Flipped UI, minor changes
Flipped UI, removed extra Batch2D, added comments and minor changes
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c3b4357852
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88c1695903
@ -74,13 +74,13 @@ void Batch2D::rect(float x, float y, float w, float h){
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void Batch2D::rect(float x, float y, float w, float h,
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float u, float v, float tx, float ty,
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float r, float g, float b, float a){
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vertex(x, y, u, v, r,g,b,a);
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vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
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vertex(x, y+h, u, v+ty, r,g,b,a);
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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vertex(x, y+h, u, v, r,g,b,a);
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vertex(x, y, u, v, r,g,b,a);
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vertex(x+w, y, u+tx, v, r,g,b,a);
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vertex(x+w, y+h, u+tx, v+ty, r,g,b,a);
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vertex(x, y, u, v+ty, r,g,b,a);
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vertex(x+w, y, u+tx, v+ty, r,g,b,a);
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vertex(x+w, y+h, u+tx, v, r,g,b,a);
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}
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void Batch2D::render() {
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@ -9,15 +9,8 @@ Font::~Font(){
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delete texture;
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}
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void Font::draw(Batch2D* batch, std::string text, int x, int y) {
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for (char c : text){
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float u = (c % 16) / 16.0f;
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float v = 1.0f - ((c / 16) / 16.0f) - 1.0f/16.0f;
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batch->rect(x, y, 8, 8, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
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int gw = 7;
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switch (c){
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int Font::getGlyphWidth(char c) {
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switch (c){
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case 'l':
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case 'i':
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case 'j':
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@ -25,16 +18,19 @@ void Font::draw(Batch2D* batch, std::string text, int x, int y) {
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case '.':
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case ',':
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case ':':
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case ';':
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gw = 3;
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break;
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case 't':
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gw = 5;
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break;
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case ' ':
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gw = 3;
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break;
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}
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x += gw;
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case ';': return 3;
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case 't': return 5;
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case ' ': return 3;
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}
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return 7;
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}
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void Font::draw(Batch2D* batch, std::string text, int x, int y) {
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for (char c : text){
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float u = (c % 16) / 16.0f;
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float v = 1.0f - ((c / 16) / 16.0f) - 1.0f/16.0f;
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batch->rect(x, y, 8, 8, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
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x += getGlyphWidth(c);
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}
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}
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@ -12,6 +12,7 @@ public:
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Font(Texture* texture);
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~Font();
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int getGlyphWidth(char c);
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void draw(Batch2D* batch, std::string text, int x, int y);
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};
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@ -333,7 +333,8 @@ int main() {
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for (int i = 0; i < freeLoaders; i++)
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chunksController.loadVisible(wfile);
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draw_world(player, camera, assets, chunks, occlusion, devdata, fps);
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draw_world(player, camera, assets, chunks, occlusion);
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draw_hud(player, assets, devdata, fps);
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Window::swapBuffers();
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Events::pullEvents();
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@ -40,9 +40,15 @@ mat4 Camera::getProjection(){
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if (perspective)
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return glm::perspective(fov*zoom, aspect, 0.05f, 1500.0f);
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else
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return glm::ortho(0.0f, fov*aspect, 0.0f, fov);
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if (flipped)
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return glm::ortho(0.0f, fov*aspect, fov, 0.0f);
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else
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return glm::ortho(0.0f, fov*aspect, 0.0f, fov);
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}
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mat4 Camera::getView(){
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return glm::lookAt(position, position+front, up);
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if (perspective)
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return glm::lookAt(position, position+front, up);
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else
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return glm::mat4(1.0f);
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}
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@ -24,6 +24,7 @@ public:
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float zoom;
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mat4 rotation;
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bool perspective = true;
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bool flipped = false;
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Camera(vec3 position, float fov);
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void rotate(float x, float y, float z);
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@ -45,7 +45,6 @@ int uiscale = 2;
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LineBatch *lineBatch;
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Batch2D *batch;
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Batch2D *activeBlockBatch;
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Camera *uicamera;
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void init_renderer(){
