'Player' class, separated main file

Moved render code to world_render.h, declarations code (assets and blocks) to declarations.h
This commit is contained in:
MihailRis 2022-03-02 23:45:09 +03:00 committed by GitHub
parent 2a158bfb46
commit b7e8ff5bea
No known key found for this signature in database
GPG Key ID: 4AEE18F83AFDEB23
11 changed files with 370 additions and 265 deletions

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@ -11,6 +11,7 @@ RM := rm -rf
-include src/window/subdir.mk
-include src/voxels/subdir.mk
-include src/physics/subdir.mk
-include src/objects/subdir.mk
-include src/loaders/subdir.mk
-include src/lighting/subdir.mk
-include src/graphics/subdir.mk

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@ -27,6 +27,7 @@ src/files \
src/graphics \
src/lighting \
src/loaders \
src/objects \
src/physics \
src \
src/voxels \

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@ -0,0 +1,24 @@
################################################################################
# Automatically-generated file. Do not edit!
################################################################################
# Add inputs and outputs from these tool invocations to the build variables
CPP_SRCS += \
../src/objects/Player.cpp
OBJS += \
./src/objects/Player.o
CPP_DEPS += \
./src/objects/Player.d
# Each subdirectory must supply rules for building sources it contributes
src/objects/%.o: ../src/objects/%.cpp src/objects/subdir.mk
@echo 'Building file: $<'
@echo 'Invoking: Cross G++ Compiler'
g++ -O0 -g3 -Wall -c -fmessage-length=0 -MMD -MP -MF"$(@:%.o=%.d)" -MT"$@" -o "$@" "$<"
@echo 'Finished building: $<'
@echo ' '

119
src/declarations.h Normal file
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@ -0,0 +1,119 @@
#ifndef DECLARATIONS_CPP
#define DECLARATIONS_CPP
#include <iostream>
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "window/Window.h"
#include "voxels/Block.h"
Shader *shader, *linesShader, *crosshairShader;
Texture *texture;
// Shaders, textures, renderers
int initialize_assets() {
shader = load_shader("res/main.glslv", "res/main.glslf");
if (shader == nullptr){
std::cerr << "failed to load shader" << std::endl;
Window::terminate();
return 1;
}
crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf");
if (crosshairShader == nullptr){
std::cerr << "failed to load crosshair shader" << std::endl;
Window::terminate();
return 1;
}
linesShader = load_shader("res/lines.glslv", "res/lines.glslf");
if (linesShader == nullptr){
std::cerr << "failed to load lines shader" << std::endl;
Window::terminate();
return 1;
}
texture = load_texture("res/block.png");
if (texture == nullptr){
std::cerr << "failed to load texture" << std::endl;
delete shader;
Window::terminate();
return 1;
}
return 0;
}
// Deleting GL objects like shaders, textures
void finalize_assets(){
delete shader;
delete texture;
delete crosshairShader;
delete linesShader;
}
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
// AIR
Block* block = new Block(0,0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
Block::blocks[block->id] = block;
// STONE
block = new Block(1,2);
Block::blocks[block->id] = block;
// GRASS
block = new Block(2,4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
// LAMP
block = new Block(3,3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
// GLASS
block = new Block(4,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
// PLANKS
block = new Block(5,6);
Block::blocks[block->id] = block;
// WOOD
block = new Block(6,7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
Block::blocks[block->id] = block;
// LEAVES
block = new Block(7,9);
Block::blocks[block->id] = block;
// ACTUAL STONE
block = new Block(8,10);
Block::blocks[block->id] = block;
// WATER
block = new Block(9,11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
Block::blocks[block->id] = block;
}
#endif // DECLARATIONS_CPP

