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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-25 14:14:46 -04:00
kill off // comments
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@ -6,7 +6,7 @@
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void Block_Reset(Game* game) {
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Block_Init();
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/* TODO: Make this part of TerrainAtlas2D maybe? */
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//Block_RecalculateSpriteBB(game->TerrainAtlas.AtlasBitmap);
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/* Block_RecalculateSpriteBB(game->TerrainAtlas.AtlasBitmap); */
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}
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void Block_Init() {
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@ -105,7 +105,7 @@ void Block_ResetProps(BlockID block) {
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}
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Int32 Block_FindID(String* name) {
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for (Int32 i = 0; i < Block_Count; i++) {
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for (Int32 i = BlockID_Air; i < Block_Count; i++) {
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if (String_CaselessEquals(&Block_Name[i], name)) return i;
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}
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return -1;
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@ -140,7 +140,6 @@ String Block_DefaultName(BlockID block) {
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}
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static void Block_SplitUppercase(String* buffer, String* blockNames, Int32 start, Int32 end) {
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Int32 index = 0;
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for (Int32 i = start; i < end; i++) {
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UInt8 c = String_CharAt(blockNames, i);
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bool upper = Char_IsUpper(c) && i > start;
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@ -244,7 +243,7 @@ UInt8 Block_CalcLightOffset(BlockID block) {
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}
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void Block_RecalculateSpriteBB(Bitmap* bmp) {
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for (Int32 i = 0; i < Block_Count; i++) {
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for (Int32 i = BlockID_Air; i < Block_Count; i++) {
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if (Block_Draw[i] != DrawType_Sprite) continue;
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Block_RecalculateBB((BlockID)i, bmp);
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}
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@ -320,11 +319,11 @@ Real32 Block_GetSpriteBB_RightX(Int32 size, Int32 tileX, Int32 tileY, Bitmap* bm
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void Block_UpdateCullingAll() {
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for (Int32 block = 0; block < Block_Count; block++)
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for (Int32 block = BlockID_Air; block < Block_Count; block++)
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Block_CanStretch[block] = 0x3F;
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for (Int32 block = 1; block < Block_Count; block++) {
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for (Int32 neighbour = 1; neighbour < Block_Count; neighbour++) {
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for (Int32 block = BlockID_Air; block < Block_Count; block++) {
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for (Int32 neighbour = BlockID_Air; neighbour < Block_Count; neighbour++) {
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Block_CalcCulling((BlockID)block, (BlockID)neighbour);
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}
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}
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@ -333,7 +332,7 @@ void Block_UpdateCullingAll() {
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void Block_UpdateCulling(BlockID block) {
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Block_CanStretch[block] = 0x3F;
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for (Int32 other = 1; other < Block_Count; other++) {
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for (Int32 other = BlockID_Air; other < Block_Count; other++) {
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Block_CalcCulling(block, (BlockID)other);
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Block_CalcCulling((BlockID)other, block);
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}
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@ -210,6 +210,7 @@
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<ClCompile Include="EventHandler.c" />
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<ClCompile Include="ExtMath.c" />
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<ClCompile Include="FastColour.c" />
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<ClCompile Include="Funcs.c" />
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<ClCompile Include="GraphicsCommon.c" />
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<ClCompile Include="Matrix.c" />
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<ClCompile Include="Noise.c" />
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@ -93,9 +93,6 @@
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<ClInclude Include="Compiler.h">
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<Filter>Header Files\Defines</Filter>
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</ClInclude>
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<ClInclude Include="Funcs.h">
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<Filter>Header Files\Defines</Filter>
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</ClInclude>
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<ClInclude Include="Platform.h">
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<Filter>Header Files\Platform</Filter>
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</ClInclude>
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@ -171,6 +168,9 @@
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<ClInclude Include="WorldEvents.h">
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<Filter>Header Files\Events</Filter>
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</ClInclude>
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<ClInclude Include="Funcs.h">
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<Filter>Header Files\Utils</Filter>
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</ClInclude>
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</ItemGroup>
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<ItemGroup>
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<ClCompile Include="NotchyGenerator.c">
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@ -239,5 +239,8 @@
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<ClCompile Include="VertexStructs.c">
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<Filter>Source Files\Math</Filter>
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</ClCompile>
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<ClCompile Include="Funcs.c">
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<Filter>Source Files\Utils</Filter>
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</ClCompile>
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</ItemGroup>
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</Project>
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@ -6,12 +6,12 @@
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*/
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// The following ifdef block is the standard way of creating macros which make exporting
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// from a DLL simpler. All files within this DLL are compiled with the CLIENT_EXPORTS
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// symbol defined on the command line. This symbol should not be defined on any project
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// that uses this DLL. This way any other project whose source files include this file see
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// CLIENT_API functions as being imported from a DLL, whereas this DLL sees symbols
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// defined with this macro as being exported.
