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https://github.com/ClassiCube/ClassiCube.git
synced 2025-09-24 21:53:04 -04:00
Replace // with /* comments
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@ -212,7 +212,7 @@ void BordersRenderer_RebuildEdges(Int32 y, Int32 axisSize) {
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for (i = 0; i < 4; i++) {
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Rectangle r = borders_rects[i];
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borders_edgesVertices += Math_CountVertices(r.Width, r.Height, axisSize); // YPlanes outside
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borders_edgesVertices += Math_CountVertices(r.Width, r.Height, axisSize); /* YPlanes outside */
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}
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VertexP3fT2fC4b v[4096];
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@ -5,10 +5,14 @@
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#include "Funcs.h"
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#include "Lighting.h"
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Builder_Offsets = { -1, 1, -EXTCHUNK_SIZE, EXTCHUNK_SIZE, EXTCHUNK_SIZE_2, EXTCHUNK_SIZE_2 };
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void Builder_Init(void) {
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Builder_WhiteCol = PackedCol_White;
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Builder_Offsets[Face_XMin] = -1;
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Builder_Offsets[Face_XMax] = 1;
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Builder_Offsets[Face_ZMin] = -EXTCHUNK_SIZE;
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Builder_Offsets[Face_ZMax] = EXTCHUNK_SIZE;
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Builder_Offsets[Face_YMin] = -EXTCHUNK_SIZE_2;
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Builder_Offsets[Face_YMax] = EXTCHUNK_SIZE_2;
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}
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void Builder_SetDefault(void) {
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@ -50,7 +50,7 @@ void ChunkSorter_QuickSort(Int32 left, Int32 right) {
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while (left < right) {
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Int32 i = left, j = right;
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UInt32 pivot = keys[(i + j) / 2];
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// partition the list
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/* partition the list */
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while (i <= j) {
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while (pivot > keys[i]) i++;
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while (pivot < keys[j]) j--;
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@ -62,7 +62,7 @@ void ChunkSorter_QuickSort(Int32 left, Int32 right) {
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}
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}
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// recurse into the smaller subset
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/* recurse into the smaller subset */
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if (j - left <= right - i) {
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if (left < j) QuickSort(left, j);
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left = i;
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@ -37,7 +37,7 @@ BlockID EnvRenderer_BlockOn(Real32* fogDensity, PackedCol* fogCol) {
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*fogCol = Block_FogColour[block];
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} else {
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*fogDensity = 0.0f;
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// Blend fog and sky together
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/* Blend fog and sky together */
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Real32 blend = EnvRenderer_BlendFactor(Game_ViewDistance);
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*fogCol = PackedCol_Lerp(WorldEnv_FogCol, WorldEnv_SkyCol, blend);
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}
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@ -61,7 +61,7 @@ void EnvRenderer_RenderClouds(Real64 delta) {
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Real32 offset = (Real32)(time / 2048.0f * 0.6f * WorldEnv_CloudsSpeed);
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Gfx_SetMatrixMode(MatrixType_Texture);
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Matrix matrix = Matrix_Identity; matrix.Row3.X = offset; // translate X axis
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Matrix matrix = Matrix_Identity; matrix.Row3.X = offset; /* translate X axis */
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Gfx_LoadMatrix(&matrix);
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Gfx_SetMatrixMode(MatrixType_Modelview);
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@ -23,7 +23,7 @@ bool FrustumCulling_SphereInFrustum(Real32 x, Real32 y, Real32 z, Real32 radius)
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d = frustum40 * x + frustum41 * y + frustum42 * z + frustum43;
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if (d <= -radius) return false;
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// Don't test NEAR plane, it's pointless