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@ -1,6 +1,9 @@
#include "WorldFiles.h"
#include "files.h"
#include "../window/Camera.h"
#include "../objects/Player.h"
#include "../physics/Hitbox.h"
#include "../voxels/Chunk.h"
union {
@ -185,9 +188,11 @@ void WorldFiles::write(){
}
}
void WorldFiles::writePlayer(glm::vec3 position, float camX, float camY){
void WorldFiles::writePlayer(Player* player){
char dst[1+3*4 + 1+2*4];
glm::vec3 position = player->hitbox->position;
size_t offset = 0;
dst[offset++] = SECTION_POSITION;
float2Bytes(position.x, dst, offset); offset += 4;
@ -195,19 +200,20 @@ void WorldFiles::writePlayer(glm::vec3 position, float camX, float camY){
float2Bytes(position.z, dst, offset); offset += 4;
dst[offset++] = SECTION_ROTATION;
float2Bytes(camX, dst, offset); offset += 4;
float2Bytes(camY, dst, offset); offset += 4;
float2Bytes(player->camX, dst, offset); offset += 4;
float2Bytes(player->camY, dst, offset); offset += 4;
write_binary_file(getPlayerFile(), (const char*)dst, sizeof(dst));
}
bool WorldFiles::readPlayer(glm::vec3& position, float& camX, float& camY) {
bool WorldFiles::readPlayer(Player* player) {
size_t length = 0;
char* data = read_binary_file(getPlayerFile(), length);
if (data == nullptr){
std::cerr << "could not to read player.bin" << std::endl;
return false;
}
glm::vec3 position = player->hitbox->position;
size_t offset = 0;
while (offset < length){
char section = data[offset++];
@ -218,12 +224,13 @@ bool WorldFiles::readPlayer(glm::vec3& position, float& camX, float& camY) {
position.z = bytes2Float(data, offset); offset += 4;
break;
case SECTION_ROTATION:
camX = bytes2Float(data, offset); offset += 4;
camY = bytes2Float(data, offset); offset += 4;
player->camX = bytes2Float(data, offset); offset += 4;
player->camY = bytes2Float(data, offset); offset += 4;
break;
}
}
std::cout << position.x << " " << position.y << " " << position.z << std::endl;
player->hitbox->position = position;
player->camera->position = position + vec3(0, 1, 0);
return true;
}

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@ -3,7 +3,8 @@
#include <map>
#include <unordered_map>
#include <glm/glm.hpp>
class Player;
#define REGION_SIZE_BIT 5
#define REGION_SIZE (1 << (REGION_SIZE_BIT))
@ -27,12 +28,12 @@ public:
void put(const char* chunkData, int x, int y);
bool readPlayer(glm::vec3& position, float& camX, float& camY);
bool readPlayer(Player* player);
bool readChunk(int x, int y, char* out);
bool getChunk(int x, int y, char* out);
void readRegion(char* fileContent);
unsigned int writeRegion(char* out, int x, int y, char** region);
void writePlayer(glm::vec3 position, float camX, float camY);
void writePlayer(Player* player);
void write();
std::string getRegionFile(int x, int y);

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@ -15,7 +15,10 @@ Lighting::Lighting(Chunks* chunks){
}
Lighting::~Lighting(){
delete solverR, solverG, solverB, solverS;
delete solverR;
delete solverG;
delete solverB;
delete solverS;
}
void Lighting::clear(){
@ -38,7 +41,6 @@ void Lighting::onChunkLoaded(int cx, int cy, int cz, bool sky){
for (int z = 0; z < CHUNK_D; z++){
for (int x = 0; x < CHUNK_W; x++){
int gx = x + cx * CHUNK_W;
int gy = cy * CHUNK_H;
int gz = z + cz * CHUNK_D;
int light = chunk->lightmap->getS(x,0,z);
@ -195,7 +197,7 @@ void Lighting::onBlockSet(int x, int y, int z, int id){
if (chunks->getLight(x,y+1,z, 3) == 0xF){
for (int i = y; i >= 0; i--){
voxel* vox = chunks->get(x,i,z);
if (vox == nullptr || vox->id != 0 && Block::blocks[id]->skyLightPassing)
if ((vox == nullptr || vox->id != 0) && Block::blocks[id]->skyLightPassing)
break;
solverS->add(x,i,z, 0xF);
}

10
src/objects/Player.cpp Normal file
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@ -0,0 +1,10 @@
#include "Player.h"
#include "../physics/Hitbox.h"
#include <glm/glm.hpp>
Player::Player(glm::vec3 position, float speed, Camera* camera) :
speed(speed),
camera(camera){
hitbox = new Hitbox(position, vec3(0.2f,0.9f,0.2f));
}

