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fix last commit
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6a74fd0408
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@ -591,7 +591,7 @@ static void UpdateBorderTextures(void) {
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#define Borders_HorOffset(block) (Blocks.RenderMinBB[block].X - Blocks.MinBB[block].X)
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#define Borders_YOffset(block) (Blocks.RenderMinBB[block].Y - Blocks.MinBB[block].Y)
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static void DrawBorderX(int x, int z1, int z2, int y1, int y2, PackedCol col, struct VertexTextured** vertices) {
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static void DrawBorderX(int x, int z1, int z2, int y1, int y2, PackedCol color, struct VertexTextured** vertices) {
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int endZ = z2, endY = y2, startY = y1, axisSize = EnvRenderer_AxisSize();
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float u2, v2;
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struct VertexTextured* v = *vertices;
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@ -605,16 +605,16 @@ static void DrawBorderX(int x, int z1, int z2, int y1, int y2, PackedCol col, st
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if (y2 > endY) y2 = endY;
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u2 = (float)z2 - (float)z1; v2 = (float)y2 - (float)y1;
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v->X = (float)x; v->Y = (float)y1; v->Z = (float)z1; v->Col = col; v->U = 0; v->V = v2; v++;
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v->X = (float)x; v->Y = (float)y2; v->Z = (float)z1; v->Col = col; v->U = 0; v->V = 0; v++;
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v->X = (float)x; v->Y = (float)y2; v->Z = (float)z2; v->Col = col; v->U = u2; v->V = 0; v++;
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v->X = (float)x; v->Y = (float)y1; v->Z = (float)z2; v->Col = col; v->U = u2; v->V = v2; v++;
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v->X = (float)x; v->Y = (float)y1; v->Z = (float)z1; v->Col = color; v->U = 0; v->V = v2; v++;
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v->X = (float)x; v->Y = (float)y2; v->Z = (float)z1; v->Col = color; v->U = 0; v->V = 0; v++;
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v->X = (float)x; v->Y = (float)y2; v->Z = (float)z2; v->Col = color; v->U = u2; v->V = 0; v++;
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v->X = (float)x; v->Y = (float)y1; v->Z = (float)z2; v->Col = color; v->U = u2; v->V = v2; v++;
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}
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}
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*vertices = v;
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}
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static void DrawBorderZ(int z, int x1, int x2, int y1, int y2, PackedCol col, struct VertexTextured** vertices) {
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static void DrawBorderZ(int z, int x1, int x2, int y1, int y2, PackedCol color, struct VertexTextured** vertices) {
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int endX = x2, endY = y2, startY = y1, axisSize = EnvRenderer_AxisSize();
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float u2, v2;
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struct VertexTextured* v = *vertices;
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@ -628,16 +628,16 @@ static void DrawBorderZ(int z, int x1, int x2, int y1, int y2, PackedCol col, st
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if (y2 > endY) y2 = endY;
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u2 = (float)x2 - (float)x1; v2 = (float)y2 - (float)y1;
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v->X = (float)x1; v->Y = (float)y1; v->Z = (float)z; v->Col = col; v->U = 0; v->V = v2; v++;
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v->X = (float)x1; v->Y = (float)y2; v->Z = (float)z; v->Col = col; v->U = 0; v->V = 0; v++;
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v->X = (float)x2; v->Y = (float)y2; v->Z = (float)z; v->Col = col; v->U = u2; v->V = 0; v++;
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v->X = (float)x2; v->Y = (float)y1; v->Z = (float)z; v->Col = col; v->U = u2; v->V = v2; v++;
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v->X = (float)x1; v->Y = (float)y1; v->Z = (float)z; v->Col = color; v->U = 0; v->V = v2; v++;
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v->X = (float)x1; v->Y = (float)y2; v->Z = (float)z; v->Col = color; v->U = 0; v->V = 0; v++;
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v->X = (float)x2; v->Y = (float)y2; v->Z = (float)z; v->Col = color; v->U = u2; v->V = 0; v++;
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v->X = (float)x2; v->Y = (float)y1; v->Z = (float)z; v->Col = color; v->U = u2; v->V = v2; v++;
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}
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}
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*vertices = v;
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}
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static void DrawBorderY(int x1, int z1, int x2, int z2, float y, PackedCol col, float offset, float yOffset, struct VertexTextured** vertices) {
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static void DrawBorderY(int x1, int z1, int x2, int z2, float y, PackedCol color, float offset, float yOffset, struct VertexTextured** vertices) {
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int endX = x2, endZ = z2, startZ = z1, axisSize = EnvRenderer_AxisSize();
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float u2, v2;
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struct VertexTextured* v = *vertices;
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@ -652,10 +652,10 @@ static void DrawBorderY(int x1, int z1, int x2, int z2, float y, PackedCol col,
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if (z2 > endZ) z2 = endZ;
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u2 = (float)x2 - (float)x1; v2 = (float)z2 - (float)z1;
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v->X = (float)x1 + offset; v->Y = yy; v->Z = (float)z1 + offset; v->Col = col; v->U = 0; v->V = 0; v++;
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v->X = (float)x1 + offset; v->Y = yy; v->Z = (float)z2 + offset; v->Col = col; v->U = 0; v->V = v2; v++;
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v->X = (float)x2 + offset; v->Y = yy; v->Z = (float)z2 + offset; v->Col = col; v->U = u2; v->V = v2; v++;
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v->X = (float)x2 + offset; v->Y = yy; v->Z = (float)z1 + offset; v->Col = col; v->U = u2; v->V = 0; v++;