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/* Don't test NEAR plane, it's pointless */
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return true;
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}
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@ -32,35 +32,35 @@ void FrustumCulling_CalcFrustumEquations(Matrix* projection, Matrix* modelView)
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Matrix_Mul(&clipMatrix, modelView, projection);
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Real32* clip = (Real32*)&clipMatrix;
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// Extract the numbers for the RIGHT plane
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/* Extract the numbers for the RIGHT plane */
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frustum00 = clip[3] - clip[0];
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frustum01 = clip[7] - clip[4];
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frustum02 = clip[11] - clip[8];
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frustum03 = clip[15] - clip[12];
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FrustumCulling_Normalise(&frustum00, &frustum01, &frustum02, &frustum03);
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// Extract the numbers for the LEFT plane
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/* Extract the numbers for the LEFT plane */
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frustum10 = clip[3] + clip[0];
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frustum11 = clip[7] + clip[4];
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frustum12 = clip[11] + clip[8];
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frustum13 = clip[15] + clip[12];
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FrustumCulling_Normalise(&frustum10, &frustum11, &frustum12, &frustum13);
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// Extract the BOTTOM plane
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/* Extract the BOTTOM plane */
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frustum20 = clip[3] + clip[1];
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frustum21 = clip[7] + clip[5];
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frustum22 = clip[11] + clip[9];
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frustum23 = clip[15] + clip[13];
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FrustumCulling_Normalise(&frustum20, &frustum21, &frustum22, &frustum23);
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// Extract the TOP plane
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/* Extract the TOP plane */
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frustum30 = clip[3] - clip[1];
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frustum31 = clip[7] - clip[5];
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frustum32 = clip[11] - clip[9];
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frustum33 = clip[15] - clip[13];
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FrustumCulling_Normalise(&frustum30, &frustum31, &frustum32, &frustum33);
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// Extract the FAR plane
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/* Extract the FAR plane */
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frustum40 = clip[3] - clip[2];
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frustum41 = clip[7] - clip[6];
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frustum42 = clip[11] - clip[10];
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@ -77,8 +77,8 @@ void GfxCommon_Draw2DTexture(Texture* tex, PackedCol col) {
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void GfxCommon_Make2DQuad(Texture* tex, PackedCol 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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@ -156,10 +156,10 @@ void Lighting_UpdateLighting(Int32 x, Int32 y, Int32 z, BlockID oldBlock, BlockI
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Int32 oldOffset = (Block_LightOffset[oldBlock] >> Face_YMax) & 1;
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Int32 newOffset = (Block_LightOffset[newBlock] >> Face_YMax) & 1;
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// Two cases we need to handle here:
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/* Two cases we need to handle here: */
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if (didBlock == nowBlocks) {
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if (!didBlock) return; // a) both old and new block do not block light
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if (oldOffset == newOffset) return; // b) both blocks blocked light at the same Y coordinate
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if (!didBlock) return; /* a) both old and new block do not block light */
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if (oldOffset == newOffset) return; /* b) both blocks blocked light at the same Y coordinate */
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}
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if ((y - newOffset) >= lightH) {
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@ -291,7 +291,7 @@ Int32 Lighting_InitialHeightmapCoverage(Int32 x1, Int32 z1, Int32 xCount, Int32
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}
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index++;
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}
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curRunCount = 0; // We can only skip an entire X row at most.
