add entities renderer tint support
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@ -3,8 +3,7 @@
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layout (location = 0) in vec3 v_position;
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layout (location = 1) in vec2 v_texCoord;
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layout (location = 2) in vec3 v_color;
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layout (location = 3) in vec3 v_normal;
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layout (location = 4) in float v_light;
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layout (location = 3) in float v_light;
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out vec4 a_color;
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out vec2 a_texCoord;
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@ -31,12 +30,12 @@ void main() {
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float torchlight = max(0.0, 1.0-distance(u_cameraPos, modelpos.xyz) /
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u_torchlightDistance);
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light += torchlight * u_torchlightColor;
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a_color = vec4(pow(light, vec3(u_gamma)) * v_normal,1.0f);
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a_color = vec4(pow(light, vec3(u_gamma)),1.0f);
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a_texCoord = v_texCoord;
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a_dir = modelpos.xyz - u_cameraPos;
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vec3 skyLightColor = pick_sky_color(u_cubemap);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a);
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a_color.rgb = max(a_color.rgb, skyLightColor.rgb*decomp_light.a) * v_color;
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a_distance = length(u_view * u_model * vec4(pos3d * FOG_POS_SCALE, 0.0));
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gl_Position = u_proj * u_view * modelpos;
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}
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@ -16,11 +16,11 @@
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#include <algorithm>
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/// xyz, uv, compressed rgba
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inline constexpr uint VERTEX_SIZE = 6;
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/// xyz, uv, color, compressed lights
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inline constexpr uint VERTEX_SIZE = 9;
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static const vattr attrs[] = {
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{3}, {2}, {1}, {0}
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{3}, {2}, {3}, {1}, {0}
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};
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inline constexpr glm::vec3 X(1, 0, 0);
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@ -68,9 +68,9 @@ ModelBatch::~ModelBatch() {
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}
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void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation,
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const glm::mat3& rotation, glm::vec3 tint,
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const texture_names_map* varTextures) {
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glm::vec3 gpos = matrix * glm::vec4(glm::vec3(), 1.0f);
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glm::vec3 gpos = matrix * glm::vec4(0.0f, 0.0f, 0.0f, 1.0f);
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light_t light = chunks->getLight(floor(gpos.x), floor(gpos.y), floor(gpos.z));
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glm::vec4 lights (
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Lightmap::extract(light, 0) / 15.0f,
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@ -90,18 +90,19 @@ void ModelBatch::draw(const model::Mesh& mesh, const glm::mat4& matrix,
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auto norm = rotation * vert.normal;
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float d = glm::dot(norm, SUN_VECTOR);
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d = 0.8f + d * 0.2f;
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auto color = lights * d;
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vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, color);
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vertex(matrix * glm::vec4(vert.coord, 1.0f), vert.uv, lights*d, tint);
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}
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}
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}
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void ModelBatch::draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures) {
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for (const auto& mesh : model->meshes) {
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entries.push_back({matrix, extract_rotation(matrix), &mesh, varTextures});
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entries.push_back({
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matrix, extract_rotation(matrix), tint, &mesh, varTextures
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});
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}
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}
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@ -112,7 +113,7 @@ void ModelBatch::render() {
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}
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);
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for (auto& entry : entries) {
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draw(*entry.mesh, entry.matrix, entry.rotation, entry.varTextures);
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draw(*entry.mesh, entry.matrix, entry.rotation, entry.tint, entry.varTextures);
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}
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flush();
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entries.clear();
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@ -37,7 +37,7 @@ class ModelBatch {
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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inline void vertex(
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light
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glm::vec3 pos, glm::vec2 uv, glm::vec4 light, glm::vec3 tint
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) {
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float* buffer = this->buffer.get();
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buffer[index++] = pos.x;
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@ -45,6 +45,9 @@ class ModelBatch {
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buffer[index++] = pos.z;
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buffer[index++] = uv.x * region.getWidth() + region.u1;
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buffer[index++] = uv.y * region.getHeight() + region.v1;
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buffer[index++] = tint.x;
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buffer[index++] = tint.y;
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buffer[index++] = tint.z;
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union {
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float floating;
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@ -59,8 +62,11 @@ class ModelBatch {
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buffer[index++] = compressed.floating;
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}
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void draw(const model::Mesh& mesh, const glm::mat4& matrix,
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const glm::mat3& rotation, const texture_names_map* varTextures);
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void draw(const model::Mesh& mesh,
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const glm::mat4& matrix,
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const glm::mat3& rotation,
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glm::vec3 tint,
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const texture_names_map* varTextures);
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void setTexture(const std::string& name,
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const texture_names_map* varTextures);
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void setTexture(Texture* texture);
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@ -69,6 +75,7 @@ class ModelBatch {
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struct DrawEntry {
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glm::mat4 matrix;
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glm::mat3 rotation;
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glm::vec3 tint;
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const model::Mesh* mesh;