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@ -53,9 +52,9 @@ void init_renderer(){
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lineBatch = new LineBatch(4096);
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batch = new Batch2D(1024);
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activeBlockBatch = new Batch2D(1024);
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uicamera = new Camera(glm::vec3(), Window::height / uiscale);
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uicamera->perspective = false;
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uicamera->flipped = true;
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}
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@ -63,7 +62,6 @@ void finalize_renderer(){
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delete crosshair;
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delete lineBatch;
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delete batch;
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delete activeBlockBatch;
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}
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void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
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@ -112,17 +110,45 @@ bool chunks_comparator(size_t i, size_t j) {
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}
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void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks,
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bool occlusion, bool devdata, int fps){
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void draw_hud(Player* player, Assets* assets, bool devdata, int fps){
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection()*uicamera->getView());
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// draw debug info
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Font* font = assets->getFont("normal");
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batch->begin();
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batch->texture(font->texture);
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if (devdata){
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font->draw(batch, "devdata does not exist", 16, 16);
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font->draw(batch, std::to_string((int)player->camera->position.x), 10, 30);
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font->draw(batch, std::to_string((int)player->camera->position.y), 50, 30);
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font->draw(batch, std::to_string((int)player->camera->position.z), 90, 30);
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font->draw(batch, "fps:", 16, 42);
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font->draw(batch, std::to_string(fps), 40, 42);
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}
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batch->render();
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// choosen block preview
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Texture* blocks = assets->getTexture("block_select");
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batch->texture(blocks);
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float u = (player->choosenBlock % 16) / 16.0f;
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float v = 1.0f - ((player->choosenBlock / 16) / 16.0f) - 1.0f/16.0f;
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batch->rect(16, 280, 64, 64, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
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batch->render();
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}
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void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks, bool occlusion){
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glClearColor(0.7f,0.81f,1.0f,1);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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glEnable(GL_DEPTH_TEST);
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glEnable(GL_CULL_FACE);
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_chunks = chunks;
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// Draw VAO
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Texture* texture = assets->getTexture("block");
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Texture* blocks = assets->getTexture("block_select");
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Shader* shader = assets->getShader("main");
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Shader* crosshairShader = assets->getShader("crosshair");
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Shader* linesShader = assets->getShader("lines");
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@ -134,7 +160,6 @@ void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks,
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shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
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shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
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texture->bind();
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// blocks->bind();
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std::vector<size_t> indices;
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@ -171,35 +196,6 @@ void draw_world(Player* player, Camera* camera, Assets* assets, Chunks* chunks,
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f, camera->position.z+0.01f, 0, 0, 1, 1);
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lineBatch->line(camera->position.x, camera->position.y-0.1f, camera->position.z, camera->position.x, camera->position.y-0.1f+0.01f, camera->position.z, 0, 1, 0, 1);
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lineBatch->render();
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glDisable(GL_DEPTH_TEST);
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Shader* uishader = assets->getShader("ui");
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uishader->use();
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uishader->uniformMatrix("u_projview", uicamera->getProjection());
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Font* font = assets->getFont("normal");
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// Texture* blocks = assets->getTexture("blocks")
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batch->begin();
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batch->texture(font->texture);
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// font->draw(batch, "void Font::draw(Batch2D* batch, std::string text, int x, int y) {", 10, 10);
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if (devdata){
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font->draw(batch, "devdata does not exist", 16, 16);
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font->draw(batch, std::to_string((int)player->camera->position.x), 10, 30);
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font->draw(batch, std::to_string((int)player->camera->position.y), 50, 30);
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font->draw(batch, std::to_string((int)player->camera->position.z), 90, 30);
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font->draw(batch, "fps:", 16, 42);
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font->draw(batch, std::to_string(fps), 40, 42);
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}
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//batch->rect(0, 0, 256, 256);
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batch->render();
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activeBlockBatch->begin();
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activeBlockBatch->texture(blocks);
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float u = (player->choosenBlock % 16) / 16.0f;
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float v = 1.0f - ((player->choosenBlock / 16) / 16.0f) - 1.0f/16.0f;
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activeBlockBatch->rect(16, 280, 64, 64, u, v, 1.0f/16.0f, 1.0f/16.0f, 1,1,1,1);
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activeBlockBatch->render();
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}
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#endif // WORLD_RENDERER_CPP
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