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v->X = (float)x1 + offset; v->Y = yy; v->Z = (float)z1 + offset; v->Col = color; v->U = 0; v->V = 0; v++;
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v->X = (float)x1 + offset; v->Y = yy; v->Z = (float)z2 + offset; v->Col = color; v->U = 0; v->V = v2; v++;
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v->X = (float)x2 + offset; v->Y = yy; v->Z = (float)z2 + offset; v->Col = color; v->U = u2; v->V = v2; v++;
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v->X = (float)x2 + offset; v->Y = yy; v->Z = (float)z1 + offset; v->Col = color; v->U = u2; v->V = 0; v++;
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}
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}
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*vertices = v;
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@ -664,7 +664,7 @@ static void DrawBorderY(int x1, int z1, int x2, int z2, float y, PackedCol col,
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static void UpdateMapSides(void) {
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Rect2D rects[4], r;
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BlockID block;
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PackedCol col;
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PackedCol color;
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int y, y1, y2;
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int i;
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struct VertexTextured* data;
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@ -690,12 +690,12 @@ static void UpdateMapSides(void) {
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VERTEX_FORMAT_TEXTURED, sides_vertices);
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sides_fullBright = Blocks.FullBright[block];
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col = sides_fullBright ? PACKEDCOL_WHITE : Env.ShadowCol;
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Block_Tint(col, block)
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color = sides_fullBright ? PACKEDCOL_WHITE : Env.ShadowCol;
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Block_Tint(color, block)
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for (i = 0; i < 4; i++) {
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r = rects[i];
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DrawBorderY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, (float)y, col,
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DrawBorderY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, (float)y, color,
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0, Borders_YOffset(block), &data);
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}
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@ -703,11 +703,11 @@ static void UpdateMapSides(void) {
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y1 = 0; y2 = y;
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if (y < 0) { y1 = y; y2 = 0; }
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DrawBorderY(0, 0, World.Width, World.Length, 0, col, 0, 0, &data);
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DrawBorderZ(0, 0, World.Width, y1, y2, col, &data);
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DrawBorderZ(World.Length, 0, World.Width, y1, y2, col, &data);
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DrawBorderX(0, 0, World.Length, y1, y2, col, &data);
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DrawBorderX(World.Width, 0, World.Length, y1, y2, col, &data);
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DrawBorderY(0, 0, World.Width, World.Length, 0, color, 0, 0, &data);
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DrawBorderZ(0, 0, World.Width, y1, y2, color, &data);
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DrawBorderZ(World.Length, 0, World.Width, y1, y2, color, &data);
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DrawBorderX(0, 0, World.Length, y1, y2, color, &data);
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DrawBorderX(World.Width, 0, World.Length, y1, y2, color, &data);
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Gfx_UnlockVb(sides_vb);
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}
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@ -715,7 +715,7 @@ static void UpdateMapSides(void) {
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static void UpdateMapEdges(void) {
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Rect2D rects[4], r;
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BlockID block;
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PackedCol col;
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PackedCol color;
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float y;
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int i;
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struct VertexTextured* data;
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@ -736,13 +736,13 @@ static void UpdateMapEdges(void) {
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VERTEX_FORMAT_TEXTURED, edges_vertices);
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edges_fullBright = Blocks.FullBright[block];
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col = edges_fullBright ? PACKEDCOL_WHITE : Env.SunCol;
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Block_Tint(col, block)
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color = edges_fullBright ? PACKEDCOL_WHITE : Env.SunCol;
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Block_Tint(color, block)
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y = (float)Env.EdgeHeight;
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for (i = 0; i < 4; i++) {
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r = rects[i];
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DrawBorderY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, y, col,
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DrawBorderY(r.X, r.Y, r.X + r.Width, r.Y + r.Height, y, color,
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Borders_HorOffset(block), Borders_YOffset(block), &data);
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}
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Gfx_UnlockVb(edges_vb);
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@ -363,7 +363,7 @@ void Gfx_SetFogCol(PackedCol color) {
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rgba[3] = PackedCol_A(color) / 255.0f;
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glFogfv(GL_FOG_COLOR, rgba);
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gfx_fogColor = col;
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gfx_fogColor = color;
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}
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void Gfx_SetFogDensity(float value) {
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