removed unnecessary for() loop

This commit is contained in:
Alexandre 2025-02-02 11:21:49 +01:00
parent 8bd13e158c
commit 38ac44b448
8 changed files with 13 additions and 19 deletions

BIN
bin/back

Binary file not shown.

Binary file not shown.

Binary file not shown.

Binary file not shown.

View File

@ -117,13 +117,13 @@ void init_vertices() {
vertices[105] = 0.5f; vertices[106] = 0.5f; vertices[107] = 0.5f; vertices[105] = 0.5f; vertices[106] = 0.5f; vertices[107] = 0.5f;
} }
void gl_renderSurface(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, int sf) { void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz) {
glm_mat4_identity(model); glm_mat4_identity(model);
glm_mat4_identity(scale); glm_mat4_identity(scale);
scale[0][0] = (float)(c->w); scale[0][0] = (float)(c->w);
scale[1][1] = (float)(c->h); scale[1][1] = (float)(c->h);
scale[2][2] = (float)(c->d); scale[2][2] = (float)(c->d);
glm_translate(model, (vec3){(float)(c->x+c->w/2.0), (float)(c->y+c->h/2.0), (float)(c->z+c->d/2.0)}); glm_translate(model, (vec3){(float)(c->x+c->w/2.0+offx), (float)(c->y+c->h/2.0+offy), (float)(c->z+c->d/2.0+offz)});
glm_rotate(model, (float)(-c->hz_angle), (vec3){0.0f, 1.0f, 0.0f}); glm_rotate(model, (float)(-c->hz_angle), (vec3){0.0f, 1.0f, 0.0f});
glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f}); glm_rotate(model, (float)(c->vt_angle), (vec3){1.0f, 0.0f, 0.0f});
@ -137,21 +137,15 @@ void gl_renderSurface(unsigned int shaderProgram, unsigned int fragmentShader, u
glDrawArrays(GL_TRIANGLES, 0, 36); glDrawArrays(GL_TRIANGLES, 0, 36);
} }
void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c) { void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz) {
for(int k = 0; k < 6; k++) { for(int k = 0; k < rtd->map_size; k++) {
gl_renderSurface(shaderProgram, fragmentShader, VAO, VBO, c, k); gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->map[k], offx, offy, offz);
} }
} for(int k = 0; k < rtd->tps_size; k++) {
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->tps[k]->hitbox, offx, offy, offz);
void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
for(int k = 0; k < current_room->map_size; k++) {
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->map[k]);
} }
for(int k = 0; k < current_room->tps_size; k++) { for(int k = 0; k < rtd->ent_len; k++) {
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->tps[k]->hitbox); gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, rtd->ents[k].pos, offx, offy, offz);
}
for(int k = 0; k < current_room->ent_len; k++) {
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, current_room->ents[k].pos);
} }
} }

View File

@ -1,8 +1,8 @@
#ifndef DISPLAY_H #ifndef DISPLAY_H
#define DISPLAY_H #define DISPLAY_H
void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c); void gl_renderCube(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, cube_0* c, double offx, double offy, double offz);
void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO); void gl_renderAll(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO, room* rtd, double offx, double offy, double offz);
void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO); void gl_initRender(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO);
void init_vertices(); void init_vertices();

View File

@ -227,7 +227,7 @@ int main_alt() {
glBindVertexArray(VAO); glBindVertexArray(VAO);
glBindBuffer(GL_ARRAY_BUFFER, VBO); glBindBuffer(GL_ARRAY_BUFFER, VBO);
gl_initRender(shaderProgram, shaderProgram, VAO, VBO); gl_initRender(shaderProgram, shaderProgram, VAO, VBO);
gl_renderAll(shaderProgram, shaderProgram, VAO, VBO); gl_renderAll(shaderProgram, shaderProgram, VAO, VBO, current_room, 0.0, 0.0, 0.0);
gl_renderProj(shaderProgram, shaderProgram, VAO, VBO); gl_renderProj(shaderProgram, shaderProgram, VAO, VBO);
//printf("01\n"); //printf("01\n");

View File

@ -96,7 +96,7 @@ void removeProj(int k) {
void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) { void gl_renderProj(unsigned int shaderProgram, unsigned int fragmentShader, unsigned int VAO, unsigned int VBO) {
for(int k = 0; k < bullets_id; k++) { for(int k = 0; k < bullets_id; k++) {
gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, bullets[k].pos); gl_renderCube(shaderProgram, fragmentShader, VAO, VBO, bullets[k].pos, 0.0, 0.0, 0.0);
} }
} }