lots of whitespace

git-svn-id: svn://svn.code.sf.net/p/actiongame/code/trunk/ac@5265 e016b1c5-ed68-44aa-a2f7-31cac88cffde
This commit is contained in:
flowtron
2010-07-02 16:49:20 +00:00
parent fd3742ce79
commit 94dc526837
13 changed files with 126 additions and 77 deletions
+24 -20
View File
@@ -25,7 +25,7 @@ struct strips { vector<GLint> first; vector<GLsizei> count; };
struct stripbatch
{
int tex;
strips tris, tristrips, quads;
strips tris, tristrips, quads;
};
stripbatch skystrips = { DEFAULT_SKY };
@@ -80,7 +80,7 @@ void addstrip(int type, int tex, int start, int n)
{
if(minimap) return;
sb = &skystrips;
loopi(n) skyfloor = min(skyfloor, verts[start + i].z);
loopi(n) skyfloor = min(skyfloor, verts[start + i].z);
}
else
{
@@ -105,7 +105,8 @@ void addstrip(int type, int tex, int start, int n)
// leaves of all these functions, and are part of the cpu bottleneck on really slow
// machines, hence the macros.
#define vert(v1, v2, v3, ls, t1, t2) { \
#define vert(v1, v2, v3, ls, t1, t2) \
{ \
vertex &v = verts.add(); \
v.u = t1; v.v = t2; \
v.x = (float)(v1); v.y = (float)(v2); v.z = (float)(v3); \
@@ -127,7 +128,7 @@ VARP(texturescale, 16, 32, 64);
#define TEXTURESCALE float(texturescale)
int striptype = 0, striptex, oh, oy, ox, odir; // the o* vars are used by the stripification
int ol1r, ol1g, ol1b, ol2r, ol2g, ol2b;
int ol1r, ol1g, ol1b, ol2r, ol2g, ol2b;
float ofloor, oceil;
bool ohf;
int firstindex;
@@ -141,14 +142,16 @@ COMMAND(showmip, ARG_NONE);
VAR(mergestrips, 0, 1, 1);
#define stripend(verts) \
if(striptype) { \
if(striptype) \
{ \
int type = GL_TRIANGLE_STRIP, len = verts.length()-firstindex; \
if(mergestrips) switch(len) { \
if(mergestrips) switch(len) \
{ \
case 3: type = GL_TRIANGLES; break; \
case 4: type = GL_QUADS; swap(verts.last(), verts[verts.length()-2]); break; \
} \
addstrip(type, striptex, firstindex, len); \
striptype = 0; \
} \
addstrip(type, striptex, firstindex, len); \
striptype = 0; \
}
void finishstrips() { stripend(verts); }
@@ -200,7 +203,7 @@ void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l4, sqr
int lighterr = lighterror*2;
if((abs(ol1r-l3->r)<lighterr && abs(ol2r-l4->r)<lighterr // skip vertices if light values are close enough
&& abs(ol1g-l3->g)<lighterr && abs(ol2g-l4->g)<lighterr
&& abs(ol1b-l3->b)<lighterr && abs(ol2b-l4->b)<lighterr) || !wtex)
&& abs(ol1b-l3->b)<lighterr && abs(ol2b-l4->b)<lighterr) || !wtex)
{
verts.setsize(verts.length()-2);
nquads--;
@@ -208,10 +211,10 @@ void render_flat(int wtex, int x, int y, int size, int h, sqr *l1, sqr *l4, sqr
else
{
uchar *p1 = (uchar *)(&verts[verts.length()-1].r);
ol1r = p1[0];
ol1g = p1[1];
ol1r = p1[0];
ol1g = p1[1];
ol1b = p1[2];
uchar *p2 = (uchar *)(&verts[verts.length()-2].r);
uchar *p2 = (uchar *)(&verts[verts.length()-2].r);
ol2r = p2[0];
ol2g = p2[1];
ol2b = p2[2];
@@ -245,9 +248,9 @@ void render_flatdelta(int wtex, int x, int y, int size, float h1, float h4, floa
float xo = xf*x;
float yo = yf*y;
bool first = striptype!=STRIP_DELTA || x!=ox+size || striptex!=wtex || y!=oy;
bool first = striptype!=STRIP_DELTA || x!=ox+size || striptex!=wtex || y!=oy;
if(first)
if(first)
{
stripend(verts);
firstindex = verts.length();
@@ -269,7 +272,7 @@ void render_flatdelta(int wtex, int x, int y, int size, float h1, float h4, floa
if(isceil)
{
vert(x+size, y, h4, l4, xo+xs, yo);
vert(x+size, y+size, h3, l3, xo+xs, yo+ys);
vert(x+size, y+size, h3, l3, xo+xs, yo+ys);
}
else
{
@@ -330,7 +333,7 @@ void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil
float xo = xf*(x1==x2 ? min(y1,y2) : min(x1,x2));
bool first = striptype!=STRIP_WALL || striptex!=wtex || ox!=x1 || oy!=y1 || ofloor!=floor1 || oceil!=ceil1 || odir!=dir,
hf = floor1!=floor2 || ceil1!=ceil2;
hf = floor1!=floor2 || ceil1!=ceil2;
if(first)
{
@@ -356,7 +359,7 @@ void render_square(int wtex, float floor1, float floor2, float ceil1, float ceil
else // continue strip
{
int lighterr = lighterror*2;
if((!hf && !ohf)
if((!hf && !ohf)
&& ((abs(ol1r-l2->r)<lighterr && abs(ol1g-l2->g)<lighterr && abs(ol1b-l2->b)<lighterr) || !wtex)) // skip vertices if light values are close enough
{
verts.setsize(verts.length()-2);
@@ -402,7 +405,7 @@ void resetcubes()
sdark.r = sdark.g = sdark.b = 0;
resetwater();
}
}
struct shadowvertex { float u, v, x, y, z; };
vector<shadowvertex> shadowverts;
@@ -438,7 +441,8 @@ static void rendershadowstrips()
xtraverts += shadowverts.length();
}
#define shadowvert(v1, v2, v3) { \
#define shadowvert(v1, v2, v3) \
{ \
shadowvertex &v = shadowverts.add(); \
v.x = (float)(v1); v.y = (float)(v2); v.z = (float)(v3); \
}