Applied const to more vars, change tile size to 64

This commit is contained in:
Doyle Thai 2016-06-28 15:03:04 +10:00
parent f53325cc6a
commit 26cec05ff0

View File

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