AABB emissive blocks lighting fix + refactor
This commit is contained in:
@@ -116,47 +116,10 @@ void BlocksRenderer::vertex(const vec3& coord,
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vertex(coord, u, v, light * tint);
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vertex(coord, u, v, light * tint);
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}
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}
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void BlocksRenderer::vertex(const vec3& coord,
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float u, float v,
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const vec4& tint,
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const ivec3& axisX,
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const ivec3& axisY,
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const ivec3& axisZ) {
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vec4 light = pickSoftLight(ivec3(coord.x, coord.y, coord.z)+axisZ, axisX, axisY);
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vertex(coord, u, v, light * tint);
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}
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void BlocksRenderer::face(const vec3& coord,
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void BlocksRenderer::face(const vec3& coord,
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const vec3& X,
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const vec3& X,
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const vec3& Y,
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const vec3& Y,
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const vec3& Z,
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const vec3& Z,
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const UVRegion& region) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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overflow = true;
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return;
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}
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float d = glm::dot(Z, SUN_VECTOR);
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d = 0.7f + d * 0.3f;
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vec4 tint(d);
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float s = 0.5f;
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z);
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vertex(coord + (X - Y + Z) * s, region.u2, region.v1, tint, X, Y, Z);
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vertex(coord + (X + Y + Z) * s, region.u2, region.v2, tint, X, Y, Z);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, X, Y, Z);
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index(0, 1, 2, 0, 2, 3);
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}
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void BlocksRenderer::face(const vec3& coord,
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const ivec3& axisX,
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const ivec3& axisY,
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const ivec3& axisZ,
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const ivec3& laxisZ,
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float width,
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float height,
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float depth,
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const UVRegion& region,
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const UVRegion& region,
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bool lights) {
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bool lights) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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if (vertexOffset + BlocksRenderer::VERTEX_SIZE * 4 > capacity) {
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@@ -164,53 +127,26 @@ void BlocksRenderer::face(const vec3& coord,
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return;
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return;
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}
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}
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const vec3 X(axisX);
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float s = 0.5f;
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const vec3 Y(axisY);
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const vec3 Z(axisZ);
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if (lights) {
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if (lights) {
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float d = glm::dot(Z, SUN_VECTOR);
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float d = glm::dot(Z, SUN_VECTOR);
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d = 0.75f + d * 0.25f;
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d = 0.7f + d * 0.3f;
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vec4 tint(d);
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vertex(coord + Z*depth, region.u1, region.v1, tint, axisX, axisY, laxisZ);
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vec4 tint(d);
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vertex(coord + Z*depth + X*width, region.u2, region.v1, tint, axisX, axisY, laxisZ);
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint, X, Y, Z);
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vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint, X, Y, Z);
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vertex(coord + Z*depth + Y*height, region.u1, region.v2, tint, axisX, axisY, laxisZ);
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint, X, Y, Z);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint, X, Y, Z);
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} else {
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} else {
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vertex(coord + Z*depth, region.u1, region.v1, vec4(1.0f));
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vec4 tint(1.0f);
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vertex(coord + Z*depth + X*width, region.u2, region.v1, vec4(1.0f));
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vertex(coord + (-X - Y + Z) * s, region.u1, region.v1, tint);
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vertex(coord + Z*depth + X*width + Y*height, region.u2, region.v2, vec4(1.0f));
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vertex(coord + ( X - Y + Z) * s, region.u2, region.v1, tint);
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vertex(coord + Z*depth + Y*height, region.u1, region.v2, vec4(1.0f));
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vertex(coord + ( X + Y + Z) * s, region.u2, region.v2, tint);
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vertex(coord + (-X + Y + Z) * s, region.u1, region.v2, tint);
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}
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}
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index(0, 1, 2, 0, 2, 3);
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index(0, 1, 2, 0, 2, 3);
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}
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}
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void BlocksRenderer::blockCube(int x, int y, int z, const UVRegion(&texfaces)[6], ubyte group) {
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vec4 lights[]{ vec4(1.0f), vec4(1.0f), vec4(1.0f), vec4(1.0f) };
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vec3 coord(x, y, z);
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if (isOpen(x, y, z + 1, group)) {
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 1, 0), vec3(0, 0, 1), texfaces[5], lights, vec4(1.0f));
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}
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if (isOpen(x, y, z - 1, group)) {
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face(coord, 1, 1, 1, vec3(-1, 0, 0), vec3(0, 1, 0), vec3(0, 0, -1), texfaces[4], lights, vec4(1.0f));
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}
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if (isOpen(x, y + 1, z, group)) {
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, -1), vec3(0, 1, 0), texfaces[3], lights, vec4(1.0f));
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}
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if (isOpen(x, y - 1, z, group)) {
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face(coord, 1, 1, 1, vec3(1, 0, 0), vec3(0, 0, 1), vec3(0, -1, 0), texfaces[2], lights, vec4(1.0f));
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}
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if (isOpen(x - 1, y, z, group)) {
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face(coord, 1, 1, 1, vec3(0, 0, 1), vec3(0, 1, 0), vec3(-1, 0, 0), texfaces[0], lights, vec4(1.0f));
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}
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if (isOpen(x + 1, y, z, group)) {
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face(coord, 1, 1, 1, vec3(0, 0, -1), vec3(0, 1, 0), vec3(1, 0, 0), texfaces[1], lights, vec4(1.0f));
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}
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}
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void BlocksRenderer::blockXSprite(int x, int y, int z,
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void BlocksRenderer::blockXSprite(int x, int y, int z,
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const vec3& size,
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const vec3& size,
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@@ -271,21 +207,22 @@ void BlocksRenderer::blockAABB(const ivec3& icoord,
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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coord = vec3(icoord) - vec3(0.5f) + hitbox.center();
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5]); // north
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face(coord, X*size.x, Y*size.y, Z*size.z, texfaces[5], lights); // north
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4]); // south
