add graphics/core/Model
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src/graphics/core/Model.cpp
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28
src/graphics/core/Model.cpp
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#include "Model.hpp"
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using namespace model;
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inline constexpr glm::vec3 X(1, 0, 0);
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inline constexpr glm::vec3 Y(0, 1, 0);
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inline constexpr glm::vec3 Z(0, 0, 1);
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void Mesh::addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm) {
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vertices.push_back({pos-right-up, {0,0}, norm});
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vertices.push_back({pos+right-up, {1,0}, norm});
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vertices.push_back({pos+right+up, {1,1}, norm});
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vertices.push_back({pos-right-up, {0,0}, norm});
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vertices.push_back({pos+right+up, {1,1}, norm});
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vertices.push_back({pos-right+up, {0,1}, norm});
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}
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void Mesh::addBox(glm::vec3 pos, glm::vec3 size) {
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addPlane(pos+Z*size, X*size, Y*size, Z);
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addPlane(pos-Z*size, -X*size, Y*size, -Z);
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addPlane(pos+Y*size, X*size, -Z*size, Y);
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addPlane(pos-Y*size, X*size, Z*size, -Y);
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addPlane(pos+X*size, -Z*size, Y*size, X);
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addPlane(pos-X*size, Z*size, Y*size, -X);
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}
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33
src/graphics/core/Model.hpp
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33
src/graphics/core/Model.hpp
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#ifndef GRAPHICS_CORE_MODEL_HPP_
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#define GRAPHICS_CORE_MODEL_HPP_
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#include <string>
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#include <vector>
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#include <glm/glm.hpp>
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namespace model {
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struct Vertex {
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glm::vec3 coord;
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glm::vec2 uv;
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glm::vec3 normal;
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};
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struct Mesh {
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std::string texture;
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std::vector<Vertex> vertices;
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void addPlane(glm::vec3 pos, glm::vec3 right, glm::vec3 up, glm::vec3 norm);
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void addBox(glm::vec3 pos, glm::vec3 size);
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};
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struct Model {
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std::vector<Mesh> meshes;
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Mesh& addMesh(const std::string& texture) {
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meshes.push_back({texture, {}});
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return meshes[meshes.size()-1];
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}
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};
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}
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#endif // GRAPHICS_CORE_MODEL_HPP_
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@ -1,7 +1,9 @@
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#include "ModelBatch.hpp"
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#include "ModelBatch.hpp"
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#include "../core/Mesh.hpp"
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#include "../core/Mesh.hpp"
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#include "../core/Model.hpp"
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#include "../core/Texture.hpp"
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#include "../core/Texture.hpp"
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#include "../../assets/Assets.hpp"
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#include "../../window/Window.hpp"
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#include "../../window/Window.hpp"
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#include "../../voxels/Chunks.hpp"
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#include "../../voxels/Chunks.hpp"
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#include "../../lighting/Lightmap.hpp"
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#include "../../lighting/Lightmap.hpp"
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@ -30,12 +32,13 @@ struct DecomposedMat4 {
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glm::vec4 perspective;
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glm::vec4 perspective;
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};
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};
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ModelBatch::ModelBatch(size_t capacity, Chunks* chunks)
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ModelBatch::ModelBatch(size_t capacity, Assets* assets, Chunks* chunks)
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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: buffer(std::make_unique<float[]>(capacity * VERTEX_SIZE)),
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capacity(capacity),
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capacity(capacity),
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index(0),
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index(0),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
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mesh(std::make_unique<Mesh>(buffer.get(), 0, attrs)),
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combined(1.0f),
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combined(1.0f),
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assets(assets),
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chunks(chunks)
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chunks(chunks)
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{
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{
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ubyte pixels[] = {
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ubyte pixels[] = {
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@ -47,6 +50,34 @@ ModelBatch::ModelBatch(size_t capacity, Chunks* chunks)
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ModelBatch::~ModelBatch() {
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ModelBatch::~ModelBatch() {
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}
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}
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void ModelBatch::draw(const model::Model& model) {
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glm::vec3 gpos = combined * glm::vec4(glm::vec3(), 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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glm::vec4 lights (
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Lightmap::extract(light, 0) / 15.0f,
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Lightmap::extract(light, 1) / 15.0f,
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Lightmap::extract(light, 2) / 15.0f,
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Lightmap::extract(light, 3) / 15.0f
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);
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for (const auto& mesh : model.meshes) {
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auto texture = assets->getTexture(mesh.texture);
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if (texture) {
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texture->bind();
