Small include fixes and unused variable tagging
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f1e2c17f2e
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3 changed files with 29 additions and 11 deletions
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@ -9,12 +9,12 @@
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#include <math.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include "../system.h"
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#include "../tools.h"
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#include "../tools/cache.h"
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#include "../tools/texture.h"
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#include "../tools/parallel.h"
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#include "../renderer.h"
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#include "rendering/system.h"
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#include "rendering/tools.h"
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#include "rendering/tools/cache.h"
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#include "rendering/tools/texture.h"
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#include "rendering/tools/parallel.h"
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#include "rendering/renderer.h"
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/*********************** Constants ***********************/
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@ -1155,6 +1155,8 @@ void brunetonInit()
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AtmosphereResult brunetonGetSkyColor(Renderer* renderer, Vector3 eye, Vector3 direction, Vector3 sun_position, Color base)
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{
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UNUSED(base);
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double yoffset = GROUND_OFFSET - renderer->water->getHeightInfo(renderer).base_height;
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eye.y += yoffset;
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if (eye.y < 0.0)
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@ -1237,6 +1239,9 @@ AtmosphereResult brunetonApplyAerialPerspective(Renderer* renderer, Vector3 loca
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void brunetonGetLightingStatus(Renderer* renderer, LightStatus* status, Vector3 normal, int opaque)
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{
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UNUSED(normal);
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UNUSED(opaque);
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LightDefinition sun, irradiance;
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double muS;
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@ -91,6 +91,13 @@ static void _pushDisplacedQuad(Renderer* renderer, Vector3 v1, Vector3 v2, Vecto
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static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector3 direction, int terrain, int water, int sky, int clouds)
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{
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UNUSED(renderer);
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UNUSED(location);
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UNUSED(direction);
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UNUSED(terrain);
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UNUSED(water);
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UNUSED(sky);
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UNUSED(clouds);
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return _RAYCASTING_NULL;
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}
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@ -1,11 +1,12 @@
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#include "scenery.h"
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#include <time.h>
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#include "tools/color.h"
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#include "tools/euclid.h"
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#include "terrain/ter_raster.h"
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#include "render.h"
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#include "system.h"
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#include "rendering/terrain/ter_raster.h"
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#include "rendering/tools.h"
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#include "rendering/tools/color.h"
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#include "rendering/tools/euclid.h"
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#include "rendering/render.h"
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#include "rendering/system.h"
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static AtmosphereDefinition* _atmosphere;
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static CameraDefinition* _camera;
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@ -187,6 +188,11 @@ static RayCastingResult _rayWalking(Renderer* renderer, Vector3 location, Vector
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RayCastingResult result;
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Color sky_color;
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UNUSED(terrain);
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UNUSED(water);
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UNUSED(sky);
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UNUSED(clouds);
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result = renderer->terrain->castRay(renderer, location, direction);
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if (!result.hit)
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{
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