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curRunCount = 0; /* We can only skip an entire X row at most. */
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}
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return elemsLeft;
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}
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@ -320,8 +320,8 @@ bool Lighting_CalculateHeightmapCoverage(Int32 x1, Int32 z1, Int32 xCount, Int32
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Int32 offset = prevRunCount + curRunCount;
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Int32 newRunCount = skip[index - offset] + 1;
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// consider case 1 0 1 0, where we are at 0
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// we need to make this 3 0 0 0 and advance by 1
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/* consider case 1 0 1 0, where we are at 0 */
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/* we need to make this 3 0 0 0 and advance by 1 */
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Int32 oldRunCount = (x - offset + newRunCount) < xCount ? skip[index - offset + newRunCount] : 0;
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if (oldRunCount != 0) {
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skip[index - offset + newRunCount] = 0;
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@ -337,7 +337,7 @@ bool Lighting_CalculateHeightmapCoverage(Int32 x1, Int32 z1, Int32 xCount, Int32
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}
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prevRunCount = 0;
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heightmapIndex += World_Width;
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mapIndex = baseIndex + World_Width; // advance one Z
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mapIndex = baseIndex + World_Width; /* advance one Z */
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}
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}
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return false;
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@ -58,7 +58,7 @@ void MapRenderer_RenderNormal(Real64 deltaTime) {
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void MapRenderer_RenderTranslucent(Real64 deltaTime) {
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if (MapRenderer_Chunks == NULL) return;
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// First fill depth buffer
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/* First fill depth buffer */
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UInt32 vertices = Game_Vertices;
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Gfx_SetBatchFormat(VertexFormat_P3fT2fC4b);
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Gfx_SetTexturing(false);
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@ -75,11 +75,11 @@ void MapRenderer_RenderTranslucent(Real64 deltaTime) {
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}
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Game_Vertices = vertices;
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// Then actually draw the transluscent blocks
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/* Then actually draw the transluscent blocks */
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Gfx_SetAlphaBlending(true);
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Gfx_SetTexturing(true);
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Gfx_SetColourWrite(true);
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Gfx_SetDepthWrite(false); // we already calculated depth values in depth pass
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Gfx_SetDepthWrite(false); /* we already calculated depth values in depth pass */
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for (batch = 0; batch < MapRenderer_1DUsedCount; batch++) {
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if (MapRenderer_PartsCount[batch] <= 0) continue;
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@ -89,7 +89,7 @@ void MapRenderer_RenderTranslucent(Real64 deltaTime) {
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}
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Gfx_SetDepthWrite(true);
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// If we weren't under water, render weather after to blend properly
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/* If we weren't under water, render weather after to blend properly */
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if (!inTranslucent && WorldEnv_Weather != Weather_Sunny) {
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Gfx_SetAlphaTest(true);
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WeatherRenderer_Render(deltaTime);
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@ -108,7 +108,7 @@ void MapRenderer_CheckWeather(Real64 deltaTime) {
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bool outside = !World_IsValidPos_3I(coords);
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inTranslucent = Block_Draw[block] == DrawType_Translucent || (pos.Y < WorldEnv_EdgeHeight && outside);
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// If we are under water, render weather before to blend properly
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/* If we are under water, render weather before to blend properly */
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if (!inTranslucent || WorldEnv_Weather == Weather_Sunny) return;
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Gfx_SetAlphaBlending(true);
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WeatherRenderer_Render(deltaTime);
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@ -162,7 +162,7 @@ void MapRenderer_RenderNormalBatch(Int32 batch) {
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}
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offset += part.FrontCount + part.BackCount;
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// Special handling for top and bottom face, as these can go over 65536 vertices and we need to adjust the indices in this case.
