; i++) @@ -21,23 +21,23 @@ static auto make_index_array(std::size_t max) auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple { if (!_ground_modified) - return { ground_mesh, ground_indexes, std::size_t(ground_mesh.count()/6) }; + return { ground_mesh, ground_indexes, size_t(ground_mesh.count()/6) }; _ground_modified = false; - std::size_t count = 0; + size_t count = 0; for (auto i = 0_uz; i < TILE_COUNT; i++) if (_ground_atlases[i]) - ground_indexes[count++] = std::uint8_t(i); + ground_indexes[count++] = uint8_t(i); std::sort(ground_indexes.begin(), ground_indexes.begin() + count, - [this](std::uint8_t a, std::uint8_t b) { + [this](uint8_t a, uint8_t b) { return _ground_atlases[a] < _ground_atlases[b]; }); std::array<std::array<vertex, 4>, TILE_COUNT> vertexes; for (auto k = 0_uz; k < count; k++) { - const std::uint8_t i = ground_indexes[k]; + const uint8_t i = ground_indexes[k]; const auto& atlas = _ground_atlases[i]; const local_coords pos{i}; const auto quad = atlas->floor_quad(Vector3(pos) * TILE_SIZE, TILE_SIZE2); @@ -55,7 +55,7 @@ auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple GL::Mesh mesh{GL::MeshPrimitive::Triangles}; mesh.addVertexBuffer(GL::Buffer{vertex_view}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(GL::Buffer{vert_index_view}, 0, GL::MeshIndexType::UnsignedShort) - .setCount(std::int32_t(6 * count)); + .setCount(int32_t(6 * count)); ground_mesh = Utility::move(mesh); return { ground_mesh, ground_indexes, count }; } @@ -63,23 +63,23 @@ auto chunk::ensure_ground_mesh() noexcept -> ground_mesh_tuple auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple { if (!_walls_modified) - return { wall_mesh, wall_indexes, std::size_t(wall_mesh.count()/6) }; + return { wall_mesh, wall_indexes, size_t(wall_mesh.count()/6) }; _walls_modified = false; - std::size_t count = 0; + size_t count = 0; for (auto i = 0_uz; i < TILE_COUNT*2; i++) if (_wall_atlases[i]) - wall_indexes[count++] = std::uint16_t(i); + wall_indexes[count++] = uint16_t(i); std::sort(wall_indexes.begin(), wall_indexes.begin() + count, - [this](std::uint16_t a, std::uint16_t b) { + [this](uint16_t a, uint16_t b) { return _wall_atlases[a] < _wall_atlases[b]; }); std::array<std::array<vertex, 4>, TILE_COUNT*2> vertexes; for (auto k = 0_uz; k < count; k++) { - const std::uint16_t i = wall_indexes[k]; + const uint16_t i = wall_indexes[k]; const auto& atlas = _wall_atlases[i]; const auto& variant = _wall_variants[i]; const local_coords pos{i / 2u}; @@ -99,7 +99,7 @@ auto chunk::ensure_wall_mesh() noexcept -> wall_mesh_tuple GL::Mesh mesh{GL::MeshPrimitive::Triangles}; mesh.addVertexBuffer(GL::Buffer{vertex_view}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(GL::Buffer{vert_index_view}, 0, GL::MeshIndexType::UnsignedShort) - .setCount(std::int32_t(6 * count)); + .setCount(int32_t(6 * count)); wall_mesh = Utility::move(mesh); return { wall_mesh, wall_indexes, count }; } @@ -113,7 +113,7 @@ auto chunk::ensure_scenery_mesh() noexcept -> scenery_mesh_tuple _scenery_modified = false; const auto count = fm_begin( - std::size_t ret = 0; + size_t ret = 0; for (const auto& e : _entities) ret += !e->is_dynamic(); return ret; @@ -149,7 +149,7 @@ auto chunk::ensure_scenery_mesh() noexcept -> scenery_mesh_tuple GL::Mesh mesh{GL::MeshPrimitive::Triangles}; mesh.addVertexBuffer(GL::Buffer{scenery_vertexes}, 0, tile_shader::Position{}, tile_shader::TextureCoordinates{}, tile_shader::Depth{}) .setIndexBuffer(GL::Buffer{scenery_indexes}, 0, GL::MeshIndexType::UnsignedShort) - .setCount(std::int32_t(6 * count)); + .setCount(int32_t(6 * count)); scenery_mesh = Utility::move(mesh); } return { scenery_mesh, }; |