19
src/objects/Player.h Normal file
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@ -0,0 +1,19 @@
#ifndef SRC_OBJECTS_PLAYER_H_
#define SRC_OBJECTS_PLAYER_H_
#include <glm/glm.hpp>
class Camera;
class Hitbox;
class Player {
public:
float speed;
Camera* camera;
Hitbox* hitbox;
float camX, camY;
Player(glm::vec3 position, float speed, Camera* camera);
~Player();
};
#endif /* SRC_OBJECTS_PLAYER_H_ */

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@ -4,7 +4,6 @@
#include <GL/glew.h>
#include <GLFW/glfw3.h>
#include <algorithm>
#include <vector>
#include <ctime>
@ -38,245 +37,19 @@ using namespace glm;
#include "physics/Hitbox.h"
#include "physics/PhysicsSolver.h"
#include "objects/Player.h"
#include "declarations.h"
#include "world_render.h"
int WIDTH = 1280;
int HEIGHT = 720;
float vertices[] = {
// x y
-0.01f,-0.01f,
0.01f, 0.01f,
-0.01f, 0.01f,
0.01f,-0.01f,
};
int attrs[] = {
2, 0 //null terminator
};
Mesh *crosshair;
Shader *shader, *linesShader, *crosshairShader;
Texture *texture;
LineBatch *lineBatch;
Chunks* chunks;
WorldFiles* wfile;
bool occlusion = false;
// All in-game definitions (blocks, items, etc..)
void setup_definitions() {
// AIR
Block* block = new Block(0,0);
block->drawGroup = 1;
block->lightPassing = true;
block->skyLightPassing = true;
block->obstacle = false;
Block::blocks[block->id] = block;
// STONE
block = new Block(1,2);
Block::blocks[block->id] = block;
// GRASS
block = new Block(2,4);
block->textureFaces[2] = 2;
block->textureFaces[3] = 1;
Block::blocks[block->id] = block;
// LAMP
block = new Block(3,3);
block->emission[0] = 15;
block->emission[1] = 14;
block->emission[2] = 13;
Block::blocks[block->id] = block;
// GLASS
block = new Block(4,5);
block->drawGroup = 2;
block->lightPassing = true;
Block::blocks[block->id] = block;
// PLANKS
block = new Block(5,6);
Block::blocks[block->id] = block;
// WOOD
block = new Block(6,7);
block->textureFaces[2] = 8;
block->textureFaces[3] = 8;
Block::blocks[block->id] = block;
// LEAVES
block = new Block(7,9);
Block::blocks[block->id] = block;
// ACTUAL STONE
block = new Block(8,10);
Block::blocks[block->id] = block;
// WATER
block = new Block(9,11);
block->drawGroup = 4;
block->lightPassing = true;
block->skyLightPassing = false;
block->obstacle = false;
Block::blocks[block->id] = block;
}
// Shaders, textures, renderers
int initialize_assets() {
shader = load_shader("res/main.glslv", "res/main.glslf");
if (shader == nullptr){
std::cerr << "failed to load shader" << std::endl;
Window::terminate();
return 1;
}
crosshairShader = load_shader("res/crosshair.glslv", "res/crosshair.glslf");
if (crosshairShader == nullptr){
std::cerr << "failed to load crosshair shader" << std::endl;
Window::terminate();
return 1;
}
linesShader = load_shader("res/lines.glslv", "res/lines.glslf");
if (linesShader == nullptr){
std::cerr << "failed to load lines shader" << std::endl;
Window::terminate();
return 1;
}
texture = load_texture("res/block.png");
if (texture == nullptr){
std::cerr << "failed to load texture" << std::endl;
delete shader;
Window::terminate();
return 1;
}
return 0;
}
void draw_chunk(size_t index, Camera* camera){
Chunk* chunk = chunks->chunks[index];
Mesh* mesh = chunks->meshes[index];
if (mesh == nullptr)
return;
// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
if (occlusion){
const float cameraX = camera->position.x;
const float cameraZ = camera->position.z;
const float camDirX = camera->dir.x;
const float camDirZ = camera->dir.z;
bool unoccluded = false;
do {
if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
} while (false);
if (!unoccluded)
return;
}
mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES);
}
float find_most_distant_sqr(float px, float pz, float distance_limit2){
float max_dist2 = -1.0f;
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
