Add .clang_format
Also applies clang-format to the current code base, using command:
`find . -regex '.*\.\(c\|h\)' -exec clang-format -style=file -i {} \;`
This commit is contained in:
@@ -15,40 +15,40 @@
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* with the Overviewer. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "../overviewer.h"
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#include <math.h>
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#include "../overviewer.h"
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typedef struct {
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int only_lit;
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} RenderPrimitiveCave;
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static inline int
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touches_light(RenderState *state, DataType type, unsigned int x, unsigned int y, unsigned int z) {
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if (get_data(state, type, x, y+1, z))
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touches_light(RenderState* state, DataType type, unsigned int x, unsigned int y, unsigned int z) {
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if (get_data(state, type, x, y + 1, z))
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return 1;
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if (get_data(state, type, x+1, y, z))
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if (get_data(state, type, x + 1, y, z))
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return 1;
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if (get_data(state, type, x-1, y, z))
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if (get_data(state, type, x - 1, y, z))
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return 1;
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if (get_data(state, type, x, y, z+1))
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if (get_data(state, type, x, y, z + 1))
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return 1;
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if (get_data(state, type, x, y, z-1))
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if (get_data(state, type, x, y, z - 1))
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return 1;
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return 0;
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}
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static int
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cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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cave_occluded(void* data, RenderState* state, int x, int y, int z) {
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/* check for normal occlusion */
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/* use ajacent chunks, if not you get blocks spreaded in chunk edges */
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if (!is_known_transparent(get_data(state, BLOCKS, x-1, y, z)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y, z+1)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y+1, z))) {
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if (!is_known_transparent(get_data(state, BLOCKS, x - 1, y, z)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y, z + 1)) &&
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!is_known_transparent(get_data(state, BLOCKS, x, y + 1, z))) {
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return 1;
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}
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/* special handling for section boundaries */
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if (x == 0 && (!(state->chunks[0][1].loaded) || state->chunks[0][1].sections[state->chunky].blocks == NULL))
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return 1;
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@@ -56,21 +56,21 @@ cave_occluded(void *data, RenderState *state, int x, int y, int z) {
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return 1;
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if (z == 15 && (!(state->chunks[1][2].loaded) || state->chunks[1][2].sections[state->chunky].blocks == NULL))
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return 1;
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return 0;
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}
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static int
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cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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cave_hidden(void* data, RenderState* state, int x, int y, int z) {
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RenderPrimitiveCave* self;
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int dy = 0;
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self = (RenderPrimitiveCave *)data;
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self = (RenderPrimitiveCave*)data;
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/* check if the block is touching skylight */
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if (touches_light(state, SKYLIGHT, x, y, z)) {
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return 1;
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}
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if (self->only_lit && !touches_light(state, BLOCKLIGHT, x, y, z)) {
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return 1;
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}
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@@ -80,9 +80,9 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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* but a deep sea can be completely dark
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*/
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if ((getArrayShort3D(state->blocks, x, y, z) == 9) ||
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(get_data(state, BLOCKS, x, y+1, z) == 9)) {
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for (dy = y+1; dy < (SECTIONS_PER_CHUNK - state->chunky) * 16; dy++) {
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(get_data(state, BLOCKS, x, y + 1, z) == 9)) {
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for (dy = y + 1; dy < (SECTIONS_PER_CHUNK - state->chunky) * 16; dy++) {
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/* go up and check for skylight */
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if (get_data(state, SKYLIGHT, x, dy, z) != 0) {
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return 1;
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@@ -94,7 +94,7 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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}
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}
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}
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/* unfortunate side-effect of lit cave mode: we need to count occluded
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* blocks as hidden for the lighting to look right, since technically our
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* hiding depends on occlusion as well
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@@ -103,18 +103,19 @@ cave_hidden(void *data, RenderState *state, int x, int y, int z) {
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}
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static int
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cave_start(void *data, RenderState *state, PyObject *support) {
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cave_start(void* data, RenderState* state, PyObject* support) {
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RenderPrimitiveCave* self;
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self = (RenderPrimitiveCave *)data;
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self = (RenderPrimitiveCave*)data;
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if (!render_mode_parse_option(support, "only_lit", "i", &(self->only_lit)))
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return 1;
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return 0;
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}
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RenderPrimitiveInterface primitive_cave = {
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"cave", sizeof(RenderPrimitiveCave),
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"cave",
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sizeof(RenderPrimitiveCave),
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cave_start,
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NULL,
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cave_occluded,
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