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/* The following ifdef block is the standard way of creating macros which make exporting
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from a DLL simpler. All files within this DLL are compiled with the CLIENT_EXPORTS
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symbol defined on the command line. This symbol should not be defined on any project
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that uses this DLL. This way any other project whose source files include this file see
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CLIENT_API functions as being imported from a DLL, whereas this DLL sees symbols
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defined with this macro as being exported.*/
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#ifdef CLIENT_EXPORTS
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#define CLIENT_FUNC __declspec(dllexport)
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@ -1,10 +1,8 @@
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// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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#include "GraphicsAPI.h"
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#include "D3D9Api.h"
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#include "ErrorHandler.h"
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#include "GraphicsEnums.h"
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#define USE_DX true
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#ifdef USE_DX
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IDirect3D9* d3d;
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@ -23,7 +21,7 @@ ErrorHandler_CheckOrFail(hresult, name)
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void Gfx_Init(Game* game) {
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// TODO: EVERYTHING ELSE
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/* TODO: EVERYTHING ELSE */
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viewStack.Type = D3DTS_VIEW;
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projStack.Type = D3DTS_PROJECTION;
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texStack.Type = D3DTS_TEXTURE0;
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@ -45,7 +43,7 @@ void Gfx_SetFog(bool enabled) {
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D3D9_SetRenderState((UInt32)enabled, D3DRS_FOGENABLE, "D3D9_SetFog");
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}
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UInt32 d3d9_fogCol = 0xFF000000; // black
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UInt32 d3d9_fogCol = 0xFF000000; /* black */
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void Gfx_SetFogColour(FastColour col) {
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if (col.Packed == d3d9_fogCol) return;
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@ -179,7 +177,7 @@ void Gfx_SetMatrixMode(Int32 matrixType) {
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void Gfx_LoadMatrix(Matrix* matrix) {
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if (curStack == &texStack) {
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matrix->Row2.X = matrix->Row3.X; // NOTE: this hack fixes the texture movements.
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matrix->Row2.X = matrix->Row3.X; /* NOTE: this hack fixes the texture movements. */
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IDirect3DDevice9_SetTextureStageState(device, 0, D3DTSS_TEXTURETRANSFORMFLAGS, D3DTTFF_COUNT2);
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}
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@ -30,6 +30,6 @@ bool FastColour_Equals(FastColour a, FastColour b);
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/* Multiplies the RGB components by t, where t is in [0, 1] */
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FastColour FastColour_Scale(FastColour value, Real32 t);
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// TODO: actual constant values? may need to rethink FastColour
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/* TODO: actual constant values? may need to rethink FastColour */
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#define FastColour_White FastColour_Create3(255, 255, 255)
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#endif
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@ -37,7 +37,7 @@ Int32 Gfx_ContextLostCount;
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Event_Void Gfx_ContextRecreated[EventHandler_Size];
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Int32 Gfx_ContextRecreatedCount;
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// TODO: IMPLEMENT THIS
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/* TODO: IMPLEMENT THIS */
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/* /// <summary> Delegate that is invoked when the current context is lost,
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/// and is repeatedly invoked until the context can be retrieved. </summary>
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public Action<ScheduledTask> LostContextFunction;*/
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@ -77,8 +77,8 @@ void GfxCommon_Draw2DTexture(Texture* tex, FastColour col) {
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void GfxCommon_Make2DQuad(Texture* tex, FastColour col, VertexP3fT2fC4b** vertices) {
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Real32 x1 = tex->X, y1 = tex->Y, x2 = tex->X + tex->Width, y2 = tex->Y + tex->Height;
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#if USE_DX
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// NOTE: see "https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx",
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// i.e. the msdn article called "Directly Mapping Texels to Pixels (Direct3D 9)" for why we have to do this.
