General refactor
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@@ -307,7 +307,8 @@ vec4 BlocksRenderer::pickLight(int x, int y, int z) const {
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}
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}
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vec4 BlocksRenderer::pickSoftLight(int x, int y, int z, const ivec3& right, const ivec3& up) const {
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vec4 BlocksRenderer::pickSoftLight(int x, int y, int z,
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const ivec3& right, const ivec3& up) const {
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return (pickLight(x - right.x - up.x, y - right.y - up.y, z - right.z - up.z) +
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pickLight(x - up.x, y - up.y, z - up.z) +
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pickLight(x, y, z) +
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@@ -332,15 +333,15 @@ void BlocksRenderer::render(const voxel* voxels, int atlas_size) {
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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case BlockModel::block:
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if (*((uint32_t*)&def.emission)) {
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blockCube(x, y, z, vec3(1, 1, 1), texfaces, def.drawGroup);
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if (def.rt.emissive) {
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blockCube(x, y, z, vec3(1.0f), texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, vec3(1, 1, 1), texfaces, &def, vox.states);
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blockCubeShaded(x, y, z, vec3(1.0f), texfaces, &def, vox.states);
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}
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break;
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1, 1, 1), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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blockXSprite(x, y, z, vec3(1.0f), texfaces[FACE_MX], texfaces[FACE_MZ], 1.0f);
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break;
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}
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default:
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