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/* Special handling for top and bottom face, as these can go over 65536 vertices and we need to adjust the indices in this case. */
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if (drawYMin && drawYMax) {
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Gfx_SetFaceCulling(true);
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if (part.IndicesCount > Gfx_MaxIndices) {
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@ -196,7 +196,7 @@ void MapRenderer_RenderNormalBatch(Int32 batch) {
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}
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if (part.SpriteCount == 0) continue;
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Int32 count = part.SpriteCount / 4; // 4 per sprite
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Int32 count = part.SpriteCount / 4; /* 4 per sprite */
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Gfx_SetFaceCulling(true);
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if (info->DrawXMax || info->DrawZMin) {
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Gfx_DrawIndexedVb_TrisT2fC4b(count, 0); Game_Vertices += count;
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@ -11,7 +11,7 @@ Int32 Random_Range(Random* seed, Int32 min, Int32 max) {
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}
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Int32 Random_Next(Random* seed, Int32 n) {
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if ((n & -n) == n) { // i.e., n is a power of 2
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if ((n & -n) == n) { /* i.e., n is a power of 2 */
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*seed = (*seed * value + 0xBLL) & mask;
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Int64 raw = (Int64)((UInt64)*seed >> (48 - 31));
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return (Int32)((n * raw) >> 31);
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@ -103,42 +103,42 @@ void SkyboxRenderer_MakeVb(void) {
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TextureRec rec;
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PackedCol col = WorldEnv_CloudsCol;
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// Render the front quad
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/* Render the front quad */
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rec = TextureRec_FromRegion(0.25f, 0.5f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[ 0], extent, -extent, -extent, rec.U1, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[ 1], -extent, -extent, -extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[ 2], -extent, extent, -extent, rec.U2, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[ 3], extent, extent, -extent, rec.U1, rec.V1, col);
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// Render the left quad
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/* Render the left quad */
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rec = TextureRec_FromRegion(0.00f, 0.5f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[ 4], extent, -extent, extent, rec.U1, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[ 5], extent, -extent, -extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[ 6], extent, extent, -extent, rec.U2, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[ 7], extent, extent, extent, rec.U1, rec.V1, col);
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// Render the back quad
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/* Render the back quad */
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rec = TextureRec_FromRegion(0.75f, 0.5f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[ 8], -extent, -extent, extent, rec.U1, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[ 9], extent, -extent, extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[10], extent, extent, extent, rec.U2, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[11], -extent, extent, extent, rec.U1, rec.V1, col);
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// Render the right quad
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/* Render the right quad */
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rec = TextureRec_FromRegion(0.50f, 0.5f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[12], -extent, -extent, -extent, rec.U1, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[13], -extent, -extent, extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[14], -extent, extent, extent, rec.U2, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[15], -extent, extent, -extent, rec.U1, rec.V1, col);
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// Render the top quad
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/* Render the top quad */
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rec = TextureRec_FromRegion(0.25f, 0.0f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[16], -extent, extent, -extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[17], -extent, extent, extent, rec.U2, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[18], extent, extent, extent, rec.U1, rec.V1, col);
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VertexP3fT2fC4b_Set(&vertices[19], extent, extent, -extent, rec.U1, rec.V2, col);
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// Render the bottom quad
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/* Render the bottom quad */
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rec = TextureRec_FromRegion(0.50f, 0.0f, 0.25f, 0.5f);
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VertexP3fT2fC4b_Set(&vertices[20], -extent, -extent, -extent, rec.U2, rec.V2, col);
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VertexP3fT2fC4b_Set(&vertices[21], -extent, -extent, extent, rec.U2, rec.V1, col);
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@ -13,7 +13,7 @@ String String_FromRawBuffer(UInt8* buffer, UInt16 capacity) {
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String str = String_FromEmptyBuffer(buffer, capacity);
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Int32 i;
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// Need to set region occupied by string to NUL for interop with native APIs