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/* NOTE: see "https://msdn.microsoft.com/en-us/library/windows/desktop/bb219690(v=vs.85).aspx",
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// i.e. the msdn article called "Directly Mapping Texels to Pixels (Direct3D 9)" for why we have to do this. */
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x1 -= 0.5f; x2 -= 0.5f;
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y1 -= 0.5f; y2 -= 0.5f;
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#endif
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@ -103,7 +103,7 @@ void GfxCommon_Mode2D(Real32 width, Real32 height, bool setFog) {
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void GfxCommon_Mode3D(bool setFog) {
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Gfx_SetMatrixMode(MatrixType_Projection);
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Gfx_PopMatrix(); // Get rid of orthographic 2D matrix.
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Gfx_PopMatrix(); /* Get rid of orthographic 2D matrix. */
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Gfx_SetMatrixMode(MatrixType_Modelview);
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Gfx_PopMatrix();
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@ -5,7 +5,7 @@
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Copyright 2017 ClassicalSharp | Licensed under BSD-3
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*/
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// forward declaration
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/* forward declaration */
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typedef struct Vector3_ Vector3;
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typedef struct Vector4 { Real32 X, Y, Z, W; } Vector4;
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@ -1,7 +1,4 @@
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// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
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#include "Random.h"
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// Based on https://docs.oracle.com/javase/7/docs/api/java/util/Random.html
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#define value (0x5DEECE66DLL)
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#define mask ((1LL << 48) - 1)
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#define USE16_BIT FALSE
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#define STRING_SIZE 64
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// TODO: put this in project defines, not here
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#define USE_DX true
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#endif
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@ -15,7 +15,7 @@ typedef struct VertexP3fC4b {
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void VertexP3C4b_Set(VertexP3fC4b* target, Real32 x, Real32 y, Real32 z, FastColour col);
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// 3 * 4 + 4 * 1
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/* 3 * 4 + 4 * 1 */
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#define VertexP3fC4b_Size 16
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@ -29,6 +29,6 @@ typedef struct VertexP3fT2fC4b {
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void VertexP3fT2fC4b_Set(VertexP3fT2fC4b* target, Real32 x, Real32 y, Real32 z,
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Real32 u, Real32 v, FastColour col);
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// 3 * 4 + 2 * 4 + 4 * 1
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/* 3 * 4 + 2 * 4 + 4 * 1 */
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#define VertexP3fT2fC4b_Size 24;
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#endif
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@ -21,7 +21,7 @@ void Platform_MemFree(void* mem) {
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void Platform_MemSet(void* dst, UInt8 value, UInt32 numBytes) {
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UInt8* dstByte = (UInt8*)dst;
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// TODO: massively slow
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/* TODO: massively slow */
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for (UInt32 i = 0; i < numBytes; i++) {
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*dstByte++ = value;
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}
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@ -30,7 +30,7 @@ void Platform_MemSet(void* dst, UInt8 value, UInt32 numBytes) {
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void Platform_MemCpy(void* dst, void* src, UInt32 numBytes) {
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UInt8* dstByte = (UInt8*)dst;
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UInt8* srcByte = (UInt8*)src;
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// TODO: massively slow
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/* TODO: massively slow */
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for (UInt32 i = 0; i < numBytes; i++) {
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*dstByte++ = *srcByte++;
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}
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@ -38,7 +38,7 @@ void Platform_MemCpy(void* dst, void* src, UInt32 numBytes) {
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void Platform_Log(String message) {
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// TODO: log to console
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/* TODO: log to console */
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}
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@ -38,7 +38,7 @@ UInt8 World_Uuid[16];
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/* Current terrain.png or texture pack url of this map. */
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String World_TextureUrl;
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// TODO: how to initalise this string
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/* TODO: how to initalise this string */
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/* Resets all of the properties to their defaults. */
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