float dist2 = (chunk->x - px) * (chunk->z - pz);
if (dist2 > max_dist2 && dist2 < distance_limit2){
max_dist2 = dist2;
}
}
return max_dist2;
}
float _camera_cx;
float _camera_cz;
bool chunks_comparator(size_t i, size_t j) {
Chunk* a = chunks->chunks[i];
Chunk* b = chunks->chunks[j];
return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
>
(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
}
void draw_world(Camera* camera){
glClearColor(0.7f,0.71f,0.73f,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
// Draw VAO
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f);
shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
texture->bind();
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
if (chunks->meshes[i] != nullptr)
indices.push_back(i);
}
std::sort(indices.begin(), indices.end(), chunks_comparator);
float px = camera->position.x / (float)CHUNK_W;
float pz = camera->position.z / (float)CHUNK_D;
_camera_cx = px;
_camera_cz = pz;
for (size_t i = 0; i < indices.size(); i++){
draw_chunk(indices[i], camera);
}
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
crosshair->draw(GL_LINES);
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
lineBatch->render();
}
// Deleting GL objects like shaders, textures
void finalize_assets(){
delete shader;
delete texture;
delete crosshair;
delete crosshairShader;
delete linesShader;
delete lineBatch;
}
// Save all world data to files
void write_world(){
@ -313,30 +86,24 @@ int main() {
wfile = new WorldFiles("world/", REGION_VOL * (CHUNK_VOL * 2 + 8));
chunks = new Chunks(34,1,34, 0,0,0);
float camX = 0.0f;
float camY = 0.0f;
wfile->readPlayer(camera->position, camX, camY);
Player* player = new Player(vec3(camera->position), 5.0f, camera);
wfile->readPlayer(player);
camera->rotation = mat4(1.0f);
camera->rotate(camY, camX, 0);
Hitbox* hitbox = new Hitbox(vec3(camera->position.x,camera->position.y+1,camera->position.z), vec3(0.2f,0.9f,0.2f));
camera->rotate(player->camY, player->camX, 0);
VoxelRenderer renderer(1024*1024);
lineBatch = new LineBatch(4096);
PhysicsSolver physics(vec3(0,-16.0f,0));
Lighting lighting(chunks);
crosshair = new Mesh(vertices, 4, attrs);
init_renderer();
ChunksController chunksController(chunks, &lighting);
float lastTime = glfwGetTime();
float delta = 0.0f;
float playerSpeed = 5.0f;
int choosenBlock = 1;
long frame = 0;
@ -369,10 +136,11 @@ int main() {
}
// Controls
Hitbox* hitbox = player->hitbox;
bool sprint = Events::pressed(GLFW_KEY_LEFT_CONTROL);
bool shift = Events::pressed(GLFW_KEY_LEFT_SHIFT) && hitbox->grounded && !sprint;
float speed = playerSpeed;
float speed = player->speed;
int substeps = (int)(delta * 1000);
substeps = (substeps <= 0 ? 1 : (substeps > 100 ? 100 : substeps));
physics.step(chunks, hitbox, delta, substeps, shift);
@ -422,18 +190,18 @@ int main() {
chunksController.loadVisible(wfile);
if (Events::_cursor_locked){
camY += -Events::deltaY / Window::height * 2;
camX += -Events::deltaX / Window::height * 2;
player->camY += -Events::deltaY / Window::height * 2;
player->camX += -Events::deltaX / Window::height * 2;
if (camY < -radians(89.0f)){
camY = -radians(89.0f);
if (player->camY < -radians(89.0f)){
player->camY = -radians(89.0f);
}
if (camY > radians(89.0f)){
camY = radians(89.0f);
if (player->camY > radians(89.0f)){
player->camY = radians(89.0f);
}
camera->rotation = mat4(1.0f);
camera->rotate(camY, camX, 0);
camera->rotate(player->camY, player->camX, 0);
}
{
@ -462,16 +230,17 @@ int main() {
}
}
}
draw_world(camera);
draw_world(camera, shader, texture, crosshairShader, linesShader, chunks, occlusion);
Window::swapBuffers();
Events::pullEvents();
}
wfile->writePlayer(hitbox->position, camX, camY);
wfile->writePlayer(player);
write_world();
close_world();
finalize_renderer();
finalize_assets();
Window::terminate();
return 0;