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face(coord, -X*size.x, Y*size.y, -Z*size.z, texfaces[4], lights); // south
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3]); // top
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face(coord, X*size.x, -Z*size.z, Y*size.y, texfaces[3], lights); // top
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2]); // bottom
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face(coord, -X*size.x, -Z*size.z, -Y*size.y, texfaces[2], lights); // bottom
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1]); // west
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face(coord, -Z*size.z, Y*size.y, X*size.x, texfaces[1], lights); // west
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0]); // east
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face(coord, Z*size.z, Y*size.y, -X*size.x, texfaces[0], lights); // east
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}
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}
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/* Fastest solid shaded blocks render method */
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/* Fastest solid shaded blocks render method */
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void BlocksRenderer::blockCubeShaded(int x, int y, int z,
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void BlocksRenderer::blockCube(int x, int y, int z,
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const UVRegion(&texfaces)[6],
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const UVRegion(&texfaces)[6],
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const Block* block,
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const Block* block,
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ubyte states) {
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ubyte states,
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bool lights) {
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ubyte group = block->drawGroup;
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ubyte group = block->drawGroup;
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vec3 X(1, 0, 0);
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vec3 X(1, 0, 0);
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@@ -301,22 +238,22 @@ void BlocksRenderer::blockCubeShaded(int x, int y, int z,
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}
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}
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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if (isOpen(x+Z.x, y+Z.y, z+Z.z, group)) {
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face(coord, X, Y, Z, texfaces[5]);
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face(coord, X, Y, Z, texfaces[5], lights);
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}
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}
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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if (isOpen(x-Z.x, y-Z.y, z-Z.z, group)) {
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face(coord, -X, Y, -Z, texfaces[4]);
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face(coord, -X, Y, -Z, texfaces[4], lights);
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}
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}
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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if (isOpen(x+Y.x, y+Y.y, z+Y.z, group)) {
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face(coord, X, -Z, Y, texfaces[3]);
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face(coord, X, -Z, Y, texfaces[3], lights);
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}
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}
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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if (isOpen(x-Y.x, y-Y.y, z-Y.z, group)) {
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face(coord, X, Z, -Y, texfaces[2]);
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face(coord, X, Z, -Y, texfaces[2], lights);
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}
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}
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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if (isOpen(x+X.x, y+X.y, z+X.z, group)) {
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face(coord, -Z, Y, X, texfaces[1]);
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face(coord, -Z, Y, X, texfaces[1], lights);
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}
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}
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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if (isOpen(x-X.x, y-X.y, z-X.z, group)) {
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face(coord, Z, Y, -X, texfaces[0]);
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face(coord, Z, Y, -X, texfaces[0], lights);
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}
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}
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}
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}
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@@ -403,12 +340,7 @@ void BlocksRenderer::render(const voxel* voxels) {
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int z = (i / CHUNK_D) % CHUNK_W;
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int z = (i / CHUNK_D) % CHUNK_W;
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switch (def.model) {
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switch (def.model) {
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case BlockModel::block:
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case BlockModel::block:
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if (def.rt.emissive) {
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blockCube(x, y, z, texfaces, &def, vox.states, !def.rt.emissive);
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blockCube(x, y, z, texfaces, def.drawGroup);
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}
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else {
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blockCubeShaded(x, y, z, texfaces, &def, vox.states);
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}
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break;
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break;
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case BlockModel::xsprite: {
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case BlockModel::xsprite: {
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blockXSprite(x, y, z, vec3(1.0f),
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blockXSprite(x, y, z, vec3(1.0f),
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@@ -45,13 +45,6 @@ class BlocksRenderer {
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const glm::vec3& axisY,
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const glm::vec3& axisY,
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const glm::vec3& axisZ);
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const glm::vec3& axisZ);
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void vertex(const glm::vec3& coord,
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float u, float v,
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const glm::vec4& brightness,
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const glm::ivec3& axisX,
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ);
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void face(const glm::vec3& coord, float w, float h, float d,
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void face(const glm::vec3& coord, float w, float h, float d,
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const glm::vec3& axisX,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisY,
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@@ -64,22 +57,10 @@ class BlocksRenderer {
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const glm::vec3& axisX,
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const glm::vec3& axisX,
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const glm::vec3& axisY,
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const glm::vec3& axisY,
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const glm::vec3& axisZ,
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const glm::vec3& axisZ,
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const UVRegion& region);
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void face(const glm::vec3& coord,
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const glm::ivec3& axisX,
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const glm::ivec3& axisY,
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const glm::ivec3& axisZ,
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const glm::ivec3& laxisZ,
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float width,
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float height,
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float depth,
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const UVRegion& region,
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const UVRegion& region,
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bool lights);
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bool lights);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], ubyte group);
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void blockCube(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states, bool lights);
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void blockCubeShaded(int x, int y, int z, const UVRegion(&faces)[6], const Block* block, ubyte states);
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void blockAABB(const glm::ivec3& coord,
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void blockAABB(const glm::ivec3& coord,
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const UVRegion(&faces)[6],
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const UVRegion(&faces)[6],
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const Block* block,
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const Block* block,
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