Misc
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@@ -44,10 +44,10 @@ ChunkManager_init ()
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}
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void
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ChunkManager_update (float camera_x, float camera_z)
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ChunkManager_update (vec3 camera_position)
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{
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int cx = 0, cz = 0;
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cm_world_to_chunk (camera_x, camera_z, &cx, &cz);
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int cx, cz;
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cm_world_to_chunk (camera_position[0], camera_position[2], &cx, &cz);
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for (int z = cz - RENDER_DISTANCE - 1; z <= cz + RENDER_DISTANCE + 1; ++z)
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{
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@@ -73,10 +73,10 @@ ChunkManager_update (float camera_x, float camera_z)
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}
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void
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ChunkManager_render (float camera_x, float camera_z, int program)
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ChunkManager_render (vec3 camera_position, int program)
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{
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int cx = 0, cz = 0;
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cm_world_to_chunk (camera_x, camera_z, &cx, &cz);
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cm_world_to_chunk (camera_position[0], camera_position[2], &cx, &cz);
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for (int z = cz - RENDER_DISTANCE; z <= cz + RENDER_DISTANCE; ++z)
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{
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@@ -19,8 +19,8 @@ typedef struct ChunkManager
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} ChunkManager;
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void ChunkManager_init ();
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void ChunkManager_update (float px, float py);
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void ChunkManager_render (float px, float py, int program);
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void ChunkManager_update (vec3 camera_position);
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void ChunkManager_render (vec3 camera_position, int program);
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Chunk *ChunkManager_get_Chunk_at (int x, int z);
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void ChunkManager_get_Chunk_neighbors_at (int x, int z, Chunk **nr, Chunk **nd, Chunk **nc);
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+1
-1
@@ -69,7 +69,7 @@ GraphicsContext_render ()
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glBindTexture (GL_TEXTURE_2D, resources.textures[i]);
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}
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ChunkManager_render (game_state.camera.position[0], game_state.camera.position[2], resources.programs[1]);
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ChunkManager_render (game_state.camera.position, resources.programs[1]);
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glBindTexture (GL_TEXTURE_2D, 0);
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+2
-6
@@ -12,17 +12,13 @@
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extern GameState game_state;
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extern GameFlags game_flags;
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extern EventManager event_manager;
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extern GraphicsContext gfx;
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extern Resources resources;
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extern ChunkManager chunk_manager;
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SDL_AppResult
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SDL_AppInit (void **appstate, int argc, char **argv)
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{
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UNUSED (appstate, argc, argv);
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SDL_SetAppMetadata (GAME_NAME, GAME_VERSION, "eur.chopininteractive.wschod-game");
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GraphicsContext_init ();
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handlers_init ();
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Resources_init ();
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@@ -54,7 +50,7 @@ SDL_AppIterate (void *appstate)
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{
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UNUSED (appstate);
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ChunkManager_update (game_state.camera.position[0], game_state.camera.position[2]);
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ChunkManager_update (game_state.camera.position);
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GameState_tick (SDL_GetTicks ());
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GraphicsContext_render ();
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