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/* Need to set region occupied by string to NUL for interop with native APIs */
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for (i = 0; i < capacity + 1; i++) {
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buffer[i] = 0;
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}
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@ -13,7 +13,7 @@ Int32 Atlas2D_LoadTextureElement(TextureLoc texLoc) {
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Int32 size = Atlas2D_ElementSize;
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Bitmap element;
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// Try to allocate bitmap on stack if possible
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/* Try to allocate bitmap on stack if possible */
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if (size > 64) {
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Bitmap_Allocate(&element, size, size);
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if (element.Scan0 == NULL) {
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@ -85,7 +85,7 @@ void WeatherRenderer_Render(Real64 deltaTime) {
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ParticleManager_AddRainParticle(x, y, z);
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Real32 alpha = WeatherRenderer_AlphaAt(dx * dx + dz * dz);
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// Clamp between 0 and 255
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/* Clamp between 0 and 255 */
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alpha = alpha < 0.0f ? 0.0f : alpha;
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alpha = alpha > 255.0f ? 255.0f : alpha;
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col.A = (UInt8)alpha;
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@ -97,22 +97,22 @@ void WeatherRenderer_Render(Real64 deltaTime) {
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#define AddVertex *ptr = v; ptr++;
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v.X = x; v.Y = y; v.Z = z; v.U = 0; v.V = v1; AddVertex
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// (x, y, z) (0, v1)
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/* (x, y, z) (0, v1) */
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v.Y = y + height; v.V = v2; AddVertex
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// (x, y + height, z) (0, v2)
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/* (x, y + height, z) (0, v2) */
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v.X = x + 1; v.Z = z + 1; v.U = 1; AddVertex
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// (x + 1, y + height, z + 1) (1, v2)
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/* (x + 1, y + height, z + 1) (1, v2) */
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v.Y = y; v.V = v1; AddVertex
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// (x + 1, y, z + 1) (1, v1)
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/* (x + 1, y, z + 1) (1, v1) */
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v.Z = z; AddVertex
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// (x + 1, y, z) (1, v1)
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/* (x + 1, y, z) (1, v1) */
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v.Y = y + height; v.V = v2; AddVertex
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// (x + 1, y + height, z) (1, v2)
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/* (x + 1, y + height, z) (1, v2) */
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v.X = x; v.Z = z + 1; v.U = 0; AddVertex
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// (x, y + height, z + 1) (0, v2)
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/* (x, y + height, z + 1) (0, v2) */
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v.Y = y; v.V = v1; AddVertex
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// (x y, z + 1) (0, v1)
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/* (x y, z + 1) (0, v1) */
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}
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if (particles && (weather_accumulator >= 0.25 || moved))
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@ -132,7 +132,7 @@ void WeatherRenderer_Render(Real64 deltaTime) {
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||||
}
|
||||
|
||||
Real32 WeatherRenderer_AlphaAt(Real32 x) {
|
||||
// Wolfram Alpha: fit {0,178},{1,169},{4,147},{9,114},{16,59},{25,9}
|
||||
/* Wolfram Alpha: fit {0,178},{1,169},{4,147},{9,114},{16,59},{25,9} */
|
||||
Real32 falloff = 0.05f * x * x - 7 * x;
|
||||
return 178 + falloff * WorldEnv_WeatherFade;
|
||||
}
|
||||
@ -210,17 +210,17 @@ void WeatherRenderer_OnBlockChanged(Int32 x, Int32 y, Int32 z, BlockID oldBlock,
|
||||
|
||||
Int32 index = (x * World_Length) + z;
|
||||
Int32 height = weather_heightmap[index];
|
||||
// Two cases can be skipped here:
|
||||
// a) rain height was not calculated to begin with (height is short.MaxValue)
|
||||
// b) changed y is below current calculated rain height
|
||||
/* Two cases can be skipped here: */
|
||||
/* a) rain height was not calculated to begin with (height is short.MaxValue) */
|
||||
/* b) changed y is below current calculated rain height */
|
||||
if (y < height) return;
|
||||
|
||||
if (nowBlock) {
|
||||
// Simple case: Rest of column below is now not visible to rain.
|
||||
/* Simple case: Rest of column below is now not visible to rain. */
|
||||
weather_heightmap[index] = (Int16)y;
|
||||
} else {
|
||||
// Part of the column is now visible to rain, we don't know how exactly how high it should be though.
|
||||
// However, we know that if the old block was above or equal to rain height, then the new rain height must be <= old block.y
|
||||
/* Part of the column is now visible to rain, we don't know how exactly how high it should be though. */
|
||||
/* However, we know that if the old block was above or equal to rain height, then the new rain height must be <= old block.y */
|
||||
WeatherRenderer_CalcHeightAt(x, y, z, index);
|
||||
}
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user