Added Batch3D
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165
src/graphics/Batch3D.cpp
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165
src/graphics/Batch3D.cpp
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#include "Batch3D.h"
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#include "Mesh.h"
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#include "Texture.h"
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#include <GL/glew.h>
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#define VERTEX_SIZE 9
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Batch3D::Batch3D(size_t capacity) : capacity(capacity), offset(0), color(1.0f, 1.0f, 1.0f, 1.0f){
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const int attrs[] = {
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3, 2, 4, 0 //null terminator
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};
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buffer = new float[capacity * VERTEX_SIZE];
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mesh = new Mesh(buffer, 0, attrs);
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index = 0;
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unsigned char pixels[] = {
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255, 255, 255, 255,
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};
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blank = new Texture(pixels, 1, 1);
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_texture = nullptr;
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}
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Batch3D::~Batch3D(){
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delete blank;
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delete[] buffer;
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delete mesh;
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}
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void Batch3D::begin(){
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_texture = nullptr;
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blank->bind();
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}
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void Batch3D::vertex(float x, float y, float z, float u, float v,
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float r, float g, float b, float a) {
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buffer[index++] = x;
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buffer[index++] = y;
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buffer[index++] = z;
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buffer[index++] = u;
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buffer[index++] = v;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::vertex(vec3 point,
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vec2 uvpoint,
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float r, float g, float b, float a) {
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buffer[index++] = point.x;
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buffer[index++] = point.y;
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buffer[index++] = point.z;
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buffer[index++] = uvpoint.x;
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buffer[index++] = uvpoint.y;
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buffer[index++] = r;
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buffer[index++] = g;
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buffer[index++] = b;
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buffer[index++] = a;
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}
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void Batch3D::texture(Texture* new_texture){
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if (_texture == new_texture)
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return;
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render();
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_texture = new_texture;
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if (new_texture == nullptr)
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blank->bind();
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else
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new_texture->bind();
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}
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void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h){
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const float r = color.r;
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const float g = color.g;
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const float b = color.b;
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const float a = color.a;
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if (index + 6*VERTEX_SIZE >= capacity)
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render();
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 1,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 1,
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r,g,b,a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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0, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 0,
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r,g,b,a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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1, 1,
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r,g,b,a);
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}
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void Batch3D::sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint){
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float scale = 1.0f / (float)atlasRes;
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float u = (index % atlasRes) * scale;
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float v = 1.0f - ((index / atlasRes) * scale) - scale;
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x - right.x * w - up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z - right.z * w - up.z * h,
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u, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y - right.y * w - up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v,
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tint.r,tint.g,tint.b,tint.a);
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vertex(pos.x + right.x * w + up.x * h,
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pos.y + right.y * w + up.y * h,
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pos.z + right.z * w + up.z * h,
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u+scale, v+scale,
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tint.r,tint.g,tint.b,tint.a);
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}
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void Batch3D::render() {
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mesh->reload(buffer, index / VERTEX_SIZE);
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mesh->draw(GL_TRIANGLES);
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index = 0;
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}
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40
src/graphics/Batch3D.h
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40
src/graphics/Batch3D.h
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#ifndef GRAPHICS_BATCH3D_H_
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#define GRAPHICS_BATCH3D_H_
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#include <stdlib.h>
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#include <glm/glm.hpp>
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using namespace glm;
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class Mesh;
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class Texture;
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class Batch3D {
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float* buffer;
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size_t capacity;
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size_t offset;
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glm::vec4 color;
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Mesh* mesh;
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size_t index;
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Texture* blank;
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Texture* _texture;
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void vertex(float x, float y, float z,
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float u, float v,
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float r, float g, float b, float a);
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void vertex(vec3 point, vec2 uvpoint,
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float r, float g, float b, float a);
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public:
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Batch3D(size_t capacity);
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~Batch3D();
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void begin();
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void texture(Texture* texture);
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void sprite(vec3 pos, vec3 up, vec3 right, float w, float h, int atlasRes, int index, vec4 tint);
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void sprite(vec3 pos, vec3 up, vec3 right, float w, float h);
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void render();
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};
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#endif /* GRAPHICS_BATCH3D_H_ */
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@ -19,6 +19,7 @@
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#include "graphics/Shader.h"
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#include "graphics/Texture.h"
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#include "graphics/LineBatch.h"
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#include "graphics/Batch3D.h"
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#include "voxels/Chunks.h"
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#include "voxels/Chunk.h"
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@ -45,6 +46,7 @@ int uiscale = 1;
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LineBatch *lineBatch;
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Batch2D *batch;
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Batch3D *batch3d;
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Camera *uicamera;
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VoxelRenderer *renderer;
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@ -53,6 +55,7 @@ void init_renderer(){
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lineBatch = new LineBatch(4096);
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batch = new Batch2D(1024);
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batch3d = new Batch3D(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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@ -146,8 +149,6 @@ void draw_hud(World* world, Level* level, Assets* assets, bool devdata, int fps)
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batch->texture(blocks);
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Block* cblock = Block::blocks[player->choosenBlock];
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// int texid = Block::blocks[player->choosenBlock]->textureFaces[3]; // face-3 is top face of block
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cblock->textureFaces;
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if (cblock->type == 1){
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batch->blockSprite(24, 648, 48, 48, 16, cblock->textureFaces, vec4(1.0f));
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} else if (cblock->type == 2){
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@ -203,6 +204,11 @@ void draw_world(World* world, Level* level, Camera* camera, Assets* assets, bool
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draw_chunk(indices[i], camera, shader, occlusion);
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}
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shader->uniformMatrix("u_model", mat4(1.0f));
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batch3d->begin();
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// draw 3D stuff here
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batch3d->render();
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crosshairShader->use();
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crosshairShader->uniform1f("u_ar", (float)Window::height / (float)Window::width);
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crosshairShader->uniform1f("u_scale", 1.0f / ((float)Window::height / 1000.0f));
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