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} else {
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blank->bind();
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}
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for (const auto& vert : mesh.vertices) {
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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(vert.coord, vert.uv, color);
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}
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flush();
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}
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}
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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void ModelBatch::test(glm::vec3 pos, glm::vec3 size) {
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glm::vec3 gpos = combined * glm::vec4(pos, 1.0f);
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glm::vec3 gpos = combined * glm::vec4(pos, 1.0f);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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light_t light = chunks->getLight(gpos.x, gpos.y, gpos.z);
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@ -8,6 +8,11 @@
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class Mesh;
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class Mesh;
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class Texture;
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class Texture;
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class Chunks;
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class Chunks;
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class Assets;
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namespace model {
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struct Model;
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}
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class ModelBatch {
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class ModelBatch {
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std::unique_ptr<float[]> buffer;
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std::unique_ptr<float[]> buffer;
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@ -21,6 +26,7 @@ class ModelBatch {
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std::vector<glm::mat4> matrices;
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std::vector<glm::mat4> matrices;
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glm::mat3 rotation;
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glm::mat3 rotation;
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Assets* assets;
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Chunks* chunks;
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Chunks* chunks;
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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static inline glm::vec3 SUN_VECTOR {0.411934f, 0.863868f, -0.279161f};
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@ -65,7 +71,7 @@ class ModelBatch {
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vertex(pos-right+up, {0,1}, color);
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vertex(pos-right+up, {0,1}, color);
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}
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}
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public:
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public:
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ModelBatch(size_t capacity, Chunks* chunks);
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ModelBatch(size_t capacity, Assets* assets, Chunks* chunks);
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~ModelBatch();
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~ModelBatch();
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void pushMatrix(glm::mat4 matrix);
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void pushMatrix(glm::mat4 matrix);
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@ -73,6 +79,8 @@ public:
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void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
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void box(glm::vec3 pos, glm::vec3 size, glm::vec4 lights);
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void draw(const model::Model& model);
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void test(glm::vec3 pos, glm::vec3 size);
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void test(glm::vec3 pos, glm::vec3 size);
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void flush();
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void flush();
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};
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};
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#include "../core/PostProcessing.hpp"
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#include "../core/PostProcessing.hpp"
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#include "../core/Shader.hpp"
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#include "../core/Shader.hpp"
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#include "../core/Texture.hpp"
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#include "../core/Texture.hpp"
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#include "../core/Model.hpp"
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#include <assert.h>
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#include <assert.h>
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#include <GL/glew.h>
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#include <GL/glew.h>
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player(player),
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player(player),
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frustumCulling(std::make_unique<Frustum>()),
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frustumCulling(std::make_unique<Frustum>()),
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lineBatch(std::make_unique<LineBatch>()),
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lineBatch(std::make_unique<LineBatch>()),
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modelBatch(std::make_unique<ModelBatch>(1000, level->chunks.get()))
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modelBatch(std::make_unique<ModelBatch>(1000, engine->getAssets(), level->chunks.get()))
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{
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{
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renderer = std::make_unique<ChunksRenderer>(
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renderer = std::make_unique<ChunksRenderer>(
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level,
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level,
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@ -193,10 +194,16 @@ void WorldRenderer::renderLevel(
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drawChunks(level->chunks.get(), camera, shader);
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drawChunks(level->chunks.get(), camera, shader);
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model::Model model {};
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auto& mesh = model.addMesh("gui/warning");
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mesh.addBox({}, glm::vec3(1));
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assets->getTexture("gui/menubg")->bind();
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assets->getTexture("gui/menubg")->bind();
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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shader->uniformMatrix("u_model", glm::mat4(1.0f));
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modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f));
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//modelBatch->test(glm::vec3(0, 88, 0), glm::vec3(1.0f));
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modelBatch->flush();
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modelBatch->pushMatrix(glm::translate(glm::mat4(1.0f), glm::vec3(0, 88, 0)));
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modelBatch->draw(model);
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modelBatch->popMatrix();
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skybox->unbind();
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skybox->unbind();
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}
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}
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