152
src/world_render.h Normal file
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@ -0,0 +1,152 @@
#ifndef WORLD_RENDERER_CPP
#define WORLD_RENDERER_CPP
#include <vector>
#include <algorithm>
#include <GL/glew.h>
#include <glm/glm.hpp>
#include <glm/ext.hpp>
#include <glm/gtc/matrix_transform.hpp>
#include "window/Window.h"
#include "window/Camera.h"
#include "graphics/Mesh.h"
#include "graphics/Shader.h"
#include "graphics/Texture.h"
#include "graphics/LineBatch.h"
#include "voxels/Chunks.h"
#include "voxels/Chunk.h"
float _camera_cx;
float _camera_cz;
Chunks* _chunks;
Mesh *crosshair;
float vertices[] = {
// x y
-0.01f,-0.01f,
0.01f, 0.01f,
-0.01f, 0.01f,
0.01f,-0.01f,
};
int attrs[] = {
2, 0 //null terminator
};
LineBatch *lineBatch;
void init_renderer(){
crosshair = new Mesh(vertices, 4, attrs);
lineBatch = new LineBatch(4096);
}
void finalize_renderer(){
delete crosshair;
delete lineBatch;
}
void draw_chunk(size_t index, Camera* camera, Shader* shader, bool occlusion){
Chunk* chunk = _chunks->chunks[index];
Mesh* mesh = _chunks->meshes[index];
if (mesh == nullptr)
return;
// Simple frustum culling (culling chunks behind the camera in 2D - XZ)
if (occlusion){
const float cameraX = camera->position.x;
const float cameraZ = camera->position.z;
const float camDirX = camera->dir.x;
const float camDirZ = camera->dir.z;
bool unoccluded = false;
do {
if ((chunk->x*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + (chunk->z*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if (((chunk->x+1)*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
if ((chunk->x*CHUNK_W-cameraX)*camDirX + ((chunk->z+1)*CHUNK_D-cameraZ)*camDirZ >= 0.0){
unoccluded = true; break;
}
} while (false);
if (!unoccluded)
return;
}
mat4 model = glm::translate(mat4(1.0f), vec3(chunk->x*CHUNK_W+0.5f, chunk->y*CHUNK_H+0.5f, chunk->z*CHUNK_D+0.5f));
shader->uniformMatrix("u_model", model);
mesh->draw(GL_TRIANGLES);
}
bool chunks_comparator(size_t i, size_t j) {
Chunk* a = _chunks->chunks[i];
Chunk* b = _chunks->chunks[j];
return ((a->x + 0.5f - _camera_cx)*(a->x + 0.5f - _camera_cx) + (a->z + 0.5f - _camera_cz)*(a->z + 0.5f - _camera_cz)
>
(b->x + 0.5f - _camera_cx)*(b->x + 0.5f - _camera_cx) + (b->z + 0.5f - _camera_cz)*(b->z + 0.5f - _camera_cz));
}
void draw_world(Camera* camera, Shader* shader, Texture* texture,
Shader* crosshairShader, Shader* linesShader,
Chunks* chunks, bool occlusion){
glClearColor(0.7f,0.71f,0.73f,1);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
_chunks = chunks;
// Draw VAO
shader->use();
shader->uniformMatrix("u_proj", camera->getProjection());
shader->uniformMatrix("u_view", camera->getView());
shader->uniform1f("u_gamma", 1.6f);
shader->uniform3f("u_skyLightColor", 1.8f,1.8f,1.8f);
shader->uniform3f("u_fogColor", 0.7f,0.71f,0.73f);
shader->uniform3f("u_cameraPos", camera->position.x,camera->position.y,camera->position.z);
texture->bind();
std::vector<size_t> indices;
for (size_t i = 0; i < chunks->volume; i++){
Chunk* chunk = chunks->chunks[i];
if (chunk == nullptr)
continue;
if (chunks->meshes[i] != nullptr)
indices.push_back(i);
}
std::sort(indices.begin(), indices.end(), chunks_comparator);
float px = camera->position.x / (float)CHUNK_W;
float pz = camera->position.z / (float)CHUNK_D;
_camera_cx = px;
_camera_cz = pz;
for (size_t i = 0; i < indices.size(); i++){
draw_chunk(indices[i], camera, shader, occlusion);
}
crosshairShader->use();
crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
crosshair->draw(GL_LINES);
linesShader->use();
linesShader->uniformMatrix("u_projview", camera->getProjection()*camera->getView());
glLineWidth(2.0f);
lineBatch->render();
}
#endif // WORLD_RENDERER_CPP