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const texture_names_map* varTextures;
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};
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@ -77,12 +84,10 @@ public:
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ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
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~ModelBatch();
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void pushMatrix(glm::mat4 matrix);
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void popMatrix();
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void draw(glm::mat4 matrix,
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glm::vec3 tint,
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const model::Model* model,
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const texture_names_map* varTextures);
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void render();
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};
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@ -152,22 +152,12 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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}
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}
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void WorldRenderer::renderLevel(
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const DrawContext&,
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Camera* camera,
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const EngineSettings& settings,
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bool pause
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void WorldRenderer::setupWorldShader(
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Shader* shader, Camera* camera, const EngineSettings& settings,
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float fogFactor
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) {
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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auto shader = assets->get<Shader>("main");
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auto indices = level->content->getIndices();
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
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// Setting up main shader
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shader->use();
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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shader->uniformMatrix("u_proj", camera->getProjection());
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shader->uniformMatrix("u_view", camera->getView());
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shader->uniform1f("u_timer", timer);
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@ -178,6 +168,7 @@ void WorldRenderer::renderLevel(
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shader->uniform3f("u_cameraPos", camera->position);
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shader->uniform1i("u_cubemap", 1);
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auto indices = level->content->getIndices();
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// Light emission when an emissive item is chosen
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{
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auto inventory = player->getInventory();
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@ -191,15 +182,32 @@ void WorldRenderer::renderLevel(
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);
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shader->uniform1f("u_torchlightDistance", 6.0f);
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}
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}
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void WorldRenderer::renderLevel(
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const DrawContext&,
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Camera* camera,
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const EngineSettings& settings,
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bool pause
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) {
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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float fogFactor = 15.0f / ((float)settings.chunks.loadDistance.get()-2);
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auto shader = assets->get<Shader>("main");
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setupWorldShader(shader, camera, settings, fogFactor);
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// Binding main shader textures
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skybox->bind();
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atlas->getTexture()->bind();
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drawChunks(level->chunks.get(), camera, shader);
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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auto entityShader = assets->get<Shader>("entity");
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setupWorldShader(entityShader, camera, settings, fogFactor);
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level->entities->render(assets, *modelBatch, *frustumCulling, pause);
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if (!pause) {
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scripting::on_frontend_render();
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}
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@ -263,8 +271,8 @@ void WorldRenderer::renderDebugLines(
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glm::vec3 coord = player->camera->position;
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if (coord.x < 0) coord.x--;
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if (coord.z < 0) coord.z--;
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int cx = floordiv((int)coord.x, CHUNK_W);
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int cz = floordiv((int)coord.z, CHUNK_D);
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int cx = floordiv(static_cast<int>(coord.x), CHUNK_W);
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int cz = floordiv(static_cast<int>(coord.z), CHUNK_D);
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drawBorders(
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cx * CHUNK_W, 0, cz * CHUNK_D,
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@ -276,8 +284,8 @@ void WorldRenderer::renderDebugLines(
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glm::vec3 tsl(displayWidth/2, displayHeight/2, 0.f);
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glm::mat4 model(glm::translate(glm::mat4(1.f), tsl));
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linesShader->uniformMatrix("u_projview", glm::ortho(
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0.f, (float)displayWidth,
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0.f, (float)displayHeight,
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0.f, static_cast<float>(displayWidth),
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0.f, static_cast<float>(displayHeight),
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-length, length) * model * glm::inverse(camera->rotation)
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);
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@ -62,6 +62,13 @@ class WorldRenderer {
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Camera* camera,
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Shader* linesShader
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);
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void setupWorldShader(
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Shader* shader,
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Camera* camera,
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const EngineSettings& settings,
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float fogFactor
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);
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public:
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static bool showChunkBorders;
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static bool showEntitiesDebug;
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@ -99,8 +99,8 @@ void SkeletonConfig::render(
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}
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model = modelOverride.model ? modelOverride.model : model;
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if (model) {
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batch.draw(
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skeleton.calculated.matrices[i], model, &skeleton.textures);
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batch.draw(skeleton.calculated.matrices[i], glm::vec3(1.0f), model,
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&skeleton.textures);
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}
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}
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}
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