Applied const to more vars, change tile size to 64
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@ -6,7 +6,8 @@
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//choose to load assets outside of WorldTraveller!
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//choose to load assets outside of WorldTraveller!
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#include <stdlib.h>
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#include <stdlib.h>
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void updateBufferObject(Renderer *renderer, RenderQuad *quads, i32 numQuads)
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void updateBufferObject(Renderer *const renderer, RenderQuad *const quads,
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const i32 numQuads)
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{
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{
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// TODO(doyle): We assume that vbo and vao are assigned
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// TODO(doyle): We assume that vbo and vao are assigned
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const i32 numVertexesInQuad = 4;
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const i32 numVertexesInQuad = 4;
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@ -36,7 +37,7 @@ void worldTraveller_gameInit(GameState *state)
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glCheckError();
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glCheckError();
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state->state = state_active;
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state->state = state_active;
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state->tileSize = 32;
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state->tileSize = 64;
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state->currWorldIndex = 0;
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state->currWorldIndex = 0;
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/* Init world tiles */
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/* Init world tiles */
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@ -293,20 +294,20 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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parseInput(state, dt);
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parseInput(state, dt);
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glCheckError();
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glCheckError();
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World *world = &state->world[state->currWorldIndex];
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World *const world = &state->world[state->currWorldIndex];
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TexAtlas *worldAtlas = asset_getTextureAtlas(world->texType);
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TexAtlas *const worldAtlas = asset_getTextureAtlas(world->texType);
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Texture *worldTex = asset_getTexture(world->texType);
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Texture *const worldTex = asset_getTexture(world->texType);
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f32 texNdcFactor = 1.0f / CAST(f32)worldTex->width;
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f32 texNdcFactor = 1.0f / CAST(f32)worldTex->width;
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RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
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RenderQuad worldQuads[ARRAY_COUNT(world->tiles)] = {0};
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i32 quadIndex = 0;
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i32 quadIndex = 0;
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const v2 tileSize = V2(CAST(f32) state->tileSize, CAST(f32) state->tileSize);
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const v2 vertexNdcFactor = V2(1.0f / state->width, 1.0f / state->height);
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const v2 vertexNdcFactor = V2(1.0f / state->width, 1.0f / state->height);
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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for (i32 i = 0; i < ARRAY_COUNT(world->tiles); i++)
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{
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{
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Tile tile = world->tiles[i];
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Tile tile = world->tiles[i];
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v2 tileSize = V2(CAST(f32)state->tileSize, CAST(f32)state->tileSize);
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v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
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v2 tilePosInPixel = v2_scale(tile.pos, tileSize.x);
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if ((tilePosInPixel.x < state->width && tilePosInPixel.x >= 0) &&
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if ((tilePosInPixel.x < state->width && tilePosInPixel.x >= 0) &&
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@ -328,19 +329,19 @@ void worldTraveller_gameUpdateAndRender(GameState *state, const f32 dt)
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}
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}
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}
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}
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v2 screenSize = V2(CAST(f32)state->width, CAST(f32)state->height);
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const v2 screenSize = V2(CAST(f32)state->width, CAST(f32)state->height);
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updateBufferObject(&state->renderer, worldQuads, quadIndex);
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updateBufferObject(&state->renderer, worldQuads, quadIndex);
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renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
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renderer_object(&state->renderer, V2(0.0f, 0.0f), screenSize, 0.0f,
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V3(0, 0, 0), worldTex);
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V3(0, 0, 0), worldTex);
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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// NOTE(doyle): Factor to normalise sprite sheet rect coords to -1, 1
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Entity *hero = &state->entityList[state->heroIndex];
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Entity *const hero = &state->entityList[state->heroIndex];
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texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
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texNdcFactor = 1.0f / CAST(f32) hero->tex->width;
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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ASSERT(state->freeEntityIndex < ARRAY_COUNT(state->entityList));
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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for (i32 i = 0; i < state->freeEntityIndex; i++)
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{
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{
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Entity *entity = &state->entityList[i];
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Entity *const entity = &state->entityList[i];
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SpriteAnim *anim = &entity->anim[entity->currAnimIndex];
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SpriteAnim *anim = &entity->anim[entity->currAnimIndex];
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v4 currFrameRect = anim->rect[anim->currRectIndex];
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v4 currFrameRect = anim->rect[anim->currRectIndex];
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